<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en-GB">
	<id>https://cm-ss13.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Apophis775</id>
	<title>CM-SS13 - Wiki - User contributions [en-gb]</title>
	<link rel="self" type="application/atom+xml" href="https://cm-ss13.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Apophis775"/>
	<link rel="alternate" type="text/html" href="https://cm-ss13.com/wiki/Special:Contributions/Apophis775"/>
	<updated>2026-04-11T04:23:40Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.6</generator>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=8532</id>
		<title>Marine Law</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=8532"/>
		<updated>2018-05-17T00:31:40Z</updated>

		<summary type="html">&lt;p&gt;Apophis775: /* Current Marine Laws */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;United States Colonial Marines&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Uniform Code of Military Justice&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  The Commander of the USS Almayer and all its crew are not above UCMJ, Procedures, or Code of Conduct.  UCMJ also applies to all personnel who are in the vicinity of a USCM Operation or on board a ship.  The only exceptions specially dispatched officials from High Command or the Provost Marshall and Diplomatically Immune Weyland-Yutani Executives (not including the on-board Liaison).&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Foreword=&lt;br /&gt;
The United States Colonial Marines Uniform Code of Military Justice is enforced by the Office of the Provost Marshal.  On ships and USCM colonies this duty falls to the Military Police and Chief MP.  They operate outside the authority of the command when enforcing the Law.  The Chief MP has the final say on law enforcement within his operational area, unless overseen by higher ranking members of the Provost Marshal.  Local Colonial Marshals are expected to fully co-operate with the Chief MPs and MPs when they are operating within their jurisdiction.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Arrest Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; If a suspect is injured or wounded, alert Medbay to have a doctor sent to the brig.  Unless the suspect&#039;s life is IMMEDIATELY in danger, they are to be brought to the Brig and treated there.&amp;lt;/small&amp;gt; &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Compliant Suspect (not resisting or running)===&lt;br /&gt;
# Verbally inform the suspect you are taking them into custody and the charge.&lt;br /&gt;
# Order the suspect to the ground.&lt;br /&gt;
# Handcuff the suspect.&lt;br /&gt;
# Bring the suspect to the Brig for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Non-Compliant Suspect (resisting or running)===&lt;br /&gt;
# Prepare a non-lethal method of neutralization&lt;br /&gt;
# Apply until they are no longer resisting&lt;br /&gt;
# Secure the suspect and Inform the suspect of their charge&lt;br /&gt;
# Bring the suspect to the brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Dangerous Suspect (has used a lethal weapon against law enforcement)===&lt;br /&gt;
# Ensure you have a non-lethal response prepared&lt;br /&gt;
# Engage the suspect and attempt to subdue them.  Minimize collateral damage.&lt;br /&gt;
#* If the suspect cannot be subdued with non-lethal force, the Chief MP or acting commander may authorize a lethal force response in extreme situations, primarily when Marine lives and/or the safety of the ship are at risk.&lt;br /&gt;
# Secure the suspect and any weapons they had and inform them of their charges.&lt;br /&gt;
# Bring the suspect to the Brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Search Procedure=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If you take an ID to get access somewhere for a search, you must ensure the ID gets back to them when you are finished (or with their belongings if they are detained&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Personnel==&lt;br /&gt;
# Inform the person you are conducting and of your intent (i.e. contraband, stolen items).&lt;br /&gt;
# If possible, conduct the search in the Brig or an isolated area so nothing is stolen.&lt;br /&gt;
# Begin the search and confiscate any illegal items.&lt;br /&gt;
## If they comply, you do not need to restrain them.&lt;br /&gt;
## If they resist, you may use non-lethal force to restrain them.&lt;br /&gt;
#If illegal items are found, follow Arrest and Brig procedures, otherwise release them.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Unsecured Area==&lt;br /&gt;
# Secure the area with Police Tape.  If none is available, have additional MPs help secure the area.&lt;br /&gt;
# Search any locations, lockers, crates, and personnel within the area, following the above rule for Personnel.&lt;br /&gt;
# Take any recovered illicit items to the brig and store them in the Evidence area for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Secured Area==&lt;br /&gt;
# Request someone responsible for the secured area to be present.&lt;br /&gt;
# Declare your intent and reason for the search.&lt;br /&gt;
# Request access from whoever is responsible for the area.  &lt;br /&gt;
## If the person responsible is the person you are investigating or the search is relative too, you may restrain them and use their ID temporarily for access.  Ensure an MP guards them.&lt;br /&gt;
## If no one is available, request either the CE or an MT to over-ride the door.  In a pinch, any combat engineer will do.  Ensure the area is re-secured after you leave.&lt;br /&gt;
# Search the area for whatever evidence or whatever you are expecting to find.&lt;br /&gt;
# Ensure that no unauthorized personnel other than the individuals executing the search enter.  Detain anyone unauthorized.&lt;br /&gt;
# Ensure nothing is stolen, and anything taken is relevant to the search.  This is not an excuse to loot.&lt;br /&gt;
# Anything taken in the search is to be brought the Brig and stored in Evidence for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Detainment and Brig Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If the prisoner is removed from his cell for ANY REASON the timer is PAUSED.  Time spent outside a cell does NOT count towards time being served for the crime, even if he is in medbay.  Also, Prisoners should NEVER be left with their ID on.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
# Inform the prisoner of the charge and set the timer.  Once the timer is set, it may NOT be added too unless additional charges are added.&lt;br /&gt;
# Remove all equipment from the prisoner and place it into their locker.  Weapons may be secured in the Evidence Locker if you wish.&lt;br /&gt;
# Conduct a thorough search of all their belongings.&lt;br /&gt;
# Remove and store all their equipment inside a locker.  Dress them in an orange jumpsuit, boots, and give them a standard headset.  If they are abusing a headset, it may be removed.&lt;br /&gt;
# Buckle the prisoner to the bed.&lt;br /&gt;
# Flash the prisoner and remove their handcuffs.  If the prisoner is potentially a threat to themself or others, you may secure them with a straight jacket.&lt;br /&gt;
# Recover your handcuffs and any equipment and leave the cell.&lt;br /&gt;
# For the duration that there are prisoners in the Brig, the Chief MP or a regular MP must be in security AT ALL TIMES (unless it&#039;s an emergency).&lt;br /&gt;
# Ensure that the charges are added to their security record as either a listed charge or a note.&lt;br /&gt;
# Ensure their status is updated from Wanted to Prisoner, and when released to &amp;quot;Released&amp;quot; &lt;br /&gt;
# If a prisoner is SSD at the end of their sentence, redress them and place them in the brig Cryo.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Prisoner Rights=&lt;br /&gt;
The following is a list of basic rights the prisoners have.  They can NOT be denied, except in an extreme situation and only then with authorization from the Chief MP.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Medical Treatment===&lt;br /&gt;
All treatment must take place in the brig if possible.  If not, an MP may escort a prisoner to medbay for treatment.  The prisoner MUST have an orange jumpsuit and shoes, and will not be given their Radio or ID until they return.  Time spent in medical will NOT count against their sentence.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Access to a Radio===&lt;br /&gt;
Unless the prisoner has abused the radio, they are authorized a standard headset.  If any MP believes that it is being abused (including being used to co-ordinate a prison-break), this right can be denied.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Appeal Sentence in a timely manner===&lt;br /&gt;
The prisoner may request an appeal on his sentence from the Chief MP or the Commander.  If the Chief MP was involved in the arrest (such as the issuing officer or the arresting officer) the prisoner may request the Acting Commander in place of the CMP.  This right is rescinded during emergencies (Code Red).  The Chief MP has the final say on all appeals, and can override the Commander if he feels it is in the best interest of the ship&#039;s safety.  &lt;br /&gt;
====Appeals====&lt;br /&gt;
An appeal is primarily intended to determine guilt or innocence.  A Chief MP or Acting Commander is expected to review the evidence of the suspects crimes, the report of the arresting officer, and the testimony of the suspect.  If the Chief MP concludes that the suspect is not guilty of a law violation, it should be removed from the time they are required to server.  If they are found to be guilty, then the punishment stands.  Under no circumstances may anyone be given a Pardon if there is evidence to show a crime was committed.  If they are found innocent, then the charge should be removed.  Additional charges relating to the arrest or after their arrest are NOT removed.  (I.E. A resisting arrest charge will still be served if an assault charge is removed).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Protection from threats===&lt;br /&gt;
Prisoners must be kept safe, unharmed, and healthy during their confinement.  MPs must work to the best of their ability to ensure this.  Self-inflicting wounds will result in being straight-jacketed for the entire duration.  If the ship is at Red Alert, all MPs should return to the Brig to ensure the safety of prisoners.&lt;br /&gt;
====Release in the event of a catastrophe====&lt;br /&gt;
In the event of a Delta Alert (activation of self destruct) any prisoners may be released if the MPs believe that they will not be a threat to the crew.  A normal Red Alert, is not sufficient reason for a release unless the ship is being over-run by a large hostile force.  &amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; a small force of enemies on board is not &amp;quot;over-run by a large hostile force&amp;quot;.  You should ensure the prisoners are kept safe and alive as long as they are in your custody, and release them only if this becomes impossible to perform due to a large enemy force.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Execution Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;“The man who passes the sentence should swing the sword. If you would take a man&#039;s life, you owe it to him to look into his eyes and hear his final words. And if you cannot bear to do that, then perhaps the man does not deserve to die.”&amp;lt;br/&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
Executions of prisoners are authorized for crimes with execution as the maximum punishment.  Additionally, if the maximum amount of time to be served is greater than 1 hour, or for repeated offenders, the Chief MP or Acting Commander may request an execution.  Both must agree for an execution to be authorized.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Procedure===&lt;br /&gt;
# The Commander or Chief MP must make a ship-wide announcement from the CIC communication console informing the crew of the intent to execute the prisoner, why, and the execution method.  In a code Red or Code Delta situation, this procedure can be ignored.  (Example:  &amp;quot;I, Captain Erin Kowalski, hereby authorize the execution of Donald Cluwne on the charges of murder, assault, and damage to the ship.  He will be executed by firing squad in the briefing room.&amp;quot;)   Authorized methods of execution are either Firing Squad (handled by MPs) or Lethal Injection (handled by CMO).&lt;br /&gt;
# The Acting Commander OR Chief MP (whoever made the initial request) MUST be present at the execution.&lt;br /&gt;
# The Condemned MUST be given a chance to give any final words.  They may use a radio for this (even if their radio was taken for abuse).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Battlefield Execution===&lt;br /&gt;
The Commander of the Almayer as well as any Admirals dispatched from command hold the authority to perform a Battlefield Execution (Important: Only whitelisted Commanders have this authority, not anyone acting as a Commander).  They may kill any crew member under their command or any personnel on the ship without any warning or procedure if they feel they are a threat to the mission.  However, this authority does NOT extend to battlefield executing any members of the Military Police force or the Chief MP.  The Commander or Admiral MUST make an announcement explaining why the individual was executed and if the Chief MP or MPs have concerns, they may contact USCM High Command using the fax machine located in the brig to inquire if the execution was reasonable.  The announcement should happen at the earliest convenience.  (This is similar to the &amp;quot;Rule 0&amp;quot; rule which applies to admins, you are able to execute people as needed, however executing Military Police, CMPs, or not having a valid reason other than murderboning may result in removal from the whitelist).&amp;lt;br/&amp;gt;&lt;br /&gt;
This power can not be used on any prisoners who have been detained or are under the protection of the Military Police.&amp;lt;br/&amp;gt;&lt;br /&gt;
The Commander is forbidden from participating in the execution of prisoners other than being an observer.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Incompetent Command=&lt;br /&gt;
As Military Police you are expected to enforce the Law and Procedures upon all members of the crew.  If the Commander, XO, or any command staff are in violation of UCMJ at any time, the Chief MP is authorized to remove them from command permanently and replace them with whoever is next in the Chain of Command.  However, this requires confirmation from Central Command before it is enacted (you can use the fax machine in the Chief MPs office).&lt;br /&gt;
If they are not going to be removed from command permanently, they can instead be placed into the brig to server their sentence and the next in command takes temporary command.  Central Command does not need to approve these cases and only needs to be alerted.  However, visiting executives and Admirals are NOT bound by this and can only be removed with Central Command approval.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Special Provisions=&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Mutinies===&lt;br /&gt;
Military Police are strictly forbidden from participating in mutinies against the legitimate Command staff.  If you are made aware of a mutiny, you must take all necessary actions to prevent it and protect the legal Command Staff.  If, the Chief MP believes that the legal command staff is unable to perform their duties for any reason, the Chief MP may contact Central Command for permission to relieve them of command and replace them with the next officer in the Chain of Command (using the fax machine in the Chief MP office).  If a Chief MP is not available, a consensus between the MPs can result in the same situation.  Mutinies are unlawful, however, and MPs must do everything in their power to prevent and suppress a Mutiny.  During a mutiny, lethal force may be authorized by the Chief MP or the Acting Commander.  It may also be used without authorization in defense when engaged with lethal force.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Command Requested Arrests===&lt;br /&gt;
If the Commander, Acting Commander, or a Staff Officer requests a marine to be arrested for a crime, you MUST arrest said marine.  You may hold the marine for a maximum of 10 minutes while evidence is gathered.  If the marine is proven innocent of all accused crimes in the end, the requesting officer may be held liable for a False Arrest charge.  If there are crimes committed as a result of a false charge (i.e. resisting arrest) the time will be served, and the time will also be added to the False Arrest charge time.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Crew Authorized Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Code Green&#039;&#039;&#039; - Authorized Weapons may be carried by deploying marines (any standard issue weapon or weapon ordered from requisitions), security (non-lethals only) and the Acting Commander (a special issue Mateba).  Other officers (the XO, Staff Officers, Chief Engineer, and Requisition Officer) are authorized either a M44 Combat Revolver or M4A3 Service Pistol as a sidearm.  If you have a weapon, you must keep it holstered at all times while on board the ship.  This applies to Deploying Marines as well.&lt;br /&gt;
*&#039;&#039;&#039;Code Blue&#039;&#039;&#039; - All crew (not visitors, refugees, or prisoners) are authorized pistols.  Unless there is an immediate threat, only Law Enforcement may have weapons unholstered.&lt;br /&gt;
*&#039;&#039;&#039;Code Red&#039;&#039;&#039; - No Weapon Restrictions (Except as explained in the Rules)&lt;br /&gt;
Exceptions: If you or someone you are responsible for are in immediate, life-threatening danger and the appropriate code-level has not been set.  (Note: Meta-gaming rules still apply and over-ride the exception)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Current Marine Laws=&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; It is the duty of the arresting marine, to determine the punishment, ranging from the Minimum to Maximum.  It is reccomended to make the severity of the punishment meet the crime and to minimize excessive punishments.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;EXCESSIVE TIME:&#039;&#039;&#039; If the total punishment is to exceed 60 minutes, the Chief MP can give special permission for permanent confinement, no matter the crime.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;  class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Charge&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! Minimum Punishment&lt;br /&gt;
! Maximum Punishment&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;sortable&amp;quot; | Disrespect to a superior&lt;br /&gt;
| Using offensive names, disobeying orders, or being directly disrespectful to someone of a higher rank or position.  Each offense stacks.  Punishment time is per offense.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Hooliganism&lt;br /&gt;
| Behavior that is generally disruptive to the ship and crew that classifies as low level shenanigans not deserving of more severe punishment.  Things such as slipping people with soap/water, excessive window knocking, and force-feeding other marines.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Improper Uniform&lt;br /&gt;
| Moving around the ship outside the Cryo/Cafeteria/Preparation areas without proper military uniform for your job during non-emergency situations.  Marines should always be wearing their uniform, boots, and armor at a minimum.  Regular crew should be wearing their uniform and boots/shoes without armor unless there is a direct threat.  MPs should not have riot armor except in Code Red situations.  Any headgear should be your properly assigned headgear or an approved military alternative.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Disorderly Conduct&lt;br /&gt;
| Directly and intentionally disrupting primary operations of the ship.  Fighting in the RO line, disrupting the briefing, or inciting rioting/mutiny. &lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Insubordination&lt;br /&gt;
| Failing to follow a lawful order from someone of a superior rank or position.&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Unsecured Equipment&lt;br /&gt;
| Failing to ensure your equipment for your department is properly secured.  Leaving unattended equipment is unsafe and illegal.  You may distribute equipment outside your department if you are giving it to a specific individual and not leaving it on the floor unattended.&lt;br /&gt;
| Equipment Confiscation + Warning&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Drinking on Duty&lt;br /&gt;
| Consumption of any alcohol or inhibiting chemicals during a military operation or while on active duty.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Damage to Government Property&lt;br /&gt;
| Damaging the ship or making any unauthorized modifications to it during peacetime.To get authorization, confirm with the department head the change falls under, the Chief Engineer, and the current commander.&lt;br /&gt;
| Return ship to it&#039;s exact previous state.&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Resisting Arrest&lt;br /&gt;
| To resist a lawful arrest by a Military Police officer (most people run, be fair).&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Interfering with an arrest&lt;br /&gt;
| To disrupt or interfere with a lawful arrest.&lt;br /&gt;
| Same punishment as accused&lt;br /&gt;
| Same punishment as accused&lt;br /&gt;
|- &lt;br /&gt;
| Jailbreak/Escape&lt;br /&gt;
| To escape, attempt escape, or be broken out.&lt;br /&gt;
| Double initial time is applied to all involved&lt;br /&gt;
| Permanent Confinement&lt;br /&gt;
|- &lt;br /&gt;
| Trespassing&lt;br /&gt;
| Unauthorized access of an area restricted by Command personnel or an area which a person does not have access to.&lt;br /&gt;
| 5 Minutes &lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Contraband&lt;br /&gt;
| To retain possession of, distribute, or use contraband items, including drugs and non-standard issued equipment.&lt;br /&gt;
| 10 minutes; confiscation of contraband items&lt;br /&gt;
| 30 minutes; confiscation of contraband items&lt;br /&gt;
|- &lt;br /&gt;
| Theft&lt;br /&gt;
| To take items (or property) from another person without their express permission, or to retain possession of items that have been taken without permission.&lt;br /&gt;
| 10 minutes; item returned to owner&lt;br /&gt;
| 45 minutes; item returned to owner&lt;br /&gt;
|- &lt;br /&gt;
| Drug Use&lt;br /&gt;
| Consuming drugs (Space drugs, hallucinogens, alcohol) or any medical compounds that are not administered directly by a medic or doctor.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Drug Distribution&lt;br /&gt;
| Distribution of non-medicinal drugs (space-drugs, hallucinogens, alcohol) are never authorized.  This includes being mixed with medical drugs. &lt;br /&gt;
| 30 minutes; demotion from chemical access&lt;br /&gt;
| Permabrig&lt;br /&gt;
|- &lt;br /&gt;
| Practicing Medicine without a License&lt;br /&gt;
| Only authorized medical personnel should be performing treatments beyond bandages, ointments, or a tricordrazine autoinjector.  Any personnel not licensed who distribute medication for consumption or administer medication are considered practicing without a license.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Medication Distribution&lt;br /&gt;
| Medication can only be distributed to trained medical personnel.  Any distributions other than basic medications (found in labeled vendor pill bottles or autoinjectors) must be authorized on a case-by-case basis in written form signed by either the CMO or the Acting Commander.  Combination medications (more than one medication in a pill or bottle) may never be distributed to anyone below a Doctor.  &lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes ; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Combat Stimulants&lt;br /&gt;
| Combat Stimulants are illegal within all USCM territories.  Distribution for specific chemicals may only be authorized by a signature from both the Acting Commander and the Chief Medical Officer.  Possession, Use, or Distribution without this authorization all falls under this charge.&lt;br /&gt;
| 30 minutes&lt;br /&gt;
| Permabrig&lt;br /&gt;
|- &lt;br /&gt;
| Drunk on Duty&lt;br /&gt;
| This only applies to the Military side of USCM: Excessive drinking resulting in becoming drunk planetside, or while serving aboard the ship as a general crew member to the point you are unable to communicate properly or perform your job.&lt;br /&gt;
| Until Sober&lt;br /&gt;
| Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Drunk and Disorderly&lt;br /&gt;
| This only applies to Civilian jobs and Survivors:  Excessive drinking resulting in either being unable to communicate and perform your job correctly, or belligerent behavior&lt;br /&gt;
| Until Sober&lt;br /&gt;
| Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Operating Heavy Machinery while intoxicated&lt;br /&gt;
| It is unlawful for anyone to operate any heavy machinery or equipment while intoxicated.  This includes Dropships, Powerloaders, Autodocs, Cryotubes, Cargo elevators, and Cargo Tugs.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Minor Weapon Violation&lt;br /&gt;
| Improper operation or conduct with a weapon you are authorized with during green or blue alert.  This includes walking around with weapons un-holstered or discharging weapons during non-emergencies.&lt;br /&gt;
| Warning for first offense (always)&lt;br /&gt;
| 5 Minutes AND confiscation of weapon&lt;br /&gt;
|- &lt;br /&gt;
| Unauthorized Weapon&lt;br /&gt;
| Possession of a weapon you are not authorized during a non-emergency situation, detailed as code levels in the &#039;&#039;Weapon Usage for Crew&#039;&#039; section above. As code levels decrease in threat, weapons should be stored appropriately and not kept on-person or in personal areas.&lt;br /&gt;
| Warning; confiscation of contraband items.&lt;br /&gt;
| 30 Minutes; confiscation of contraband items.&lt;br /&gt;
|- &lt;br /&gt;
| Assault&lt;br /&gt;
| To threaten or use physical force against someone without intent to kill. &lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Neglect of duty&lt;br /&gt;
| Failure to perform their role to an acceptable standard. For example, a Commander failing to properly organize and ensure his personnel are given orders.  Failing to follow proper procedures is also considered Neglect of Duty.&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 25 minutes; Demotion/removal of command&lt;br /&gt;
|- &lt;br /&gt;
| Assault with a deadly weapon&lt;br /&gt;
| To threaten or use physical force against someone with a lethal weapon, such as a sidearm, blade, or rifle.&lt;br /&gt;
| 20 minutes&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
|- &lt;br /&gt;
| Manslaughter&lt;br /&gt;
| Killing someone &#039;&#039;without malicious intent&#039;&#039;.  Manslaughter may be applied if someone dies as a result of a fight where the intent was not to kill.&lt;br /&gt;
| 20 minutes; Demotion&lt;br /&gt;
| 45 Minutes; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Murder or Unauthorized Execution&lt;br /&gt;
| Killing someone &#039;&#039;with malicious intent&#039;&#039;. Executions are only authorized with permission from and in the presence of the acting Commander.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Mutiny&lt;br /&gt;
| To attempt or succeed at overpowering or overthrowing a commanding officer.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Terrorist Collaboration&lt;br /&gt;
| To act as an enemy to the USCM or engage in acts that attempt to hurt or endanger the USCM.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Sexual assault&lt;br /&gt;
| To attempt to or succeed in the acts of assaulting another person sexually, including rape.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Conduct Unbecoming of an Officer&lt;br /&gt;
| Breaking any laws when you are an [[rank | officer]] will always result in this added to the penalty.  You are an officer and expected to act with dignity, honor, and respect at all times.&lt;br /&gt;
| Double Brig Time&lt;br /&gt;
| Double Brig Time; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Repeat Offender&lt;br /&gt;
| To repeat a previous crime you have been convicted or and released from.&lt;br /&gt;
| Double time (stacks with conduct unbecoming of an officer)&lt;br /&gt;
| Permanent Confinement&lt;br /&gt;
|- &lt;br /&gt;
| False Arrest&lt;br /&gt;
| To order the arrest of a Marine who is then found to be innocent.  Does NOT stack with Conduct Unbecoming of an Officer&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military Officers and military law enforcement agents are expected to use their best discretion when applying sentences and apprehending those who violate the above laws. Failure to do so will result in immediate contract termination at the discretion of Central Command military officials.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Apophis775</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=8531</id>
		<title>Marine Law</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=8531"/>
		<updated>2018-05-17T00:28:00Z</updated>

		<summary type="html">&lt;p&gt;Apophis775: /* Mutinies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;United States Colonial Marines&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Uniform Code of Military Justice&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  The Commander of the USS Almayer and all its crew are not above UCMJ, Procedures, or Code of Conduct.  UCMJ also applies to all personnel who are in the vicinity of a USCM Operation or on board a ship.  The only exceptions specially dispatched officials from High Command or the Provost Marshall and Diplomatically Immune Weyland-Yutani Executives (not including the on-board Liaison).&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Foreword=&lt;br /&gt;
The United States Colonial Marines Uniform Code of Military Justice is enforced by the Office of the Provost Marshal.  On ships and USCM colonies this duty falls to the Military Police and Chief MP.  They operate outside the authority of the command when enforcing the Law.  The Chief MP has the final say on law enforcement within his operational area, unless overseen by higher ranking members of the Provost Marshal.  Local Colonial Marshals are expected to fully co-operate with the Chief MPs and MPs when they are operating within their jurisdiction.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Arrest Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; If a suspect is injured or wounded, alert Medbay to have a doctor sent to the brig.  Unless the suspect&#039;s life is IMMEDIATELY in danger, they are to be brought to the Brig and treated there.&amp;lt;/small&amp;gt; &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Compliant Suspect (not resisting or running)===&lt;br /&gt;
# Verbally inform the suspect you are taking them into custody and the charge.&lt;br /&gt;
# Order the suspect to the ground.&lt;br /&gt;
# Handcuff the suspect.&lt;br /&gt;
# Bring the suspect to the Brig for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Non-Compliant Suspect (resisting or running)===&lt;br /&gt;
# Prepare a non-lethal method of neutralization&lt;br /&gt;
# Apply until they are no longer resisting&lt;br /&gt;
# Secure the suspect and Inform the suspect of their charge&lt;br /&gt;
# Bring the suspect to the brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Dangerous Suspect (has used a lethal weapon against law enforcement)===&lt;br /&gt;
# Ensure you have a non-lethal response prepared&lt;br /&gt;
# Engage the suspect and attempt to subdue them.  Minimize collateral damage.&lt;br /&gt;
#* If the suspect cannot be subdued with non-lethal force, the Chief MP or acting commander may authorize a lethal force response in extreme situations, primarily when Marine lives and/or the safety of the ship are at risk.&lt;br /&gt;
# Secure the suspect and any weapons they had and inform them of their charges.&lt;br /&gt;
# Bring the suspect to the Brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Search Procedure=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If you take an ID to get access somewhere for a search, you must ensure the ID gets back to them when you are finished (or with their belongings if they are detained&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Personnel==&lt;br /&gt;
# Inform the person you are conducting and of your intent (i.e. contraband, stolen items).&lt;br /&gt;
# If possible, conduct the search in the Brig or an isolated area so nothing is stolen.&lt;br /&gt;
# Begin the search and confiscate any illegal items.&lt;br /&gt;
## If they comply, you do not need to restrain them.&lt;br /&gt;
## If they resist, you may use non-lethal force to restrain them.&lt;br /&gt;
#If illegal items are found, follow Arrest and Brig procedures, otherwise release them.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Unsecured Area==&lt;br /&gt;
# Secure the area with Police Tape.  If none is available, have additional MPs help secure the area.&lt;br /&gt;
# Search any locations, lockers, crates, and personnel within the area, following the above rule for Personnel.&lt;br /&gt;
# Take any recovered illicit items to the brig and store them in the Evidence area for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Secured Area==&lt;br /&gt;
# Request someone responsible for the secured area to be present.&lt;br /&gt;
# Declare your intent and reason for the search.&lt;br /&gt;
# Request access from whoever is responsible for the area.  &lt;br /&gt;
## If the person responsible is the person you are investigating or the search is relative too, you may restrain them and use their ID temporarily for access.  Ensure an MP guards them.&lt;br /&gt;
## If no one is available, request either the CE or an MT to over-ride the door.  In a pinch, any combat engineer will do.  Ensure the area is re-secured after you leave.&lt;br /&gt;
# Search the area for whatever evidence or whatever you are expecting to find.&lt;br /&gt;
# Ensure that no unauthorized personnel other than the individuals executing the search enter.  Detain anyone unauthorized.&lt;br /&gt;
# Ensure nothing is stolen, and anything taken is relevant to the search.  This is not an excuse to loot.&lt;br /&gt;
# Anything taken in the search is to be brought the Brig and stored in Evidence for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Detainment and Brig Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If the prisoner is removed from his cell for ANY REASON the timer is PAUSED.  Time spent outside a cell does NOT count towards time being served for the crime, even if he is in medbay.  Also, Prisoners should NEVER be left with their ID on.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
# Inform the prisoner of the charge and set the timer.  Once the timer is set, it may NOT be added too unless additional charges are added.&lt;br /&gt;
# Remove all equipment from the prisoner and place it into their locker.  Weapons may be secured in the Evidence Locker if you wish.&lt;br /&gt;
# Conduct a thorough search of all their belongings.&lt;br /&gt;
# Remove and store all their equipment inside a locker.  Dress them in an orange jumpsuit, boots, and give them a standard headset.  If they are abusing a headset, it may be removed.&lt;br /&gt;
# Buckle the prisoner to the bed.&lt;br /&gt;
# Flash the prisoner and remove their handcuffs.  If the prisoner is potentially a threat to themself or others, you may secure them with a straight jacket.&lt;br /&gt;
# Recover your handcuffs and any equipment and leave the cell.&lt;br /&gt;
# For the duration that there are prisoners in the Brig, the Chief MP or a regular MP must be in security AT ALL TIMES (unless it&#039;s an emergency).&lt;br /&gt;
# Ensure that the charges are added to their security record as either a listed charge or a note.&lt;br /&gt;
# Ensure their status is updated from Wanted to Prisoner, and when released to &amp;quot;Released&amp;quot; &lt;br /&gt;
# If a prisoner is SSD at the end of their sentence, redress them and place them in the brig Cryo.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Prisoner Rights=&lt;br /&gt;
The following is a list of basic rights the prisoners have.  They can NOT be denied, except in an extreme situation and only then with authorization from the Chief MP.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Medical Treatment===&lt;br /&gt;
All treatment must take place in the brig if possible.  If not, an MP may escort a prisoner to medbay for treatment.  The prisoner MUST have an orange jumpsuit and shoes, and will not be given their Radio or ID until they return.  Time spent in medical will NOT count against their sentence.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Access to a Radio===&lt;br /&gt;
Unless the prisoner has abused the radio, they are authorized a standard headset.  If any MP believes that it is being abused (including being used to co-ordinate a prison-break), this right can be denied.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Appeal Sentence in a timely manner===&lt;br /&gt;
The prisoner may request an appeal on his sentence from the Chief MP or the Commander.  If the Chief MP was involved in the arrest (such as the issuing officer or the arresting officer) the prisoner may request the Acting Commander in place of the CMP.  This right is rescinded during emergencies (Code Red).  The Chief MP has the final say on all appeals, and can override the Commander if he feels it is in the best interest of the ship&#039;s safety.  &lt;br /&gt;
====Appeals====&lt;br /&gt;
An appeal is primarily intended to determine guilt or innocence.  A Chief MP or Acting Commander is expected to review the evidence of the suspects crimes, the report of the arresting officer, and the testimony of the suspect.  If the Chief MP concludes that the suspect is not guilty of a law violation, it should be removed from the time they are required to server.  If they are found to be guilty, then the punishment stands.  Under no circumstances may anyone be given a Pardon if there is evidence to show a crime was committed.  If they are found innocent, then the charge should be removed.  Additional charges relating to the arrest or after their arrest are NOT removed.  (I.E. A resisting arrest charge will still be served if an assault charge is removed).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Protection from threats===&lt;br /&gt;
Prisoners must be kept safe, unharmed, and healthy during their confinement.  MPs must work to the best of their ability to ensure this.  Self-inflicting wounds will result in being straight-jacketed for the entire duration.  If the ship is at Red Alert, all MPs should return to the Brig to ensure the safety of prisoners.&lt;br /&gt;
====Release in the event of a catastrophe====&lt;br /&gt;
In the event of a Delta Alert (activation of self destruct) any prisoners may be released if the MPs believe that they will not be a threat to the crew.  A normal Red Alert, is not sufficient reason for a release unless the ship is being over-run by a large hostile force.  &amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; a small force of enemies on board is not &amp;quot;over-run by a large hostile force&amp;quot;.  You should ensure the prisoners are kept safe and alive as long as they are in your custody, and release them only if this becomes impossible to perform due to a large enemy force.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Execution Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;“The man who passes the sentence should swing the sword. If you would take a man&#039;s life, you owe it to him to look into his eyes and hear his final words. And if you cannot bear to do that, then perhaps the man does not deserve to die.”&amp;lt;br/&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
Executions of prisoners are authorized for crimes with execution as the maximum punishment.  Additionally, if the maximum amount of time to be served is greater than 1 hour, or for repeated offenders, the Chief MP or Acting Commander may request an execution.  Both must agree for an execution to be authorized.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Procedure===&lt;br /&gt;
# The Commander or Chief MP must make a ship-wide announcement from the CIC communication console informing the crew of the intent to execute the prisoner, why, and the execution method.  In a code Red or Code Delta situation, this procedure can be ignored.  (Example:  &amp;quot;I, Captain Erin Kowalski, hereby authorize the execution of Donald Cluwne on the charges of murder, assault, and damage to the ship.  He will be executed by firing squad in the briefing room.&amp;quot;)   Authorized methods of execution are either Firing Squad (handled by MPs) or Lethal Injection (handled by CMO).&lt;br /&gt;
# The Acting Commander OR Chief MP (whoever made the initial request) MUST be present at the execution.&lt;br /&gt;
# The Condemned MUST be given a chance to give any final words.  They may use a radio for this (even if their radio was taken for abuse).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Battlefield Execution===&lt;br /&gt;
The Commander of the Almayer as well as any Admirals dispatched from command hold the authority to perform a Battlefield Execution (Important: Only whitelisted Commanders have this authority, not anyone acting as a Commander).  They may kill any crew member under their command or any personnel on the ship without any warning or procedure if they feel they are a threat to the mission.  However, this authority does NOT extend to battlefield executing any members of the Military Police force or the Chief MP.  The Commander or Admiral MUST make an announcement explaining why the individual was executed and if the Chief MP or MPs have concerns, they may contact USCM High Command using the fax machine located in the brig to inquire if the execution was reasonable.  The announcement should happen at the earliest convenience.  (This is similar to the &amp;quot;Rule 0&amp;quot; rule which applies to admins, you are able to execute people as needed, however executing Military Police, CMPs, or not having a valid reason other than murderboning may result in removal from the whitelist).&amp;lt;br/&amp;gt;&lt;br /&gt;
This power can not be used on any prisoners who have been detained or are under the protection of the Military Police.&amp;lt;br/&amp;gt;&lt;br /&gt;
The Commander is forbidden from participating in the execution of prisoners other than being an observer.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Incompetent Command=&lt;br /&gt;
As Military Police you are expected to enforce the Law and Procedures upon all members of the crew.  If the Commander, XO, or any command staff are in violation of UCMJ at any time, the Chief MP is authorized to remove them from command permanently and replace them with whoever is next in the Chain of Command.  However, this requires confirmation from Central Command before it is enacted (you can use the fax machine in the Chief MPs office).&lt;br /&gt;
If they are not going to be removed from command permanently, they can instead be placed into the brig to server their sentence and the next in command takes temporary command.  Central Command does not need to approve these cases and only needs to be alerted.  However, visiting executives and Admirals are NOT bound by this and can only be removed with Central Command approval.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Special Provisions=&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Mutinies===&lt;br /&gt;
Military Police are strictly forbidden from participating in mutinies against the legitimate Command staff.  If you are made aware of a mutiny, you must take all necessary actions to prevent it and protect the legal Command Staff.  If, the Chief MP believes that the legal command staff is unable to perform their duties for any reason, the Chief MP may contact Central Command for permission to relieve them of command and replace them with the next officer in the Chain of Command (using the fax machine in the Chief MP office).  If a Chief MP is not available, a consensus between the MPs can result in the same situation.  Mutinies are unlawful, however, and MPs must do everything in their power to prevent and suppress a Mutiny.  During a mutiny, lethal force may be authorized by the Chief MP or the Acting Commander.  It may also be used without authorization in defense when engaged with lethal force.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Command Requested Arrests===&lt;br /&gt;
If the Commander, Acting Commander, or a Staff Officer requests a marine to be arrested for a crime, you MUST arrest said marine.  You may hold the marine for a maximum of 10 minutes while evidence is gathered.  If the marine is proven innocent of all accused crimes in the end, the requesting officer may be held liable for a False Arrest charge.  If there are crimes committed as a result of a false charge (i.e. resisting arrest) the time will be served, and the time will also be added to the False Arrest charge time.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Crew Authorized Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Code Green&#039;&#039;&#039; - Authorized Weapons may be carried by deploying marines (any standard issue weapon or weapon ordered from requisitions), security (non-lethals only) and the Acting Commander (a special issue Mateba).  Other officers (the XO, Staff Officers, Chief Engineer, and Requisition Officer) are authorized either a M44 Combat Revolver or M4A3 Service Pistol as a sidearm.  If you have a weapon, you must keep it holstered at all times while on board the ship.  This applies to Deploying Marines as well.&lt;br /&gt;
*&#039;&#039;&#039;Code Blue&#039;&#039;&#039; - All crew (not visitors, refugees, or prisoners) are authorized pistols.  Unless there is an immediate threat, only Law Enforcement may have weapons unholstered.&lt;br /&gt;
*&#039;&#039;&#039;Code Red&#039;&#039;&#039; - No Weapon Restrictions (Except as explained in the Rules)&lt;br /&gt;
Exceptions: If you or someone you are responsible for are in immediate, life-threatening danger and the appropriate code-level has not been set.  (Note: Meta-gaming rules still apply and over-ride the exception)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Current Marine Laws=&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; It is the duty of the arresting marine, to determine the punishment, ranging from the Minimum to Maximum.  It is reccomended to make the severity of the punishment meet the crime and to minimize excessive punishments.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;EXCESSIVE TIME:&#039;&#039;&#039; If the total punishment is to exceed 60 minutes, the Chief MP can give special permission for permanent confinement, no matter the crime.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;  class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Charge&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! Minimum Punishment&lt;br /&gt;
! Maximum Punishment&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;sortable&amp;quot; | Disrespect to a superior&lt;br /&gt;
| Using offensive names, disobeying orders, or being directly disrespectful to someone of a higher rank or position.  Each offense stacks.  Punishment time is per offense.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Hooliganism&lt;br /&gt;
| Behavior that is generally disruptive to the ship and crew that classifies as low level shenanigans not deserving of more severe punishment.  Things such as slipping people with soap/water, excessive window knocking, and force-feeding other marines.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Improper Uniform&lt;br /&gt;
| Moving around the ship outside the Cryo/Cafeteria/Preparation areas without proper military uniform for your job during non-emergency situations.  Marines should always be wearing their uniform, boots, and armor at a minimum.  Regular crew should be wearing their uniform and boots/shoes without armor unless there is a direct threat.  MPs should not have riot armor except in riot situations.  Any headgear should be your properly assigned headgear or an approved military alternative.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Disorderly Conduct&lt;br /&gt;
| Directly and intentionally disrupting primary operations of the ship.  Fighting in the RO line, disrupting the briefing, or inciting rioting/mutiny. &lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Insubordination&lt;br /&gt;
| Failing to follow a lawful order from someone of a superior rank or position.&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Unsecured Equipment&lt;br /&gt;
| Failing to ensure your equipment for your department is properly secured.  Leaving unattended equipment is unsafe and illegal.  You may distribute equipment outside your department if you are giving it to a specific individual and not leaving it on the floor unattended.&lt;br /&gt;
| Equipment Confiscation + Warning&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Drinking on Duty&lt;br /&gt;
| Consumption of any alcohol or inhibiting chemicals during a military operation or while on active duty.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Damage to Government Property&lt;br /&gt;
| Damaging the ship or making any unauthorized modifications to it during peacetime.To get authorization, confirm with the department head the change falls under, the Chief Engineer, and the current commander.&lt;br /&gt;
| Return ship to it&#039;s exact previous state.&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Resisting Arrest&lt;br /&gt;
| To resist a lawful arrest by a Military Police officer (most people run, be fair).&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Interfering with an arrest&lt;br /&gt;
| To disrupt or interfere with a lawful arrest.&lt;br /&gt;
| Same punishment as accused&lt;br /&gt;
| Same punishment as accused&lt;br /&gt;
|- &lt;br /&gt;
| Jailbreak/Escape&lt;br /&gt;
| To escape, attempt escape, or be broken out.&lt;br /&gt;
| Double initial time is applied to all involved&lt;br /&gt;
| Permanent Confinement&lt;br /&gt;
|- &lt;br /&gt;
| Trespassing&lt;br /&gt;
| Unauthorized access of an area restricted by Command personnel or an area which a person does not have access to.&lt;br /&gt;
| 5 Minutes &lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Contraband&lt;br /&gt;
| To retain possession of, distribute, or use contraband items, including drugs and non-standard issued equipment.&lt;br /&gt;
| 10 minutes; confiscation of contraband items&lt;br /&gt;
| 30 minutes; confiscation of contraband items&lt;br /&gt;
|- &lt;br /&gt;
| Theft&lt;br /&gt;
| To take items (or property) from another person without their express permission, or to retain possession of items that have been taken without permission.&lt;br /&gt;
| 10 minutes; item returned to owner&lt;br /&gt;
| 45 minutes; item returned to owner&lt;br /&gt;
|- &lt;br /&gt;
| Drug Use&lt;br /&gt;
| Consuming drugs (Space drugs, hallucinogens, alcohol) or any medical compounds that are not administered directly by a medic or doctor.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Drug Distribution&lt;br /&gt;
| Distribution of non-medicinal drugs (space-drugs, hallucinogens, alcohol) are never authorized.  This includes being mixed with medical drugs. &lt;br /&gt;
| 30 minutes; demotion from chemical access&lt;br /&gt;
| Permabrig&lt;br /&gt;
|- &lt;br /&gt;
| Practicing Medicine without a License&lt;br /&gt;
| Only authorized medical personnel should be performing treatments beyond bandages, ointments, or a tricordrazine autoinjector.  Any personnel not licensed who distribute medication for consumption or administer medication are considered practicing without a license.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Medication Distribution&lt;br /&gt;
| Medication can only be distributed to trained medical personnel.  Any distributions other than basic medications (found in labeled vendor pill bottles or autoinjectors) must be authorized on a case-by-case basis in written form signed by either the CMO or the Acting Commander.  Combination medications (more than one medication in a pill or bottle) may never be distributed to anyone below a Doctor.  &lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes ; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Combat Stimulants&lt;br /&gt;
| Combat Stimulants are illegal within all USCM territories.  Distribution for specific chemicals may only be authorized by a signature from both the Acting Commander and the Chief Medical Officer.  Possession, Use, or Distribution without this authorization all falls under this charge.&lt;br /&gt;
| 30 minutes&lt;br /&gt;
| Permabrig&lt;br /&gt;
|- &lt;br /&gt;
| Drunk on Duty&lt;br /&gt;
| This only applies to the Military side of USCM: Excessive drinking resulting in becoming drunk planetside, or while serving aboard the ship as a general crew member to the point you are unable to communicate properly or perform your job.&lt;br /&gt;
| Until Sober&lt;br /&gt;
| Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Drunk and Disorderly&lt;br /&gt;
| This only applies to Civilian jobs and Survivors:  Excessive drinking resulting in either being unable to communicate and perform your job correctly, or belligerent behavior&lt;br /&gt;
| Until Sober&lt;br /&gt;
| Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Operating Heavy Machinery while intoxicated&lt;br /&gt;
| It is unlawful for anyone to operate any heavy machinery or equipment while intoxicated.  This includes Dropships, Powerloaders, Autodocs, Cryotubes, Cargo elevators, and Cargo Tugs.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Minor Weapon Violation&lt;br /&gt;
| Improper operation or conduct with a weapon you are authorized with during green or blue alert.  This includes walking around with weapons un-holstered or discharging weapons during non-emergencies.&lt;br /&gt;
| Warning for first offense (always)&lt;br /&gt;
| 5 Minutes AND confiscation of weapon&lt;br /&gt;
|- &lt;br /&gt;
| Unauthorized Weapon&lt;br /&gt;
| Possession of a weapon you are not authorized during a non-emergency situation, detailed as code levels in the &#039;&#039;Weapon Usage for Crew&#039;&#039; section above. As code levels decrease in threat, weapons should be stored appropriately and not kept on-person or in personal areas.&lt;br /&gt;
| Warning; confiscation of contraband items.&lt;br /&gt;
| 30 Minutes; confiscation of contraband items.&lt;br /&gt;
|- &lt;br /&gt;
| Assault&lt;br /&gt;
| To threaten or use physical force against someone without intent to kill. &lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Neglect of duty&lt;br /&gt;
| Failure to perform their role to an acceptable standard. For example, a Commander failing to properly organize and ensure his personnel are given orders.  Failing to follow proper procedures is also considered Neglect of Duty.&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 25 minutes; Demotion/removal of command&lt;br /&gt;
|- &lt;br /&gt;
| Assault with a deadly weapon&lt;br /&gt;
| To threaten or use physical force against someone with a lethal weapon, such as a sidearm, blade, or rifle.&lt;br /&gt;
| 20 minutes&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
|- &lt;br /&gt;
| Manslaughter&lt;br /&gt;
| Killing someone &#039;&#039;without malicious intent&#039;&#039;.  Manslaughter may be applied if someone dies as a result of a fight where the intent was not to kill.&lt;br /&gt;
| 20 minutes; Demotion&lt;br /&gt;
| 45 Minutes; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Murder or Unauthorized Execution&lt;br /&gt;
| Killing someone &#039;&#039;with malicious intent&#039;&#039;. Executions are only authorized with permission from and in the presence of the acting Commander.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Mutiny&lt;br /&gt;
| To attempt or succeed at overpowering or overthrowing a commanding officer.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Terrorist Collaboration&lt;br /&gt;
| To act as an enemy to the USCM or engage in acts that attempt to hurt or endanger the USCM.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Sexual assault&lt;br /&gt;
| To attempt to or succeed in the acts of assaulting another person sexually, including rape.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Conduct Unbecoming of an Officer&lt;br /&gt;
| Breaking any laws when you are an [[rank | officer]] will always result in this added to the penalty.  You are an officer and expected to act with dignity, honor, and respect at all times.&lt;br /&gt;
| Double Brig Time&lt;br /&gt;
| Double Brig Time; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Repeat Offender&lt;br /&gt;
| To repeat a previous crime you have been convicted or and released from.&lt;br /&gt;
| Double time (stacks with conduct unbecoming of an officer)&lt;br /&gt;
| Permanent Confinement&lt;br /&gt;
|- &lt;br /&gt;
| False Arrest&lt;br /&gt;
| To order the arrest of a Marine who is then found to be innocent.  Does NOT stack with Conduct Unbecoming of an Officer&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military Officers and military law enforcement agents are expected to use their best discretion when applying sentences and apprehending those who violate the above laws. Failure to do so will result in immediate contract termination at the discretion of Central Command military officials.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Apophis775</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=8530</id>
		<title>Marine Law</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=8530"/>
		<updated>2018-05-17T00:26:46Z</updated>

		<summary type="html">&lt;p&gt;Apophis775: /* Appeal Sentence in a timely manner */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;United States Colonial Marines&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Uniform Code of Military Justice&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  The Commander of the USS Almayer and all its crew are not above UCMJ, Procedures, or Code of Conduct.  UCMJ also applies to all personnel who are in the vicinity of a USCM Operation or on board a ship.  The only exceptions specially dispatched officials from High Command or the Provost Marshall and Diplomatically Immune Weyland-Yutani Executives (not including the on-board Liaison).&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Foreword=&lt;br /&gt;
The United States Colonial Marines Uniform Code of Military Justice is enforced by the Office of the Provost Marshal.  On ships and USCM colonies this duty falls to the Military Police and Chief MP.  They operate outside the authority of the command when enforcing the Law.  The Chief MP has the final say on law enforcement within his operational area, unless overseen by higher ranking members of the Provost Marshal.  Local Colonial Marshals are expected to fully co-operate with the Chief MPs and MPs when they are operating within their jurisdiction.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Arrest Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; If a suspect is injured or wounded, alert Medbay to have a doctor sent to the brig.  Unless the suspect&#039;s life is IMMEDIATELY in danger, they are to be brought to the Brig and treated there.&amp;lt;/small&amp;gt; &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Compliant Suspect (not resisting or running)===&lt;br /&gt;
# Verbally inform the suspect you are taking them into custody and the charge.&lt;br /&gt;
# Order the suspect to the ground.&lt;br /&gt;
# Handcuff the suspect.&lt;br /&gt;
# Bring the suspect to the Brig for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Non-Compliant Suspect (resisting or running)===&lt;br /&gt;
# Prepare a non-lethal method of neutralization&lt;br /&gt;
# Apply until they are no longer resisting&lt;br /&gt;
# Secure the suspect and Inform the suspect of their charge&lt;br /&gt;
# Bring the suspect to the brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Dangerous Suspect (has used a lethal weapon against law enforcement)===&lt;br /&gt;
# Ensure you have a non-lethal response prepared&lt;br /&gt;
# Engage the suspect and attempt to subdue them.  Minimize collateral damage.&lt;br /&gt;
#* If the suspect cannot be subdued with non-lethal force, the Chief MP or acting commander may authorize a lethal force response in extreme situations, primarily when Marine lives and/or the safety of the ship are at risk.&lt;br /&gt;
# Secure the suspect and any weapons they had and inform them of their charges.&lt;br /&gt;
# Bring the suspect to the Brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Search Procedure=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If you take an ID to get access somewhere for a search, you must ensure the ID gets back to them when you are finished (or with their belongings if they are detained&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Personnel==&lt;br /&gt;
# Inform the person you are conducting and of your intent (i.e. contraband, stolen items).&lt;br /&gt;
# If possible, conduct the search in the Brig or an isolated area so nothing is stolen.&lt;br /&gt;
# Begin the search and confiscate any illegal items.&lt;br /&gt;
## If they comply, you do not need to restrain them.&lt;br /&gt;
## If they resist, you may use non-lethal force to restrain them.&lt;br /&gt;
#If illegal items are found, follow Arrest and Brig procedures, otherwise release them.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Unsecured Area==&lt;br /&gt;
# Secure the area with Police Tape.  If none is available, have additional MPs help secure the area.&lt;br /&gt;
# Search any locations, lockers, crates, and personnel within the area, following the above rule for Personnel.&lt;br /&gt;
# Take any recovered illicit items to the brig and store them in the Evidence area for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Secured Area==&lt;br /&gt;
# Request someone responsible for the secured area to be present.&lt;br /&gt;
# Declare your intent and reason for the search.&lt;br /&gt;
# Request access from whoever is responsible for the area.  &lt;br /&gt;
## If the person responsible is the person you are investigating or the search is relative too, you may restrain them and use their ID temporarily for access.  Ensure an MP guards them.&lt;br /&gt;
## If no one is available, request either the CE or an MT to over-ride the door.  In a pinch, any combat engineer will do.  Ensure the area is re-secured after you leave.&lt;br /&gt;
# Search the area for whatever evidence or whatever you are expecting to find.&lt;br /&gt;
# Ensure that no unauthorized personnel other than the individuals executing the search enter.  Detain anyone unauthorized.&lt;br /&gt;
# Ensure nothing is stolen, and anything taken is relevant to the search.  This is not an excuse to loot.&lt;br /&gt;
# Anything taken in the search is to be brought the Brig and stored in Evidence for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Detainment and Brig Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If the prisoner is removed from his cell for ANY REASON the timer is PAUSED.  Time spent outside a cell does NOT count towards time being served for the crime, even if he is in medbay.  Also, Prisoners should NEVER be left with their ID on.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
# Inform the prisoner of the charge and set the timer.  Once the timer is set, it may NOT be added too unless additional charges are added.&lt;br /&gt;
# Remove all equipment from the prisoner and place it into their locker.  Weapons may be secured in the Evidence Locker if you wish.&lt;br /&gt;
# Conduct a thorough search of all their belongings.&lt;br /&gt;
# Remove and store all their equipment inside a locker.  Dress them in an orange jumpsuit, boots, and give them a standard headset.  If they are abusing a headset, it may be removed.&lt;br /&gt;
# Buckle the prisoner to the bed.&lt;br /&gt;
# Flash the prisoner and remove their handcuffs.  If the prisoner is potentially a threat to themself or others, you may secure them with a straight jacket.&lt;br /&gt;
# Recover your handcuffs and any equipment and leave the cell.&lt;br /&gt;
# For the duration that there are prisoners in the Brig, the Chief MP or a regular MP must be in security AT ALL TIMES (unless it&#039;s an emergency).&lt;br /&gt;
# Ensure that the charges are added to their security record as either a listed charge or a note.&lt;br /&gt;
# Ensure their status is updated from Wanted to Prisoner, and when released to &amp;quot;Released&amp;quot; &lt;br /&gt;
# If a prisoner is SSD at the end of their sentence, redress them and place them in the brig Cryo.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Prisoner Rights=&lt;br /&gt;
The following is a list of basic rights the prisoners have.  They can NOT be denied, except in an extreme situation and only then with authorization from the Chief MP.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Medical Treatment===&lt;br /&gt;
All treatment must take place in the brig if possible.  If not, an MP may escort a prisoner to medbay for treatment.  The prisoner MUST have an orange jumpsuit and shoes, and will not be given their Radio or ID until they return.  Time spent in medical will NOT count against their sentence.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Access to a Radio===&lt;br /&gt;
Unless the prisoner has abused the radio, they are authorized a standard headset.  If any MP believes that it is being abused (including being used to co-ordinate a prison-break), this right can be denied.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Appeal Sentence in a timely manner===&lt;br /&gt;
The prisoner may request an appeal on his sentence from the Chief MP or the Commander.  If the Chief MP was involved in the arrest (such as the issuing officer or the arresting officer) the prisoner may request the Acting Commander in place of the CMP.  This right is rescinded during emergencies (Code Red).  The Chief MP has the final say on all appeals, and can override the Commander if he feels it is in the best interest of the ship&#039;s safety.  &lt;br /&gt;
====Appeals====&lt;br /&gt;
An appeal is primarily intended to determine guilt or innocence.  A Chief MP or Acting Commander is expected to review the evidence of the suspects crimes, the report of the arresting officer, and the testimony of the suspect.  If the Chief MP concludes that the suspect is not guilty of a law violation, it should be removed from the time they are required to server.  If they are found to be guilty, then the punishment stands.  Under no circumstances may anyone be given a Pardon if there is evidence to show a crime was committed.  If they are found innocent, then the charge should be removed.  Additional charges relating to the arrest or after their arrest are NOT removed.  (I.E. A resisting arrest charge will still be served if an assault charge is removed).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Protection from threats===&lt;br /&gt;
Prisoners must be kept safe, unharmed, and healthy during their confinement.  MPs must work to the best of their ability to ensure this.  Self-inflicting wounds will result in being straight-jacketed for the entire duration.  If the ship is at Red Alert, all MPs should return to the Brig to ensure the safety of prisoners.&lt;br /&gt;
====Release in the event of a catastrophe====&lt;br /&gt;
In the event of a Delta Alert (activation of self destruct) any prisoners may be released if the MPs believe that they will not be a threat to the crew.  A normal Red Alert, is not sufficient reason for a release unless the ship is being over-run by a large hostile force.  &amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; a small force of enemies on board is not &amp;quot;over-run by a large hostile force&amp;quot;.  You should ensure the prisoners are kept safe and alive as long as they are in your custody, and release them only if this becomes impossible to perform due to a large enemy force.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Execution Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;“The man who passes the sentence should swing the sword. If you would take a man&#039;s life, you owe it to him to look into his eyes and hear his final words. And if you cannot bear to do that, then perhaps the man does not deserve to die.”&amp;lt;br/&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
Executions of prisoners are authorized for crimes with execution as the maximum punishment.  Additionally, if the maximum amount of time to be served is greater than 1 hour, or for repeated offenders, the Chief MP or Acting Commander may request an execution.  Both must agree for an execution to be authorized.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Procedure===&lt;br /&gt;
# The Commander or Chief MP must make a ship-wide announcement from the CIC communication console informing the crew of the intent to execute the prisoner, why, and the execution method.  In a code Red or Code Delta situation, this procedure can be ignored.  (Example:  &amp;quot;I, Captain Erin Kowalski, hereby authorize the execution of Donald Cluwne on the charges of murder, assault, and damage to the ship.  He will be executed by firing squad in the briefing room.&amp;quot;)   Authorized methods of execution are either Firing Squad (handled by MPs) or Lethal Injection (handled by CMO).&lt;br /&gt;
# The Acting Commander OR Chief MP (whoever made the initial request) MUST be present at the execution.&lt;br /&gt;
# The Condemned MUST be given a chance to give any final words.  They may use a radio for this (even if their radio was taken for abuse).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Battlefield Execution===&lt;br /&gt;
The Commander of the Almayer as well as any Admirals dispatched from command hold the authority to perform a Battlefield Execution (Important: Only whitelisted Commanders have this authority, not anyone acting as a Commander).  They may kill any crew member under their command or any personnel on the ship without any warning or procedure if they feel they are a threat to the mission.  However, this authority does NOT extend to battlefield executing any members of the Military Police force or the Chief MP.  The Commander or Admiral MUST make an announcement explaining why the individual was executed and if the Chief MP or MPs have concerns, they may contact USCM High Command using the fax machine located in the brig to inquire if the execution was reasonable.  The announcement should happen at the earliest convenience.  (This is similar to the &amp;quot;Rule 0&amp;quot; rule which applies to admins, you are able to execute people as needed, however executing Military Police, CMPs, or not having a valid reason other than murderboning may result in removal from the whitelist).&amp;lt;br/&amp;gt;&lt;br /&gt;
This power can not be used on any prisoners who have been detained or are under the protection of the Military Police.&amp;lt;br/&amp;gt;&lt;br /&gt;
The Commander is forbidden from participating in the execution of prisoners other than being an observer.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Incompetent Command=&lt;br /&gt;
As Military Police you are expected to enforce the Law and Procedures upon all members of the crew.  If the Commander, XO, or any command staff are in violation of UCMJ at any time, the Chief MP is authorized to remove them from command permanently and replace them with whoever is next in the Chain of Command.  However, this requires confirmation from Central Command before it is enacted (you can use the fax machine in the Chief MPs office).&lt;br /&gt;
If they are not going to be removed from command permanently, they can instead be placed into the brig to server their sentence and the next in command takes temporary command.  Central Command does not need to approve these cases and only needs to be alerted.  However, visiting executives and Admirals are NOT bound by this and can only be removed with Central Command approval.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Special Provisions=&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Mutinies===&lt;br /&gt;
Military Police are strictly forbidden from participating in mutinies against the legitimate Command staff.  If you are made aware of a mutiny, you must take all necessary actions to prevent it and protect the legal Command Staff.  If, the Chief MP believes that the legal command staff is unable to perform their duties for any reason, the Chief MP may contact Central Command for permission to relieve them of command and replace them with the next officer in the Chain of Command (using the fax machine in the Chief MP office).  If a Chief MP is not available, a consensus between the MPs can result in the same situation.  Mutinies are unlawful, however, and MPs must do everything in their power to prevent and suppress a Mutiny.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Command Requested Arrests===&lt;br /&gt;
If the Commander, Acting Commander, or a Staff Officer requests a marine to be arrested for a crime, you MUST arrest said marine.  You may hold the marine for a maximum of 10 minutes while evidence is gathered.  If the marine is proven innocent of all accused crimes in the end, the requesting officer may be held liable for a False Arrest charge.  If there are crimes committed as a result of a false charge (i.e. resisting arrest) the time will be served, and the time will also be added to the False Arrest charge time.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Crew Authorized Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Code Green&#039;&#039;&#039; - Authorized Weapons may be carried by deploying marines (any standard issue weapon or weapon ordered from requisitions), security (non-lethals only) and the Acting Commander (a special issue Mateba).  Other officers (the XO, Staff Officers, Chief Engineer, and Requisition Officer) are authorized either a M44 Combat Revolver or M4A3 Service Pistol as a sidearm.  If you have a weapon, you must keep it holstered at all times while on board the ship.  This applies to Deploying Marines as well.&lt;br /&gt;
*&#039;&#039;&#039;Code Blue&#039;&#039;&#039; - All crew (not visitors, refugees, or prisoners) are authorized pistols.  Unless there is an immediate threat, only Law Enforcement may have weapons unholstered.&lt;br /&gt;
*&#039;&#039;&#039;Code Red&#039;&#039;&#039; - No Weapon Restrictions (Except as explained in the Rules)&lt;br /&gt;
Exceptions: If you or someone you are responsible for are in immediate, life-threatening danger and the appropriate code-level has not been set.  (Note: Meta-gaming rules still apply and over-ride the exception)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Current Marine Laws=&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; It is the duty of the arresting marine, to determine the punishment, ranging from the Minimum to Maximum.  It is reccomended to make the severity of the punishment meet the crime and to minimize excessive punishments.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;EXCESSIVE TIME:&#039;&#039;&#039; If the total punishment is to exceed 60 minutes, the Chief MP can give special permission for permanent confinement, no matter the crime.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;  class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Charge&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! Minimum Punishment&lt;br /&gt;
! Maximum Punishment&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;sortable&amp;quot; | Disrespect to a superior&lt;br /&gt;
| Using offensive names, disobeying orders, or being directly disrespectful to someone of a higher rank or position.  Each offense stacks.  Punishment time is per offense.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Hooliganism&lt;br /&gt;
| Behavior that is generally disruptive to the ship and crew that classifies as low level shenanigans not deserving of more severe punishment.  Things such as slipping people with soap/water, excessive window knocking, and force-feeding other marines.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Improper Uniform&lt;br /&gt;
| Moving around the ship outside the Cryo/Cafeteria/Preparation areas without proper military uniform for your job during non-emergency situations.  Marines should always be wearing their uniform, boots, and armor at a minimum.  Regular crew should be wearing their uniform and boots/shoes without armor unless there is a direct threat.  MPs should not have riot armor except in riot situations.  Any headgear should be your properly assigned headgear or an approved military alternative.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Disorderly Conduct&lt;br /&gt;
| Directly and intentionally disrupting primary operations of the ship.  Fighting in the RO line, disrupting the briefing, or inciting rioting/mutiny. &lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Insubordination&lt;br /&gt;
| Failing to follow a lawful order from someone of a superior rank or position.&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Unsecured Equipment&lt;br /&gt;
| Failing to ensure your equipment for your department is properly secured.  Leaving unattended equipment is unsafe and illegal.  You may distribute equipment outside your department if you are giving it to a specific individual and not leaving it on the floor unattended.&lt;br /&gt;
| Equipment Confiscation + Warning&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Drinking on Duty&lt;br /&gt;
| Consumption of any alcohol or inhibiting chemicals during a military operation or while on active duty.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Damage to Government Property&lt;br /&gt;
| Damaging the ship or making any unauthorized modifications to it during peacetime.To get authorization, confirm with the department head the change falls under, the Chief Engineer, and the current commander.&lt;br /&gt;
| Return ship to it&#039;s exact previous state.&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Resisting Arrest&lt;br /&gt;
| To resist a lawful arrest by a Military Police officer (most people run, be fair).&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Interfering with an arrest&lt;br /&gt;
| To disrupt or interfere with a lawful arrest.&lt;br /&gt;
| Same punishment as accused&lt;br /&gt;
| Same punishment as accused&lt;br /&gt;
|- &lt;br /&gt;
| Jailbreak/Escape&lt;br /&gt;
| To escape, attempt escape, or be broken out.&lt;br /&gt;
| Double initial time is applied to all involved&lt;br /&gt;
| Permanent Confinement&lt;br /&gt;
|- &lt;br /&gt;
| Trespassing&lt;br /&gt;
| Unauthorized access of an area restricted by Command personnel or an area which a person does not have access to.&lt;br /&gt;
| 5 Minutes &lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Contraband&lt;br /&gt;
| To retain possession of, distribute, or use contraband items, including drugs and non-standard issued equipment.&lt;br /&gt;
| 10 minutes; confiscation of contraband items&lt;br /&gt;
| 30 minutes; confiscation of contraband items&lt;br /&gt;
|- &lt;br /&gt;
| Theft&lt;br /&gt;
| To take items (or property) from another person without their express permission, or to retain possession of items that have been taken without permission.&lt;br /&gt;
| 10 minutes; item returned to owner&lt;br /&gt;
| 45 minutes; item returned to owner&lt;br /&gt;
|- &lt;br /&gt;
| Drug Use&lt;br /&gt;
| Consuming drugs (Space drugs, hallucinogens, alcohol) or any medical compounds that are not administered directly by a medic or doctor.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Drug Distribution&lt;br /&gt;
| Distribution of non-medicinal drugs (space-drugs, hallucinogens, alcohol) are never authorized.  This includes being mixed with medical drugs. &lt;br /&gt;
| 30 minutes; demotion from chemical access&lt;br /&gt;
| Permabrig&lt;br /&gt;
|- &lt;br /&gt;
| Practicing Medicine without a License&lt;br /&gt;
| Only authorized medical personnel should be performing treatments beyond bandages, ointments, or a tricordrazine autoinjector.  Any personnel not licensed who distribute medication for consumption or administer medication are considered practicing without a license.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Medication Distribution&lt;br /&gt;
| Medication can only be distributed to trained medical personnel.  Any distributions other than basic medications (found in labeled vendor pill bottles or autoinjectors) must be authorized on a case-by-case basis in written form signed by either the CMO or the Acting Commander.  Combination medications (more than one medication in a pill or bottle) may never be distributed to anyone below a Doctor.  &lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes ; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Combat Stimulants&lt;br /&gt;
| Combat Stimulants are illegal within all USCM territories.  Distribution for specific chemicals may only be authorized by a signature from both the Acting Commander and the Chief Medical Officer.  Possession, Use, or Distribution without this authorization all falls under this charge.&lt;br /&gt;
| 30 minutes&lt;br /&gt;
| Permabrig&lt;br /&gt;
|- &lt;br /&gt;
| Drunk on Duty&lt;br /&gt;
| This only applies to the Military side of USCM: Excessive drinking resulting in becoming drunk planetside, or while serving aboard the ship as a general crew member to the point you are unable to communicate properly or perform your job.&lt;br /&gt;
| Until Sober&lt;br /&gt;
| Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Drunk and Disorderly&lt;br /&gt;
| This only applies to Civilian jobs and Survivors:  Excessive drinking resulting in either being unable to communicate and perform your job correctly, or belligerent behavior&lt;br /&gt;
| Until Sober&lt;br /&gt;
| Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Operating Heavy Machinery while intoxicated&lt;br /&gt;
| It is unlawful for anyone to operate any heavy machinery or equipment while intoxicated.  This includes Dropships, Powerloaders, Autodocs, Cryotubes, Cargo elevators, and Cargo Tugs.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Minor Weapon Violation&lt;br /&gt;
| Improper operation or conduct with a weapon you are authorized with during green or blue alert.  This includes walking around with weapons un-holstered or discharging weapons during non-emergencies.&lt;br /&gt;
| Warning for first offense (always)&lt;br /&gt;
| 5 Minutes AND confiscation of weapon&lt;br /&gt;
|- &lt;br /&gt;
| Unauthorized Weapon&lt;br /&gt;
| Possession of a weapon you are not authorized during a non-emergency situation, detailed as code levels in the &#039;&#039;Weapon Usage for Crew&#039;&#039; section above. As code levels decrease in threat, weapons should be stored appropriately and not kept on-person or in personal areas.&lt;br /&gt;
| Warning; confiscation of contraband items.&lt;br /&gt;
| 30 Minutes; confiscation of contraband items.&lt;br /&gt;
|- &lt;br /&gt;
| Assault&lt;br /&gt;
| To threaten or use physical force against someone without intent to kill. &lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Neglect of duty&lt;br /&gt;
| Failure to perform their role to an acceptable standard. For example, a Commander failing to properly organize and ensure his personnel are given orders.  Failing to follow proper procedures is also considered Neglect of Duty.&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 25 minutes; Demotion/removal of command&lt;br /&gt;
|- &lt;br /&gt;
| Assault with a deadly weapon&lt;br /&gt;
| To threaten or use physical force against someone with a lethal weapon, such as a sidearm, blade, or rifle.&lt;br /&gt;
| 20 minutes&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
|- &lt;br /&gt;
| Manslaughter&lt;br /&gt;
| Killing someone &#039;&#039;without malicious intent&#039;&#039;.  Manslaughter may be applied if someone dies as a result of a fight where the intent was not to kill.&lt;br /&gt;
| 20 minutes; Demotion&lt;br /&gt;
| 45 Minutes; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Murder or Unauthorized Execution&lt;br /&gt;
| Killing someone &#039;&#039;with malicious intent&#039;&#039;. Executions are only authorized with permission from and in the presence of the acting Commander.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Mutiny&lt;br /&gt;
| To attempt or succeed at overpowering or overthrowing a commanding officer.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Terrorist Collaboration&lt;br /&gt;
| To act as an enemy to the USCM or engage in acts that attempt to hurt or endanger the USCM.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Sexual assault&lt;br /&gt;
| To attempt to or succeed in the acts of assaulting another person sexually, including rape.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Conduct Unbecoming of an Officer&lt;br /&gt;
| Breaking any laws when you are an [[rank | officer]] will always result in this added to the penalty.  You are an officer and expected to act with dignity, honor, and respect at all times.&lt;br /&gt;
| Double Brig Time&lt;br /&gt;
| Double Brig Time; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Repeat Offender&lt;br /&gt;
| To repeat a previous crime you have been convicted or and released from.&lt;br /&gt;
| Double time (stacks with conduct unbecoming of an officer)&lt;br /&gt;
| Permanent Confinement&lt;br /&gt;
|- &lt;br /&gt;
| False Arrest&lt;br /&gt;
| To order the arrest of a Marine who is then found to be innocent.  Does NOT stack with Conduct Unbecoming of an Officer&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military Officers and military law enforcement agents are expected to use their best discretion when applying sentences and apprehending those who violate the above laws. Failure to do so will result in immediate contract termination at the discretion of Central Command military officials.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Apophis775</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=8529</id>
		<title>Marine Law</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=8529"/>
		<updated>2018-05-17T00:21:57Z</updated>

		<summary type="html">&lt;p&gt;Apophis775: /* Detainment and Brig Procedures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;United States Colonial Marines&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Uniform Code of Military Justice&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  The Commander of the USS Almayer and all its crew are not above UCMJ, Procedures, or Code of Conduct.  UCMJ also applies to all personnel who are in the vicinity of a USCM Operation or on board a ship.  The only exceptions specially dispatched officials from High Command or the Provost Marshall and Diplomatically Immune Weyland-Yutani Executives (not including the on-board Liaison).&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Foreword=&lt;br /&gt;
The United States Colonial Marines Uniform Code of Military Justice is enforced by the Office of the Provost Marshal.  On ships and USCM colonies this duty falls to the Military Police and Chief MP.  They operate outside the authority of the command when enforcing the Law.  The Chief MP has the final say on law enforcement within his operational area, unless overseen by higher ranking members of the Provost Marshal.  Local Colonial Marshals are expected to fully co-operate with the Chief MPs and MPs when they are operating within their jurisdiction.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Arrest Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; If a suspect is injured or wounded, alert Medbay to have a doctor sent to the brig.  Unless the suspect&#039;s life is IMMEDIATELY in danger, they are to be brought to the Brig and treated there.&amp;lt;/small&amp;gt; &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Compliant Suspect (not resisting or running)===&lt;br /&gt;
# Verbally inform the suspect you are taking them into custody and the charge.&lt;br /&gt;
# Order the suspect to the ground.&lt;br /&gt;
# Handcuff the suspect.&lt;br /&gt;
# Bring the suspect to the Brig for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Non-Compliant Suspect (resisting or running)===&lt;br /&gt;
# Prepare a non-lethal method of neutralization&lt;br /&gt;
# Apply until they are no longer resisting&lt;br /&gt;
# Secure the suspect and Inform the suspect of their charge&lt;br /&gt;
# Bring the suspect to the brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Dangerous Suspect (has used a lethal weapon against law enforcement)===&lt;br /&gt;
# Ensure you have a non-lethal response prepared&lt;br /&gt;
# Engage the suspect and attempt to subdue them.  Minimize collateral damage.&lt;br /&gt;
#* If the suspect cannot be subdued with non-lethal force, the Chief MP or acting commander may authorize a lethal force response in extreme situations, primarily when Marine lives and/or the safety of the ship are at risk.&lt;br /&gt;
# Secure the suspect and any weapons they had and inform them of their charges.&lt;br /&gt;
# Bring the suspect to the Brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Search Procedure=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If you take an ID to get access somewhere for a search, you must ensure the ID gets back to them when you are finished (or with their belongings if they are detained&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Personnel==&lt;br /&gt;
# Inform the person you are conducting and of your intent (i.e. contraband, stolen items).&lt;br /&gt;
# If possible, conduct the search in the Brig or an isolated area so nothing is stolen.&lt;br /&gt;
# Begin the search and confiscate any illegal items.&lt;br /&gt;
## If they comply, you do not need to restrain them.&lt;br /&gt;
## If they resist, you may use non-lethal force to restrain them.&lt;br /&gt;
#If illegal items are found, follow Arrest and Brig procedures, otherwise release them.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Unsecured Area==&lt;br /&gt;
# Secure the area with Police Tape.  If none is available, have additional MPs help secure the area.&lt;br /&gt;
# Search any locations, lockers, crates, and personnel within the area, following the above rule for Personnel.&lt;br /&gt;
# Take any recovered illicit items to the brig and store them in the Evidence area for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Secured Area==&lt;br /&gt;
# Request someone responsible for the secured area to be present.&lt;br /&gt;
# Declare your intent and reason for the search.&lt;br /&gt;
# Request access from whoever is responsible for the area.  &lt;br /&gt;
## If the person responsible is the person you are investigating or the search is relative too, you may restrain them and use their ID temporarily for access.  Ensure an MP guards them.&lt;br /&gt;
## If no one is available, request either the CE or an MT to over-ride the door.  In a pinch, any combat engineer will do.  Ensure the area is re-secured after you leave.&lt;br /&gt;
# Search the area for whatever evidence or whatever you are expecting to find.&lt;br /&gt;
# Ensure that no unauthorized personnel other than the individuals executing the search enter.  Detain anyone unauthorized.&lt;br /&gt;
# Ensure nothing is stolen, and anything taken is relevant to the search.  This is not an excuse to loot.&lt;br /&gt;
# Anything taken in the search is to be brought the Brig and stored in Evidence for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Detainment and Brig Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If the prisoner is removed from his cell for ANY REASON the timer is PAUSED.  Time spent outside a cell does NOT count towards time being served for the crime, even if he is in medbay.  Also, Prisoners should NEVER be left with their ID on.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
# Inform the prisoner of the charge and set the timer.  Once the timer is set, it may NOT be added too unless additional charges are added.&lt;br /&gt;
# Remove all equipment from the prisoner and place it into their locker.  Weapons may be secured in the Evidence Locker if you wish.&lt;br /&gt;
# Conduct a thorough search of all their belongings.&lt;br /&gt;
# Remove and store all their equipment inside a locker.  Dress them in an orange jumpsuit, boots, and give them a standard headset.  If they are abusing a headset, it may be removed.&lt;br /&gt;
# Buckle the prisoner to the bed.&lt;br /&gt;
# Flash the prisoner and remove their handcuffs.  If the prisoner is potentially a threat to themself or others, you may secure them with a straight jacket.&lt;br /&gt;
# Recover your handcuffs and any equipment and leave the cell.&lt;br /&gt;
# For the duration that there are prisoners in the Brig, the Chief MP or a regular MP must be in security AT ALL TIMES (unless it&#039;s an emergency).&lt;br /&gt;
# Ensure that the charges are added to their security record as either a listed charge or a note.&lt;br /&gt;
# Ensure their status is updated from Wanted to Prisoner, and when released to &amp;quot;Released&amp;quot; &lt;br /&gt;
# If a prisoner is SSD at the end of their sentence, redress them and place them in the brig Cryo.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Prisoner Rights=&lt;br /&gt;
The following is a list of basic rights the prisoners have.  They can NOT be denied, except in an extreme situation and only then with authorization from the Chief MP.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Medical Treatment===&lt;br /&gt;
All treatment must take place in the brig if possible.  If not, an MP may escort a prisoner to medbay for treatment.  The prisoner MUST have an orange jumpsuit and shoes, and will not be given their Radio or ID until they return.  Time spent in medical will NOT count against their sentence.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Access to a Radio===&lt;br /&gt;
Unless the prisoner has abused the radio, they are authorized a standard headset.  If any MP believes that it is being abused (including being used to co-ordinate a prison-break), this right can be denied.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Appeal Sentence in a timely manner===&lt;br /&gt;
The prisoner may request an appeal on his sentence from the Chief MP.  If the Chief MP is not available, he may appeal to the acting commander.  This right is rescinded during emergencies.  The Chief MP has the final say on all appeals, and can override the Commander if he feels it is in the best interest of the ship&#039;s safety.&lt;br /&gt;
====Appeals====&lt;br /&gt;
An appeal is primarily intended to determine guilt or innocence.  A Chief MP or Commander (if there is no Chief MP) is expected to review  the evidence of the suspects crimes, the report of the arresting officer, and the testimony of the suspect.  If the Chief MP concludes that the suspect is not guilty of a law violation, it should be removed from the time they are required to server.  If they are found to be guilty, then the punishment stands.  Under no circumstances may anyone be given a Pardon if there is evidence to show a crime was committed.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Protection from threats===&lt;br /&gt;
Prisoners must be kept safe, unharmed, and healthy during their confinement.  MPs must work to the best of their ability to ensure this.  Self-inflicting wounds will result in being straight-jacketed for the entire duration.  If the ship is at Red Alert, all MPs should return to the Brig to ensure the safety of prisoners.&lt;br /&gt;
====Release in the event of a catastrophe====&lt;br /&gt;
In the event of a Delta Alert (activation of self destruct) any prisoners may be released if the MPs believe that they will not be a threat to the crew.  A normal Red Alert, is not sufficient reason for a release unless the ship is being over-run by a large hostile force.  &amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; a small force of enemies on board is not &amp;quot;over-run by a large hostile force&amp;quot;.  You should ensure the prisoners are kept safe and alive as long as they are in your custody, and release them only if this becomes impossible to perform due to a large enemy force.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Execution Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;“The man who passes the sentence should swing the sword. If you would take a man&#039;s life, you owe it to him to look into his eyes and hear his final words. And if you cannot bear to do that, then perhaps the man does not deserve to die.”&amp;lt;br/&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
Executions of prisoners are authorized for crimes with execution as the maximum punishment.  Additionally, if the maximum amount of time to be served is greater than 1 hour, or for repeated offenders, the Chief MP or Acting Commander may request an execution.  Both must agree for an execution to be authorized.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Procedure===&lt;br /&gt;
# The Commander or Chief MP must make a ship-wide announcement from the CIC communication console informing the crew of the intent to execute the prisoner, why, and the execution method.  In a code Red or Code Delta situation, this procedure can be ignored.  (Example:  &amp;quot;I, Captain Erin Kowalski, hereby authorize the execution of Donald Cluwne on the charges of murder, assault, and damage to the ship.  He will be executed by firing squad in the briefing room.&amp;quot;)   Authorized methods of execution are either Firing Squad (handled by MPs) or Lethal Injection (handled by CMO).&lt;br /&gt;
# The Acting Commander OR Chief MP (whoever made the initial request) MUST be present at the execution.&lt;br /&gt;
# The Condemned MUST be given a chance to give any final words.  They may use a radio for this (even if their radio was taken for abuse).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Battlefield Execution===&lt;br /&gt;
The Commander of the Almayer as well as any Admirals dispatched from command hold the authority to perform a Battlefield Execution (Important: Only whitelisted Commanders have this authority, not anyone acting as a Commander).  They may kill any crew member under their command or any personnel on the ship without any warning or procedure if they feel they are a threat to the mission.  However, this authority does NOT extend to battlefield executing any members of the Military Police force or the Chief MP.  The Commander or Admiral MUST make an announcement explaining why the individual was executed and if the Chief MP or MPs have concerns, they may contact USCM High Command using the fax machine located in the brig to inquire if the execution was reasonable.  The announcement should happen at the earliest convenience.  (This is similar to the &amp;quot;Rule 0&amp;quot; rule which applies to admins, you are able to execute people as needed, however executing Military Police, CMPs, or not having a valid reason other than murderboning may result in removal from the whitelist).&amp;lt;br/&amp;gt;&lt;br /&gt;
This power can not be used on any prisoners who have been detained or are under the protection of the Military Police.&amp;lt;br/&amp;gt;&lt;br /&gt;
The Commander is forbidden from participating in the execution of prisoners other than being an observer.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Incompetent Command=&lt;br /&gt;
As Military Police you are expected to enforce the Law and Procedures upon all members of the crew.  If the Commander, XO, or any command staff are in violation of UCMJ at any time, the Chief MP is authorized to remove them from command permanently and replace them with whoever is next in the Chain of Command.  However, this requires confirmation from Central Command before it is enacted (you can use the fax machine in the Chief MPs office).&lt;br /&gt;
If they are not going to be removed from command permanently, they can instead be placed into the brig to server their sentence and the next in command takes temporary command.  Central Command does not need to approve these cases and only needs to be alerted.  However, visiting executives and Admirals are NOT bound by this and can only be removed with Central Command approval.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Special Provisions=&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Mutinies===&lt;br /&gt;
Military Police are strictly forbidden from participating in mutinies against the legitimate Command staff.  If you are made aware of a mutiny, you must take all necessary actions to prevent it and protect the legal Command Staff.  If, the Chief MP believes that the legal command staff is unable to perform their duties for any reason, the Chief MP may contact Central Command for permission to relieve them of command and replace them with the next officer in the Chain of Command (using the fax machine in the Chief MP office).  If a Chief MP is not available, a consensus between the MPs can result in the same situation.  Mutinies are unlawful, however, and MPs must do everything in their power to prevent and suppress a Mutiny.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Command Requested Arrests===&lt;br /&gt;
If the Commander, Acting Commander, or a Staff Officer requests a marine to be arrested for a crime, you MUST arrest said marine.  You may hold the marine for a maximum of 10 minutes while evidence is gathered.  If the marine is proven innocent of all accused crimes in the end, the requesting officer may be held liable for a False Arrest charge.  If there are crimes committed as a result of a false charge (i.e. resisting arrest) the time will be served, and the time will also be added to the False Arrest charge time.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Crew Authorized Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Code Green&#039;&#039;&#039; - Authorized Weapons may be carried by deploying marines (any standard issue weapon or weapon ordered from requisitions), security (non-lethals only) and the Acting Commander (a special issue Mateba).  Other officers (the XO, Staff Officers, Chief Engineer, and Requisition Officer) are authorized either a M44 Combat Revolver or M4A3 Service Pistol as a sidearm.  If you have a weapon, you must keep it holstered at all times while on board the ship.  This applies to Deploying Marines as well.&lt;br /&gt;
*&#039;&#039;&#039;Code Blue&#039;&#039;&#039; - All crew (not visitors, refugees, or prisoners) are authorized pistols.  Unless there is an immediate threat, only Law Enforcement may have weapons unholstered.&lt;br /&gt;
*&#039;&#039;&#039;Code Red&#039;&#039;&#039; - No Weapon Restrictions (Except as explained in the Rules)&lt;br /&gt;
Exceptions: If you or someone you are responsible for are in immediate, life-threatening danger and the appropriate code-level has not been set.  (Note: Meta-gaming rules still apply and over-ride the exception)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Current Marine Laws=&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; It is the duty of the arresting marine, to determine the punishment, ranging from the Minimum to Maximum.  It is reccomended to make the severity of the punishment meet the crime and to minimize excessive punishments.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;EXCESSIVE TIME:&#039;&#039;&#039; If the total punishment is to exceed 60 minutes, the Chief MP can give special permission for permanent confinement, no matter the crime.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;  class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Charge&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! Minimum Punishment&lt;br /&gt;
! Maximum Punishment&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;sortable&amp;quot; | Disrespect to a superior&lt;br /&gt;
| Using offensive names, disobeying orders, or being directly disrespectful to someone of a higher rank or position.  Each offense stacks.  Punishment time is per offense.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Hooliganism&lt;br /&gt;
| Behavior that is generally disruptive to the ship and crew that classifies as low level shenanigans not deserving of more severe punishment.  Things such as slipping people with soap/water, excessive window knocking, and force-feeding other marines.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Improper Uniform&lt;br /&gt;
| Moving around the ship outside the Cryo/Cafeteria/Preparation areas without proper military uniform for your job during non-emergency situations.  Marines should always be wearing their uniform, boots, and armor at a minimum.  Regular crew should be wearing their uniform and boots/shoes without armor unless there is a direct threat.  MPs should not have riot armor except in riot situations.  Any headgear should be your properly assigned headgear or an approved military alternative.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Disorderly Conduct&lt;br /&gt;
| Directly and intentionally disrupting primary operations of the ship.  Fighting in the RO line, disrupting the briefing, or inciting rioting/mutiny. &lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Insubordination&lt;br /&gt;
| Failing to follow a lawful order from someone of a superior rank or position.&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Unsecured Equipment&lt;br /&gt;
| Failing to ensure your equipment for your department is properly secured.  Leaving unattended equipment is unsafe and illegal.  You may distribute equipment outside your department if you are giving it to a specific individual and not leaving it on the floor unattended.&lt;br /&gt;
| Equipment Confiscation + Warning&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Drinking on Duty&lt;br /&gt;
| Consumption of any alcohol or inhibiting chemicals during a military operation or while on active duty.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Damage to Government Property&lt;br /&gt;
| Damaging the ship or making any unauthorized modifications to it during peacetime.To get authorization, confirm with the department head the change falls under, the Chief Engineer, and the current commander.&lt;br /&gt;
| Return ship to it&#039;s exact previous state.&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Resisting Arrest&lt;br /&gt;
| To resist a lawful arrest by a Military Police officer (most people run, be fair).&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Interfering with an arrest&lt;br /&gt;
| To disrupt or interfere with a lawful arrest.&lt;br /&gt;
| Same punishment as accused&lt;br /&gt;
| Same punishment as accused&lt;br /&gt;
|- &lt;br /&gt;
| Jailbreak/Escape&lt;br /&gt;
| To escape, attempt escape, or be broken out.&lt;br /&gt;
| Double initial time is applied to all involved&lt;br /&gt;
| Permanent Confinement&lt;br /&gt;
|- &lt;br /&gt;
| Trespassing&lt;br /&gt;
| Unauthorized access of an area restricted by Command personnel or an area which a person does not have access to.&lt;br /&gt;
| 5 Minutes &lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Contraband&lt;br /&gt;
| To retain possession of, distribute, or use contraband items, including drugs and non-standard issued equipment.&lt;br /&gt;
| 10 minutes; confiscation of contraband items&lt;br /&gt;
| 30 minutes; confiscation of contraband items&lt;br /&gt;
|- &lt;br /&gt;
| Theft&lt;br /&gt;
| To take items (or property) from another person without their express permission, or to retain possession of items that have been taken without permission.&lt;br /&gt;
| 10 minutes; item returned to owner&lt;br /&gt;
| 45 minutes; item returned to owner&lt;br /&gt;
|- &lt;br /&gt;
| Drug Use&lt;br /&gt;
| Consuming drugs (Space drugs, hallucinogens, alcohol) or any medical compounds that are not administered directly by a medic or doctor.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Drug Distribution&lt;br /&gt;
| Distribution of non-medicinal drugs (space-drugs, hallucinogens, alcohol) are never authorized.  This includes being mixed with medical drugs. &lt;br /&gt;
| 30 minutes; demotion from chemical access&lt;br /&gt;
| Permabrig&lt;br /&gt;
|- &lt;br /&gt;
| Practicing Medicine without a License&lt;br /&gt;
| Only authorized medical personnel should be performing treatments beyond bandages, ointments, or a tricordrazine autoinjector.  Any personnel not licensed who distribute medication for consumption or administer medication are considered practicing without a license.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Medication Distribution&lt;br /&gt;
| Medication can only be distributed to trained medical personnel.  Any distributions other than basic medications (found in labeled vendor pill bottles or autoinjectors) must be authorized on a case-by-case basis in written form signed by either the CMO or the Acting Commander.  Combination medications (more than one medication in a pill or bottle) may never be distributed to anyone below a Doctor.  &lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes ; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Combat Stimulants&lt;br /&gt;
| Combat Stimulants are illegal within all USCM territories.  Distribution for specific chemicals may only be authorized by a signature from both the Acting Commander and the Chief Medical Officer.  Possession, Use, or Distribution without this authorization all falls under this charge.&lt;br /&gt;
| 30 minutes&lt;br /&gt;
| Permabrig&lt;br /&gt;
|- &lt;br /&gt;
| Drunk on Duty&lt;br /&gt;
| This only applies to the Military side of USCM: Excessive drinking resulting in becoming drunk planetside, or while serving aboard the ship as a general crew member to the point you are unable to communicate properly or perform your job.&lt;br /&gt;
| Until Sober&lt;br /&gt;
| Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Drunk and Disorderly&lt;br /&gt;
| This only applies to Civilian jobs and Survivors:  Excessive drinking resulting in either being unable to communicate and perform your job correctly, or belligerent behavior&lt;br /&gt;
| Until Sober&lt;br /&gt;
| Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Operating Heavy Machinery while intoxicated&lt;br /&gt;
| It is unlawful for anyone to operate any heavy machinery or equipment while intoxicated.  This includes Dropships, Powerloaders, Autodocs, Cryotubes, Cargo elevators, and Cargo Tugs.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Minor Weapon Violation&lt;br /&gt;
| Improper operation or conduct with a weapon you are authorized with during green or blue alert.  This includes walking around with weapons un-holstered or discharging weapons during non-emergencies.&lt;br /&gt;
| Warning for first offense (always)&lt;br /&gt;
| 5 Minutes AND confiscation of weapon&lt;br /&gt;
|- &lt;br /&gt;
| Unauthorized Weapon&lt;br /&gt;
| Possession of a weapon you are not authorized during a non-emergency situation, detailed as code levels in the &#039;&#039;Weapon Usage for Crew&#039;&#039; section above. As code levels decrease in threat, weapons should be stored appropriately and not kept on-person or in personal areas.&lt;br /&gt;
| Warning; confiscation of contraband items.&lt;br /&gt;
| 30 Minutes; confiscation of contraband items.&lt;br /&gt;
|- &lt;br /&gt;
| Assault&lt;br /&gt;
| To threaten or use physical force against someone without intent to kill. &lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Neglect of duty&lt;br /&gt;
| Failure to perform their role to an acceptable standard. For example, a Commander failing to properly organize and ensure his personnel are given orders.  Failing to follow proper procedures is also considered Neglect of Duty.&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 25 minutes; Demotion/removal of command&lt;br /&gt;
|- &lt;br /&gt;
| Assault with a deadly weapon&lt;br /&gt;
| To threaten or use physical force against someone with a lethal weapon, such as a sidearm, blade, or rifle.&lt;br /&gt;
| 20 minutes&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
|- &lt;br /&gt;
| Manslaughter&lt;br /&gt;
| Killing someone &#039;&#039;without malicious intent&#039;&#039;.  Manslaughter may be applied if someone dies as a result of a fight where the intent was not to kill.&lt;br /&gt;
| 20 minutes; Demotion&lt;br /&gt;
| 45 Minutes; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Murder or Unauthorized Execution&lt;br /&gt;
| Killing someone &#039;&#039;with malicious intent&#039;&#039;. Executions are only authorized with permission from and in the presence of the acting Commander.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Mutiny&lt;br /&gt;
| To attempt or succeed at overpowering or overthrowing a commanding officer.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Terrorist Collaboration&lt;br /&gt;
| To act as an enemy to the USCM or engage in acts that attempt to hurt or endanger the USCM.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Sexual assault&lt;br /&gt;
| To attempt to or succeed in the acts of assaulting another person sexually, including rape.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Conduct Unbecoming of an Officer&lt;br /&gt;
| Breaking any laws when you are an [[rank | officer]] will always result in this added to the penalty.  You are an officer and expected to act with dignity, honor, and respect at all times.&lt;br /&gt;
| Double Brig Time&lt;br /&gt;
| Double Brig Time; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Repeat Offender&lt;br /&gt;
| To repeat a previous crime you have been convicted or and released from.&lt;br /&gt;
| Double time (stacks with conduct unbecoming of an officer)&lt;br /&gt;
| Permanent Confinement&lt;br /&gt;
|- &lt;br /&gt;
| False Arrest&lt;br /&gt;
| To order the arrest of a Marine who is then found to be innocent.  Does NOT stack with Conduct Unbecoming of an Officer&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military Officers and military law enforcement agents are expected to use their best discretion when applying sentences and apprehending those who violate the above laws. Failure to do so will result in immediate contract termination at the discretion of Central Command military officials.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Apophis775</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=8528</id>
		<title>Marine Law</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=8528"/>
		<updated>2018-05-17T00:17:55Z</updated>

		<summary type="html">&lt;p&gt;Apophis775: /* Current Marine Laws */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;United States Colonial Marines&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Uniform Code of Military Justice&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  The Commander of the USS Almayer and all its crew are not above UCMJ, Procedures, or Code of Conduct.  UCMJ also applies to all personnel who are in the vicinity of a USCM Operation or on board a ship.  The only exceptions specially dispatched officials from High Command or the Provost Marshall and Diplomatically Immune Weyland-Yutani Executives (not including the on-board Liaison).&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Foreword=&lt;br /&gt;
The United States Colonial Marines Uniform Code of Military Justice is enforced by the Office of the Provost Marshal.  On ships and USCM colonies this duty falls to the Military Police and Chief MP.  They operate outside the authority of the command when enforcing the Law.  The Chief MP has the final say on law enforcement within his operational area, unless overseen by higher ranking members of the Provost Marshal.  Local Colonial Marshals are expected to fully co-operate with the Chief MPs and MPs when they are operating within their jurisdiction.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Arrest Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; If a suspect is injured or wounded, alert Medbay to have a doctor sent to the brig.  Unless the suspect&#039;s life is IMMEDIATELY in danger, they are to be brought to the Brig and treated there.&amp;lt;/small&amp;gt; &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Compliant Suspect (not resisting or running)===&lt;br /&gt;
# Verbally inform the suspect you are taking them into custody and the charge.&lt;br /&gt;
# Order the suspect to the ground.&lt;br /&gt;
# Handcuff the suspect.&lt;br /&gt;
# Bring the suspect to the Brig for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Non-Compliant Suspect (resisting or running)===&lt;br /&gt;
# Prepare a non-lethal method of neutralization&lt;br /&gt;
# Apply until they are no longer resisting&lt;br /&gt;
# Secure the suspect and Inform the suspect of their charge&lt;br /&gt;
# Bring the suspect to the brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Dangerous Suspect (has used a lethal weapon against law enforcement)===&lt;br /&gt;
# Ensure you have a non-lethal response prepared&lt;br /&gt;
# Engage the suspect and attempt to subdue them.  Minimize collateral damage.&lt;br /&gt;
#* If the suspect cannot be subdued with non-lethal force, the Chief MP or acting commander may authorize a lethal force response in extreme situations, primarily when Marine lives and/or the safety of the ship are at risk.&lt;br /&gt;
# Secure the suspect and any weapons they had and inform them of their charges.&lt;br /&gt;
# Bring the suspect to the Brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Search Procedure=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If you take an ID to get access somewhere for a search, you must ensure the ID gets back to them when you are finished (or with their belongings if they are detained&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Personnel==&lt;br /&gt;
# Inform the person you are conducting and of your intent (i.e. contraband, stolen items).&lt;br /&gt;
# If possible, conduct the search in the Brig or an isolated area so nothing is stolen.&lt;br /&gt;
# Begin the search and confiscate any illegal items.&lt;br /&gt;
## If they comply, you do not need to restrain them.&lt;br /&gt;
## If they resist, you may use non-lethal force to restrain them.&lt;br /&gt;
#If illegal items are found, follow Arrest and Brig procedures, otherwise release them.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Unsecured Area==&lt;br /&gt;
# Secure the area with Police Tape.  If none is available, have additional MPs help secure the area.&lt;br /&gt;
# Search any locations, lockers, crates, and personnel within the area, following the above rule for Personnel.&lt;br /&gt;
# Take any recovered illicit items to the brig and store them in the Evidence area for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Secured Area==&lt;br /&gt;
# Request someone responsible for the secured area to be present.&lt;br /&gt;
# Declare your intent and reason for the search.&lt;br /&gt;
# Request access from whoever is responsible for the area.  &lt;br /&gt;
## If the person responsible is the person you are investigating or the search is relative too, you may restrain them and use their ID temporarily for access.  Ensure an MP guards them.&lt;br /&gt;
## If no one is available, request either the CE or an MT to over-ride the door.  In a pinch, any combat engineer will do.  Ensure the area is re-secured after you leave.&lt;br /&gt;
# Search the area for whatever evidence or whatever you are expecting to find.&lt;br /&gt;
# Ensure that no unauthorized personnel other than the individuals executing the search enter.  Detain anyone unauthorized.&lt;br /&gt;
# Ensure nothing is stolen, and anything taken is relevant to the search.  This is not an excuse to loot.&lt;br /&gt;
# Anything taken in the search is to be brought the Brig and stored in Evidence for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Detainment and Brig Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If the prisoner is removed from his cell for ANY REASON the timer is PAUSED.  Time spent outside a cell does NOT count towards time being served for the crime, even if he is in medbay.  Also, Prisoners should NEVER be left with their ID on.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
# Inform the prisoner of the charge and set the timer&lt;br /&gt;
# Remove all equipment from the prisoner and place it into their locker.  Weapons may be secured in the Evidence Locker if you wish.&lt;br /&gt;
# Conduct a thorough search of all their belongings.&lt;br /&gt;
# Remove and store all their equipment inside a locker.  Dress them in an orange jumpsuit, boots, and give them a standard headset.  If they are abusing a headset, it may be removed.&lt;br /&gt;
# Buckle the prisoner to the bed.&lt;br /&gt;
# Flash the prisoner and remove their handcuffs.  If the prisoner is potentially a threat to themself or others, you may secure them with a straight jacket.&lt;br /&gt;
# Recover your handcuffs and any equipment and leave the cell.&lt;br /&gt;
# For the duration that there are prisoners in the Brig, the Chief MP or a regular MP must be in security AT ALL TIMES (unless it&#039;s an emergency).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Prisoner Rights=&lt;br /&gt;
The following is a list of basic rights the prisoners have.  They can NOT be denied, except in an extreme situation and only then with authorization from the Chief MP.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Medical Treatment===&lt;br /&gt;
All treatment must take place in the brig if possible.  If not, an MP may escort a prisoner to medbay for treatment.  The prisoner MUST have an orange jumpsuit and shoes, and will not be given their Radio or ID until they return.  Time spent in medical will NOT count against their sentence.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Access to a Radio===&lt;br /&gt;
Unless the prisoner has abused the radio, they are authorized a standard headset.  If any MP believes that it is being abused (including being used to co-ordinate a prison-break), this right can be denied.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Appeal Sentence in a timely manner===&lt;br /&gt;
The prisoner may request an appeal on his sentence from the Chief MP.  If the Chief MP is not available, he may appeal to the acting commander.  This right is rescinded during emergencies.  The Chief MP has the final say on all appeals, and can override the Commander if he feels it is in the best interest of the ship&#039;s safety.&lt;br /&gt;
====Appeals====&lt;br /&gt;
An appeal is primarily intended to determine guilt or innocence.  A Chief MP or Commander (if there is no Chief MP) is expected to review  the evidence of the suspects crimes, the report of the arresting officer, and the testimony of the suspect.  If the Chief MP concludes that the suspect is not guilty of a law violation, it should be removed from the time they are required to server.  If they are found to be guilty, then the punishment stands.  Under no circumstances may anyone be given a Pardon if there is evidence to show a crime was committed.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Protection from threats===&lt;br /&gt;
Prisoners must be kept safe, unharmed, and healthy during their confinement.  MPs must work to the best of their ability to ensure this.  Self-inflicting wounds will result in being straight-jacketed for the entire duration.  If the ship is at Red Alert, all MPs should return to the Brig to ensure the safety of prisoners.&lt;br /&gt;
====Release in the event of a catastrophe====&lt;br /&gt;
In the event of a Delta Alert (activation of self destruct) any prisoners may be released if the MPs believe that they will not be a threat to the crew.  A normal Red Alert, is not sufficient reason for a release unless the ship is being over-run by a large hostile force.  &amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; a small force of enemies on board is not &amp;quot;over-run by a large hostile force&amp;quot;.  You should ensure the prisoners are kept safe and alive as long as they are in your custody, and release them only if this becomes impossible to perform due to a large enemy force.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Execution Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;“The man who passes the sentence should swing the sword. If you would take a man&#039;s life, you owe it to him to look into his eyes and hear his final words. And if you cannot bear to do that, then perhaps the man does not deserve to die.”&amp;lt;br/&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
Executions of prisoners are authorized for crimes with execution as the maximum punishment.  Additionally, if the maximum amount of time to be served is greater than 1 hour, or for repeated offenders, the Chief MP or Acting Commander may request an execution.  Both must agree for an execution to be authorized.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Procedure===&lt;br /&gt;
# The Commander or Chief MP must make a ship-wide announcement from the CIC communication console informing the crew of the intent to execute the prisoner, why, and the execution method.  In a code Red or Code Delta situation, this procedure can be ignored.  (Example:  &amp;quot;I, Captain Erin Kowalski, hereby authorize the execution of Donald Cluwne on the charges of murder, assault, and damage to the ship.  He will be executed by firing squad in the briefing room.&amp;quot;)   Authorized methods of execution are either Firing Squad (handled by MPs) or Lethal Injection (handled by CMO).&lt;br /&gt;
# The Acting Commander OR Chief MP (whoever made the initial request) MUST be present at the execution.&lt;br /&gt;
# The Condemned MUST be given a chance to give any final words.  They may use a radio for this (even if their radio was taken for abuse).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Battlefield Execution===&lt;br /&gt;
The Commander of the Almayer as well as any Admirals dispatched from command hold the authority to perform a Battlefield Execution (Important: Only whitelisted Commanders have this authority, not anyone acting as a Commander).  They may kill any crew member under their command or any personnel on the ship without any warning or procedure if they feel they are a threat to the mission.  However, this authority does NOT extend to battlefield executing any members of the Military Police force or the Chief MP.  The Commander or Admiral MUST make an announcement explaining why the individual was executed and if the Chief MP or MPs have concerns, they may contact USCM High Command using the fax machine located in the brig to inquire if the execution was reasonable.  The announcement should happen at the earliest convenience.  (This is similar to the &amp;quot;Rule 0&amp;quot; rule which applies to admins, you are able to execute people as needed, however executing Military Police, CMPs, or not having a valid reason other than murderboning may result in removal from the whitelist).&amp;lt;br/&amp;gt;&lt;br /&gt;
This power can not be used on any prisoners who have been detained or are under the protection of the Military Police.&amp;lt;br/&amp;gt;&lt;br /&gt;
The Commander is forbidden from participating in the execution of prisoners other than being an observer.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Incompetent Command=&lt;br /&gt;
As Military Police you are expected to enforce the Law and Procedures upon all members of the crew.  If the Commander, XO, or any command staff are in violation of UCMJ at any time, the Chief MP is authorized to remove them from command permanently and replace them with whoever is next in the Chain of Command.  However, this requires confirmation from Central Command before it is enacted (you can use the fax machine in the Chief MPs office).&lt;br /&gt;
If they are not going to be removed from command permanently, they can instead be placed into the brig to server their sentence and the next in command takes temporary command.  Central Command does not need to approve these cases and only needs to be alerted.  However, visiting executives and Admirals are NOT bound by this and can only be removed with Central Command approval.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Special Provisions=&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Mutinies===&lt;br /&gt;
Military Police are strictly forbidden from participating in mutinies against the legitimate Command staff.  If you are made aware of a mutiny, you must take all necessary actions to prevent it and protect the legal Command Staff.  If, the Chief MP believes that the legal command staff is unable to perform their duties for any reason, the Chief MP may contact Central Command for permission to relieve them of command and replace them with the next officer in the Chain of Command (using the fax machine in the Chief MP office).  If a Chief MP is not available, a consensus between the MPs can result in the same situation.  Mutinies are unlawful, however, and MPs must do everything in their power to prevent and suppress a Mutiny.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Command Requested Arrests===&lt;br /&gt;
If the Commander, Acting Commander, or a Staff Officer requests a marine to be arrested for a crime, you MUST arrest said marine.  You may hold the marine for a maximum of 10 minutes while evidence is gathered.  If the marine is proven innocent of all accused crimes in the end, the requesting officer may be held liable for a False Arrest charge.  If there are crimes committed as a result of a false charge (i.e. resisting arrest) the time will be served, and the time will also be added to the False Arrest charge time.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Crew Authorized Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Code Green&#039;&#039;&#039; - Authorized Weapons may be carried by deploying marines (any standard issue weapon or weapon ordered from requisitions), security (non-lethals only) and the Acting Commander (a special issue Mateba).  Other officers (the XO, Staff Officers, Chief Engineer, and Requisition Officer) are authorized either a M44 Combat Revolver or M4A3 Service Pistol as a sidearm.  If you have a weapon, you must keep it holstered at all times while on board the ship.  This applies to Deploying Marines as well.&lt;br /&gt;
*&#039;&#039;&#039;Code Blue&#039;&#039;&#039; - All crew (not visitors, refugees, or prisoners) are authorized pistols.  Unless there is an immediate threat, only Law Enforcement may have weapons unholstered.&lt;br /&gt;
*&#039;&#039;&#039;Code Red&#039;&#039;&#039; - No Weapon Restrictions (Except as explained in the Rules)&lt;br /&gt;
Exceptions: If you or someone you are responsible for are in immediate, life-threatening danger and the appropriate code-level has not been set.  (Note: Meta-gaming rules still apply and over-ride the exception)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Current Marine Laws=&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; It is the duty of the arresting marine, to determine the punishment, ranging from the Minimum to Maximum.  It is reccomended to make the severity of the punishment meet the crime and to minimize excessive punishments.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;EXCESSIVE TIME:&#039;&#039;&#039; If the total punishment is to exceed 60 minutes, the Chief MP can give special permission for permanent confinement, no matter the crime.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;  class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Charge&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! Minimum Punishment&lt;br /&gt;
! Maximum Punishment&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;sortable&amp;quot; | Disrespect to a superior&lt;br /&gt;
| Using offensive names, disobeying orders, or being directly disrespectful to someone of a higher rank or position.  Each offense stacks.  Punishment time is per offense.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Hooliganism&lt;br /&gt;
| Behavior that is generally disruptive to the ship and crew that classifies as low level shenanigans not deserving of more severe punishment.  Things such as slipping people with soap/water, excessive window knocking, and force-feeding other marines.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Improper Uniform&lt;br /&gt;
| Moving around the ship outside the Cryo/Cafeteria/Preparation areas without proper military uniform for your job during non-emergency situations.  Marines should always be wearing their uniform, boots, and armor at a minimum.  Regular crew should be wearing their uniform and boots/shoes without armor unless there is a direct threat.  MPs should not have riot armor except in riot situations.  Any headgear should be your properly assigned headgear or an approved military alternative.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Disorderly Conduct&lt;br /&gt;
| Directly and intentionally disrupting primary operations of the ship.  Fighting in the RO line, disrupting the briefing, or inciting rioting/mutiny. &lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Insubordination&lt;br /&gt;
| Failing to follow a lawful order from someone of a superior rank or position.&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Unsecured Equipment&lt;br /&gt;
| Failing to ensure your equipment for your department is properly secured.  Leaving unattended equipment is unsafe and illegal.  You may distribute equipment outside your department if you are giving it to a specific individual and not leaving it on the floor unattended.&lt;br /&gt;
| Equipment Confiscation + Warning&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Drinking on Duty&lt;br /&gt;
| Consumption of any alcohol or inhibiting chemicals during a military operation or while on active duty.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Damage to Government Property&lt;br /&gt;
| Damaging the ship or making any unauthorized modifications to it during peacetime.To get authorization, confirm with the department head the change falls under, the Chief Engineer, and the current commander.&lt;br /&gt;
| Return ship to it&#039;s exact previous state.&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Resisting Arrest&lt;br /&gt;
| To resist a lawful arrest by a Military Police officer (most people run, be fair).&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Interfering with an arrest&lt;br /&gt;
| To disrupt or interfere with a lawful arrest.&lt;br /&gt;
| Same punishment as accused&lt;br /&gt;
| Same punishment as accused&lt;br /&gt;
|- &lt;br /&gt;
| Jailbreak/Escape&lt;br /&gt;
| To escape, attempt escape, or be broken out.&lt;br /&gt;
| Double initial time is applied to all involved&lt;br /&gt;
| Permanent Confinement&lt;br /&gt;
|- &lt;br /&gt;
| Trespassing&lt;br /&gt;
| Unauthorized access of an area restricted by Command personnel or an area which a person does not have access to.&lt;br /&gt;
| 5 Minutes &lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Contraband&lt;br /&gt;
| To retain possession of, distribute, or use contraband items, including drugs and non-standard issued equipment.&lt;br /&gt;
| 10 minutes; confiscation of contraband items&lt;br /&gt;
| 30 minutes; confiscation of contraband items&lt;br /&gt;
|- &lt;br /&gt;
| Theft&lt;br /&gt;
| To take items (or property) from another person without their express permission, or to retain possession of items that have been taken without permission.&lt;br /&gt;
| 10 minutes; item returned to owner&lt;br /&gt;
| 45 minutes; item returned to owner&lt;br /&gt;
|- &lt;br /&gt;
| Drug Use&lt;br /&gt;
| Consuming drugs (Space drugs, hallucinogens, alcohol) or any medical compounds that are not administered directly by a medic or doctor.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Drug Distribution&lt;br /&gt;
| Distribution of non-medicinal drugs (space-drugs, hallucinogens, alcohol) are never authorized.  This includes being mixed with medical drugs. &lt;br /&gt;
| 30 minutes; demotion from chemical access&lt;br /&gt;
| Permabrig&lt;br /&gt;
|- &lt;br /&gt;
| Practicing Medicine without a License&lt;br /&gt;
| Only authorized medical personnel should be performing treatments beyond bandages, ointments, or a tricordrazine autoinjector.  Any personnel not licensed who distribute medication for consumption or administer medication are considered practicing without a license.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Medication Distribution&lt;br /&gt;
| Medication can only be distributed to trained medical personnel.  Any distributions other than basic medications (found in labeled vendor pill bottles or autoinjectors) must be authorized on a case-by-case basis in written form signed by either the CMO or the Acting Commander.  Combination medications (more than one medication in a pill or bottle) may never be distributed to anyone below a Doctor.  &lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes ; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Combat Stimulants&lt;br /&gt;
| Combat Stimulants are illegal within all USCM territories.  Distribution for specific chemicals may only be authorized by a signature from both the Acting Commander and the Chief Medical Officer.  Possession, Use, or Distribution without this authorization all falls under this charge.&lt;br /&gt;
| 30 minutes&lt;br /&gt;
| Permabrig&lt;br /&gt;
|- &lt;br /&gt;
| Drunk on Duty&lt;br /&gt;
| This only applies to the Military side of USCM: Excessive drinking resulting in becoming drunk planetside, or while serving aboard the ship as a general crew member to the point you are unable to communicate properly or perform your job.&lt;br /&gt;
| Until Sober&lt;br /&gt;
| Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Drunk and Disorderly&lt;br /&gt;
| This only applies to Civilian jobs and Survivors:  Excessive drinking resulting in either being unable to communicate and perform your job correctly, or belligerent behavior&lt;br /&gt;
| Until Sober&lt;br /&gt;
| Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Operating Heavy Machinery while intoxicated&lt;br /&gt;
| It is unlawful for anyone to operate any heavy machinery or equipment while intoxicated.  This includes Dropships, Powerloaders, Autodocs, Cryotubes, Cargo elevators, and Cargo Tugs.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Minor Weapon Violation&lt;br /&gt;
| Improper operation or conduct with a weapon you are authorized with during green or blue alert.  This includes walking around with weapons un-holstered or discharging weapons during non-emergencies.&lt;br /&gt;
| Warning for first offense (always)&lt;br /&gt;
| 5 Minutes AND confiscation of weapon&lt;br /&gt;
|- &lt;br /&gt;
| Unauthorized Weapon&lt;br /&gt;
| Possession of a weapon you are not authorized during a non-emergency situation, detailed as code levels in the &#039;&#039;Weapon Usage for Crew&#039;&#039; section above. As code levels decrease in threat, weapons should be stored appropriately and not kept on-person or in personal areas.&lt;br /&gt;
| Warning; confiscation of contraband items.&lt;br /&gt;
| 30 Minutes; confiscation of contraband items.&lt;br /&gt;
|- &lt;br /&gt;
| Assault&lt;br /&gt;
| To threaten or use physical force against someone without intent to kill. &lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Neglect of duty&lt;br /&gt;
| Failure to perform their role to an acceptable standard. For example, a Commander failing to properly organize and ensure his personnel are given orders.  Failing to follow proper procedures is also considered Neglect of Duty.&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 25 minutes; Demotion/removal of command&lt;br /&gt;
|- &lt;br /&gt;
| Assault with a deadly weapon&lt;br /&gt;
| To threaten or use physical force against someone with a lethal weapon, such as a sidearm, blade, or rifle.&lt;br /&gt;
| 20 minutes&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
|- &lt;br /&gt;
| Manslaughter&lt;br /&gt;
| Killing someone &#039;&#039;without malicious intent&#039;&#039;.  Manslaughter may be applied if someone dies as a result of a fight where the intent was not to kill.&lt;br /&gt;
| 20 minutes; Demotion&lt;br /&gt;
| 45 Minutes; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Murder or Unauthorized Execution&lt;br /&gt;
| Killing someone &#039;&#039;with malicious intent&#039;&#039;. Executions are only authorized with permission from and in the presence of the acting Commander.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Mutiny&lt;br /&gt;
| To attempt or succeed at overpowering or overthrowing a commanding officer.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Terrorist Collaboration&lt;br /&gt;
| To act as an enemy to the USCM or engage in acts that attempt to hurt or endanger the USCM.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Sexual assault&lt;br /&gt;
| To attempt to or succeed in the acts of assaulting another person sexually, including rape.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Conduct Unbecoming of an Officer&lt;br /&gt;
| Breaking any laws when you are an [[rank | officer]] will always result in this added to the penalty.  You are an officer and expected to act with dignity, honor, and respect at all times.&lt;br /&gt;
| Double Brig Time&lt;br /&gt;
| Double Brig Time; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Repeat Offender&lt;br /&gt;
| To repeat a previous crime you have been convicted or and released from.&lt;br /&gt;
| Double time (stacks with conduct unbecoming of an officer)&lt;br /&gt;
| Permanent Confinement&lt;br /&gt;
|- &lt;br /&gt;
| False Arrest&lt;br /&gt;
| To order the arrest of a Marine who is then found to be innocent.  Does NOT stack with Conduct Unbecoming of an Officer&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military Officers and military law enforcement agents are expected to use their best discretion when applying sentences and apprehending those who violate the above laws. Failure to do so will result in immediate contract termination at the discretion of Central Command military officials.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Apophis775</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=8527</id>
		<title>Marine Law</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=8527"/>
		<updated>2018-05-17T00:02:17Z</updated>

		<summary type="html">&lt;p&gt;Apophis775: /* Current Marine Laws */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;United States Colonial Marines&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Uniform Code of Military Justice&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  The Commander of the USS Almayer and all its crew are not above UCMJ, Procedures, or Code of Conduct.  UCMJ also applies to all personnel who are in the vicinity of a USCM Operation or on board a ship.  The only exceptions specially dispatched officials from High Command or the Provost Marshall and Diplomatically Immune Weyland-Yutani Executives (not including the on-board Liaison).&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Foreword=&lt;br /&gt;
The United States Colonial Marines Uniform Code of Military Justice is enforced by the Office of the Provost Marshal.  On ships and USCM colonies this duty falls to the Military Police and Chief MP.  They operate outside the authority of the command when enforcing the Law.  The Chief MP has the final say on law enforcement within his operational area, unless overseen by higher ranking members of the Provost Marshal.  Local Colonial Marshals are expected to fully co-operate with the Chief MPs and MPs when they are operating within their jurisdiction.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Arrest Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; If a suspect is injured or wounded, alert Medbay to have a doctor sent to the brig.  Unless the suspect&#039;s life is IMMEDIATELY in danger, they are to be brought to the Brig and treated there.&amp;lt;/small&amp;gt; &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Compliant Suspect (not resisting or running)===&lt;br /&gt;
# Verbally inform the suspect you are taking them into custody and the charge.&lt;br /&gt;
# Order the suspect to the ground.&lt;br /&gt;
# Handcuff the suspect.&lt;br /&gt;
# Bring the suspect to the Brig for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Non-Compliant Suspect (resisting or running)===&lt;br /&gt;
# Prepare a non-lethal method of neutralization&lt;br /&gt;
# Apply until they are no longer resisting&lt;br /&gt;
# Secure the suspect and Inform the suspect of their charge&lt;br /&gt;
# Bring the suspect to the brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Dangerous Suspect (has used a lethal weapon against law enforcement)===&lt;br /&gt;
# Ensure you have a non-lethal response prepared&lt;br /&gt;
# Engage the suspect and attempt to subdue them.  Minimize collateral damage.&lt;br /&gt;
#* If the suspect cannot be subdued with non-lethal force, the Chief MP or acting commander may authorize a lethal force response in extreme situations, primarily when Marine lives and/or the safety of the ship are at risk.&lt;br /&gt;
# Secure the suspect and any weapons they had and inform them of their charges.&lt;br /&gt;
# Bring the suspect to the Brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Search Procedure=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If you take an ID to get access somewhere for a search, you must ensure the ID gets back to them when you are finished (or with their belongings if they are detained&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Personnel==&lt;br /&gt;
# Inform the person you are conducting and of your intent (i.e. contraband, stolen items).&lt;br /&gt;
# If possible, conduct the search in the Brig or an isolated area so nothing is stolen.&lt;br /&gt;
# Begin the search and confiscate any illegal items.&lt;br /&gt;
## If they comply, you do not need to restrain them.&lt;br /&gt;
## If they resist, you may use non-lethal force to restrain them.&lt;br /&gt;
#If illegal items are found, follow Arrest and Brig procedures, otherwise release them.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Unsecured Area==&lt;br /&gt;
# Secure the area with Police Tape.  If none is available, have additional MPs help secure the area.&lt;br /&gt;
# Search any locations, lockers, crates, and personnel within the area, following the above rule for Personnel.&lt;br /&gt;
# Take any recovered illicit items to the brig and store them in the Evidence area for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Secured Area==&lt;br /&gt;
# Request someone responsible for the secured area to be present.&lt;br /&gt;
# Declare your intent and reason for the search.&lt;br /&gt;
# Request access from whoever is responsible for the area.  &lt;br /&gt;
## If the person responsible is the person you are investigating or the search is relative too, you may restrain them and use their ID temporarily for access.  Ensure an MP guards them.&lt;br /&gt;
## If no one is available, request either the CE or an MT to over-ride the door.  In a pinch, any combat engineer will do.  Ensure the area is re-secured after you leave.&lt;br /&gt;
# Search the area for whatever evidence or whatever you are expecting to find.&lt;br /&gt;
# Ensure that no unauthorized personnel other than the individuals executing the search enter.  Detain anyone unauthorized.&lt;br /&gt;
# Ensure nothing is stolen, and anything taken is relevant to the search.  This is not an excuse to loot.&lt;br /&gt;
# Anything taken in the search is to be brought the Brig and stored in Evidence for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Detainment and Brig Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If the prisoner is removed from his cell for ANY REASON the timer is PAUSED.  Time spent outside a cell does NOT count towards time being served for the crime, even if he is in medbay.  Also, Prisoners should NEVER be left with their ID on.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
# Inform the prisoner of the charge and set the timer&lt;br /&gt;
# Remove all equipment from the prisoner and place it into their locker.  Weapons may be secured in the Evidence Locker if you wish.&lt;br /&gt;
# Conduct a thorough search of all their belongings.&lt;br /&gt;
# Remove and store all their equipment inside a locker.  Dress them in an orange jumpsuit, boots, and give them a standard headset.  If they are abusing a headset, it may be removed.&lt;br /&gt;
# Buckle the prisoner to the bed.&lt;br /&gt;
# Flash the prisoner and remove their handcuffs.  If the prisoner is potentially a threat to themself or others, you may secure them with a straight jacket.&lt;br /&gt;
# Recover your handcuffs and any equipment and leave the cell.&lt;br /&gt;
# For the duration that there are prisoners in the Brig, the Chief MP or a regular MP must be in security AT ALL TIMES (unless it&#039;s an emergency).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Prisoner Rights=&lt;br /&gt;
The following is a list of basic rights the prisoners have.  They can NOT be denied, except in an extreme situation and only then with authorization from the Chief MP.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Medical Treatment===&lt;br /&gt;
All treatment must take place in the brig if possible.  If not, an MP may escort a prisoner to medbay for treatment.  The prisoner MUST have an orange jumpsuit and shoes, and will not be given their Radio or ID until they return.  Time spent in medical will NOT count against their sentence.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Access to a Radio===&lt;br /&gt;
Unless the prisoner has abused the radio, they are authorized a standard headset.  If any MP believes that it is being abused (including being used to co-ordinate a prison-break), this right can be denied.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Appeal Sentence in a timely manner===&lt;br /&gt;
The prisoner may request an appeal on his sentence from the Chief MP.  If the Chief MP is not available, he may appeal to the acting commander.  This right is rescinded during emergencies.  The Chief MP has the final say on all appeals, and can override the Commander if he feels it is in the best interest of the ship&#039;s safety.&lt;br /&gt;
====Appeals====&lt;br /&gt;
An appeal is primarily intended to determine guilt or innocence.  A Chief MP or Commander (if there is no Chief MP) is expected to review  the evidence of the suspects crimes, the report of the arresting officer, and the testimony of the suspect.  If the Chief MP concludes that the suspect is not guilty of a law violation, it should be removed from the time they are required to server.  If they are found to be guilty, then the punishment stands.  Under no circumstances may anyone be given a Pardon if there is evidence to show a crime was committed.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Protection from threats===&lt;br /&gt;
Prisoners must be kept safe, unharmed, and healthy during their confinement.  MPs must work to the best of their ability to ensure this.  Self-inflicting wounds will result in being straight-jacketed for the entire duration.  If the ship is at Red Alert, all MPs should return to the Brig to ensure the safety of prisoners.&lt;br /&gt;
====Release in the event of a catastrophe====&lt;br /&gt;
In the event of a Delta Alert (activation of self destruct) any prisoners may be released if the MPs believe that they will not be a threat to the crew.  A normal Red Alert, is not sufficient reason for a release unless the ship is being over-run by a large hostile force.  &amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; a small force of enemies on board is not &amp;quot;over-run by a large hostile force&amp;quot;.  You should ensure the prisoners are kept safe and alive as long as they are in your custody, and release them only if this becomes impossible to perform due to a large enemy force.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Execution Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;“The man who passes the sentence should swing the sword. If you would take a man&#039;s life, you owe it to him to look into his eyes and hear his final words. And if you cannot bear to do that, then perhaps the man does not deserve to die.”&amp;lt;br/&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
Executions of prisoners are authorized for crimes with execution as the maximum punishment.  Additionally, if the maximum amount of time to be served is greater than 1 hour, or for repeated offenders, the Chief MP or Acting Commander may request an execution.  Both must agree for an execution to be authorized.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Procedure===&lt;br /&gt;
# The Commander or Chief MP must make a ship-wide announcement from the CIC communication console informing the crew of the intent to execute the prisoner, why, and the execution method.  In a code Red or Code Delta situation, this procedure can be ignored.  (Example:  &amp;quot;I, Captain Erin Kowalski, hereby authorize the execution of Donald Cluwne on the charges of murder, assault, and damage to the ship.  He will be executed by firing squad in the briefing room.&amp;quot;)   Authorized methods of execution are either Firing Squad (handled by MPs) or Lethal Injection (handled by CMO).&lt;br /&gt;
# The Acting Commander OR Chief MP (whoever made the initial request) MUST be present at the execution.&lt;br /&gt;
# The Condemned MUST be given a chance to give any final words.  They may use a radio for this (even if their radio was taken for abuse).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Battlefield Execution===&lt;br /&gt;
The Commander of the Almayer as well as any Admirals dispatched from command hold the authority to perform a Battlefield Execution (Important: Only whitelisted Commanders have this authority, not anyone acting as a Commander).  They may kill any crew member under their command or any personnel on the ship without any warning or procedure if they feel they are a threat to the mission.  However, this authority does NOT extend to battlefield executing any members of the Military Police force or the Chief MP.  The Commander or Admiral MUST make an announcement explaining why the individual was executed and if the Chief MP or MPs have concerns, they may contact USCM High Command using the fax machine located in the brig to inquire if the execution was reasonable.  The announcement should happen at the earliest convenience.  (This is similar to the &amp;quot;Rule 0&amp;quot; rule which applies to admins, you are able to execute people as needed, however executing Military Police, CMPs, or not having a valid reason other than murderboning may result in removal from the whitelist).&amp;lt;br/&amp;gt;&lt;br /&gt;
This power can not be used on any prisoners who have been detained or are under the protection of the Military Police.&amp;lt;br/&amp;gt;&lt;br /&gt;
The Commander is forbidden from participating in the execution of prisoners other than being an observer.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Incompetent Command=&lt;br /&gt;
As Military Police you are expected to enforce the Law and Procedures upon all members of the crew.  If the Commander, XO, or any command staff are in violation of UCMJ at any time, the Chief MP is authorized to remove them from command permanently and replace them with whoever is next in the Chain of Command.  However, this requires confirmation from Central Command before it is enacted (you can use the fax machine in the Chief MPs office).&lt;br /&gt;
If they are not going to be removed from command permanently, they can instead be placed into the brig to server their sentence and the next in command takes temporary command.  Central Command does not need to approve these cases and only needs to be alerted.  However, visiting executives and Admirals are NOT bound by this and can only be removed with Central Command approval.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Special Provisions=&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Mutinies===&lt;br /&gt;
Military Police are strictly forbidden from participating in mutinies against the legitimate Command staff.  If you are made aware of a mutiny, you must take all necessary actions to prevent it and protect the legal Command Staff.  If, the Chief MP believes that the legal command staff is unable to perform their duties for any reason, the Chief MP may contact Central Command for permission to relieve them of command and replace them with the next officer in the Chain of Command (using the fax machine in the Chief MP office).  If a Chief MP is not available, a consensus between the MPs can result in the same situation.  Mutinies are unlawful, however, and MPs must do everything in their power to prevent and suppress a Mutiny.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Command Requested Arrests===&lt;br /&gt;
If the Commander, Acting Commander, or a Staff Officer requests a marine to be arrested for a crime, you MUST arrest said marine.  You may hold the marine for a maximum of 10 minutes while evidence is gathered.  If the marine is proven innocent of all accused crimes in the end, the requesting officer may be held liable for a False Arrest charge.  If there are crimes committed as a result of a false charge (i.e. resisting arrest) the time will be served, and the time will also be added to the False Arrest charge time.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Crew Authorized Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Code Green&#039;&#039;&#039; - Authorized Weapons may be carried by deploying marines (any standard issue weapon or weapon ordered from requisitions), security (non-lethals only) and the Acting Commander (a special issue Mateba).  Other officers (the XO, Staff Officers, Chief Engineer, and Requisition Officer) are authorized either a M44 Combat Revolver or M4A3 Service Pistol as a sidearm.  If you have a weapon, you must keep it holstered at all times while on board the ship.  This applies to Deploying Marines as well.&lt;br /&gt;
*&#039;&#039;&#039;Code Blue&#039;&#039;&#039; - All crew (not visitors, refugees, or prisoners) are authorized pistols.  Unless there is an immediate threat, only Law Enforcement may have weapons unholstered.&lt;br /&gt;
*&#039;&#039;&#039;Code Red&#039;&#039;&#039; - No Weapon Restrictions (Except as explained in the Rules)&lt;br /&gt;
Exceptions: If you or someone you are responsible for are in immediate, life-threatening danger and the appropriate code-level has not been set.  (Note: Meta-gaming rules still apply and over-ride the exception)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Current Marine Laws=&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; It is the duty of the arresting marine, to determine the punishment, ranging from the Minimum to Maximum.  It is reccomended to make the severity of the punishment meet the crime and to minimize excessive punishments.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;EXCESSIVE TIME:&#039;&#039;&#039; If the total punishment is to exceed 60 minutes, the Chief MP can give special permission for permanent confinement, no matter the crime.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;  class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Charge&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! Minimum Punishment&lt;br /&gt;
! Maximum Punishment&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;sortable&amp;quot; | Disrespect to a superior&lt;br /&gt;
| Using offensive names, disobeying orders, or being directly disrespectful to someone of a higher rank or position.  Each offense stacks.  Punishment time is per offense.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Hooliganism&lt;br /&gt;
| Behavior that is generally disruptive to the ship and crew that classifies as low level shenanigans not deserving of more severe punishment.  Things such as slipping people with soap/water, excessive window knocking, and force-feeding other marines.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Improper Uniform&lt;br /&gt;
| Moving around the ship outside the Cryo/Cafeteria/Preparation areas without proper military uniform for your job during non-emergency situations.  Marines should always be wearing their uniform, boots, and armor at a minimum.  Regular crew should be wearing their uniform and boots/shoes without armor unless there is a direct threat.  MPs should not have riot armor except in riot situations.  Any headgear should be your properly assigned headgear or an approved military alternative.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Disorderly Conduct&lt;br /&gt;
| Directly and intentionally disrupting primary operations of the ship.  Fighting in the RO line, disrupting the briefing, or inciting rioting/mutiny. &lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Insubordination&lt;br /&gt;
| Failing to follow a lawful order from someone of a superior rank or position.&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Unsecured Equipment&lt;br /&gt;
| Failing to ensure your equipment for your department is properly secured.  Leaving unattended equipment is unsafe and illegal.  You may distribute equipment outside your department if you are giving it to a specific individual and not leaving it on the floor unattended.&lt;br /&gt;
| Equipment Confiscation + Warning&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Drinking on Duty&lt;br /&gt;
| Consumption of any alcohol or inhibiting chemicals during a military operation or while on active duty.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Damage to Government Property&lt;br /&gt;
| Damaging the ship or making any unauthorized modifications to it during peacetime.To get authorization, confirm with the department head the change falls under, the Chief Engineer, and the current commander.&lt;br /&gt;
| Return ship to it&#039;s exact previous state.&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Resisting Arrest&lt;br /&gt;
| To resist a lawful arrest by a Military Police officer (most people run, be fair).&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Interfering with an arrest&lt;br /&gt;
| To disrupt or interfere with a lawful arrest.&lt;br /&gt;
| Same punishment as accused&lt;br /&gt;
| Same punishment as accused&lt;br /&gt;
|- &lt;br /&gt;
| Jailbreak/Escape&lt;br /&gt;
| To escape, attempt escape, or be broken out.&lt;br /&gt;
| Double initial time is applied to all involved&lt;br /&gt;
| Permanent Confinement&lt;br /&gt;
|- &lt;br /&gt;
| Trespassing&lt;br /&gt;
| Unauthorized access of an area restricted by Command personnel or an area which a person does not have access to.&lt;br /&gt;
| 5 Minutes &lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Contraband&lt;br /&gt;
| To retain possession of, distribute, or use contraband items, including drugs and non-standard issued equipment.&lt;br /&gt;
| 10 minutes; confiscation of contraband items&lt;br /&gt;
| 30 minutes; confiscation of contraband items&lt;br /&gt;
|- &lt;br /&gt;
| Theft&lt;br /&gt;
| To retain possession of items belonging to another marine.&lt;br /&gt;
| 10 minutes; item returned to owner&lt;br /&gt;
| 45 minutes; item returned to owner&lt;br /&gt;
|- &lt;br /&gt;
| Drug Use&lt;br /&gt;
| Consuming either space drugs or medical compounds not authorized for distribution.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Drug Distribution&lt;br /&gt;
| Distribution of non-medicinal drugs (space-drugs, hallucinogens, alcohol) are never authorized.  This includes being mixed with medical drugs. &lt;br /&gt;
| 30 minutes; demotion from chemical access&lt;br /&gt;
| Permabrig&lt;br /&gt;
|- &lt;br /&gt;
| Practicing Medicine without a License&lt;br /&gt;
| Only authorized medical personnel should be performing treatments beyond bandages, ointments, or a tricordrazine autoinjector.  Any personnel not licensed who distribute medication for consumption or administer medication are considered practicing without a license.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Medication Distribution&lt;br /&gt;
| Medication can only be distributed to trained medical personnel.  Any distributions other than basic medications (found in labeled vendor pill bottles or autoinjectors) must be authorized on a case-by-case basis in written form signed by either the CMO or the Acting Commander.  Combination medications (more than one medication in a pill or bottle) may never be distributed to anyone below a Doctor.  &lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes ; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Combat Stimulants&lt;br /&gt;
| Combat Stimulants are illegal within all USCM territories.  Distribution for specific chemicals may only be authorized by a signature from both the Acting Commander and the Chief Medical Officer.&lt;br /&gt;
| 30 minutes&lt;br /&gt;
| Permabrig&lt;br /&gt;
|- &lt;br /&gt;
| Drunk on Duty&lt;br /&gt;
| This only applies to the Military side of USCM: Excessive drinking resulting in becoming drunk planetside, or while serving aboard the ship as a general crew member to the point you are unable to communicate properly or perform your job.&lt;br /&gt;
| Until Sober&lt;br /&gt;
| Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Drunk and Disorderly&lt;br /&gt;
| This only applies to Civilian jobs and Survivors:  Excessive drinking resulting in either being unable to communicate and perform your job correctly, or belligerent behavior&lt;br /&gt;
| Until Sober&lt;br /&gt;
| Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Operating Heavy Machinery while intoxicated&lt;br /&gt;
| It is unlawful for anyone to operate any heavy machinery or equipment while intoxicated.  This includes Dropships, Powerloaders, Autodocs, Cryotubes, Cargo elevators, and Cargo Tugs.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Minor Weapon Violation&lt;br /&gt;
| Improper operation or conduct with a weapon you are authorized with during green or blue alert.  This includes walking around with weapons un-holstered or discharging weapons during non-emergencies.&lt;br /&gt;
| Warning for first offense (always)&lt;br /&gt;
| 5 Minutes AND confiscation of weapon&lt;br /&gt;
|- &lt;br /&gt;
| Unauthorized Weapon&lt;br /&gt;
| Possession of a weapon you are not authorized during a non-emergency situation, detailed as code levels in the &#039;&#039;Weapon Usage for Crew&#039;&#039; section above. As code levels decrease in threat, weapons should be stored appropriately and not kept on-person or in personal areas.&lt;br /&gt;
| Warning; confiscation of contraband items.&lt;br /&gt;
| 30 Minutes; confiscation of contraband items.&lt;br /&gt;
|- &lt;br /&gt;
| Assault&lt;br /&gt;
| To threaten or use physical force against someone without intent to kill. &lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Neglect of duty&lt;br /&gt;
| Failure to perform their role to an acceptable standard. For example, a Commander failing to properly organize and ensure his personnel are given orders.&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 25 minutes; Demotion/removal of command&lt;br /&gt;
|- &lt;br /&gt;
| Assault with a deadly weapon&lt;br /&gt;
| To threaten or use physical force against someone with a lethal weapon, such as a sidearm, blade, or rifle.&lt;br /&gt;
| 20 minutes&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
|- &lt;br /&gt;
| Manslaughter&lt;br /&gt;
| Killing someone &#039;&#039;without malicious intent&#039;&#039;.&lt;br /&gt;
| 20 minutes; Demotion&lt;br /&gt;
| 45 Minutes; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Murder or Unauthorized Execution&lt;br /&gt;
| Killing someone &#039;&#039;with malicious intent&#039;&#039;. Executions are only authorized with permission from and in the presence of the acting Commander.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Mutiny&lt;br /&gt;
| To attempt or succeed at overpowering or overthrowing a commanding officer.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Terrorist Collaboration&lt;br /&gt;
| To act as an enemy to the USCM or engage in acts that attempt to hurt or endanger the USCM.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Sexual assault&lt;br /&gt;
| To attempt to or succeed in the acts of assaulting another person sexually, including rape.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Conduct Unbecoming of an Officer&lt;br /&gt;
| Breaking any laws when you are an [[rank | officer]] will always result in this added to the penalty.  You are an officer and expected to act with dignity, honor, and respect at all times.&lt;br /&gt;
| Double Brig Time&lt;br /&gt;
| Double Brig Time; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Repeat Offender&lt;br /&gt;
| To repeat a previous crime you have been convicted or and released from.&lt;br /&gt;
| Double time (stacks with conduct unbecoming of an officer)&lt;br /&gt;
| Permanent Confinement&lt;br /&gt;
|- &lt;br /&gt;
| False Arrest&lt;br /&gt;
| To order the arrest of a Marine who is then found to be innocent.  Does NOT stack with Conduct Unbecoming of an Officer&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military Officers and military law enforcement agents are expected to use their best discretion when applying sentences and apprehending those who violate the above laws. Failure to do so will result in immediate contract termination at the discretion of Central Command military officials.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Apophis775</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=8511</id>
		<title>Marine Law</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=8511"/>
		<updated>2018-05-15T18:17:58Z</updated>

		<summary type="html">&lt;p&gt;Apophis775: /* Command Requested Arrests */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;United States Colonial Marines&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Uniform Code of Military Justice&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  The Commander of the USS Almayer and all its crew are not above UCMJ, Procedures, or Code of Conduct.  UCMJ also applies to all personnel who are in the vicinity of a USCM Operation or on board a ship.  The only exceptions specially dispatched officials from High Command or the Provost Marshall and Diplomatically Immune Weyland-Yutani Executives (not including the on-board Liaison).&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Foreword=&lt;br /&gt;
The United States Colonial Marines Uniform Code of Military Justice is enforced by the Office of the Provost Marshal.  On ships and USCM colonies this duty falls to the Military Police and Chief MP.  They operate outside the authority of the command when enforcing the Law.  The Chief MP has the final say on law enforcement within his operational area, unless overseen by higher ranking members of the Provost Marshal.  Local Colonial Marshals are expected to fully co-operate with the Chief MPs and MPs when they are operating within their jurisdiction.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Arrest Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; If a suspect is injured or wounded, alert Medbay to have a doctor sent to the brig.  Unless the suspect&#039;s life is IMMEDIATELY in danger, they are to be brought to the Brig and treated there.&amp;lt;/small&amp;gt; &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Compliant Suspect (not resisting or running)===&lt;br /&gt;
# Verbally inform the suspect you are taking them into custody and the charge.&lt;br /&gt;
# Order the suspect to the ground.&lt;br /&gt;
# Handcuff the suspect.&lt;br /&gt;
# Bring the suspect to the Brig for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Non-Compliant Suspect (resisting or running)===&lt;br /&gt;
# Prepare a non-lethal method of neutralization&lt;br /&gt;
# Apply until they are no longer resisting&lt;br /&gt;
# Secure the suspect and Inform the suspect of their charge&lt;br /&gt;
# Bring the suspect to the brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Dangerous Suspect (has used a lethal weapon against law enforcement)===&lt;br /&gt;
# Ensure you have a non-lethal response prepared&lt;br /&gt;
# Engage the suspect and attempt to subdue them.  Minimize collateral damage.&lt;br /&gt;
#* If the suspect cannot be subdued with non-lethal force, the Chief MP or acting commander may authorize a lethal force response in extreme situations, primarily when Marine lives and/or the safety of the ship are at risk.&lt;br /&gt;
# Secure the suspect and any weapons they had and inform them of their charges.&lt;br /&gt;
# Bring the suspect to the Brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Search Procedure=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If you take an ID to get access somewhere for a search, you must ensure the ID gets back to them when you are finished (or with their belongings if they are detained&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Personnel==&lt;br /&gt;
# Inform the person you are conducting and of your intent (i.e. contraband, stolen items).&lt;br /&gt;
# If possible, conduct the search in the Brig or an isolated area so nothing is stolen.&lt;br /&gt;
# Begin the search and confiscate any illegal items.&lt;br /&gt;
## If they comply, you do not need to restrain them.&lt;br /&gt;
## If they resist, you may use non-lethal force to restrain them.&lt;br /&gt;
#If illegal items are found, follow Arrest and Brig procedures, otherwise release them.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Unsecured Area==&lt;br /&gt;
# Secure the area with Police Tape.  If none is available, have additional MPs help secure the area.&lt;br /&gt;
# Search any locations, lockers, crates, and personnel within the area, following the above rule for Personnel.&lt;br /&gt;
# Take any recovered illicit items to the brig and store them in the Evidence area for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Secured Area==&lt;br /&gt;
# Request someone responsible for the secured area to be present.&lt;br /&gt;
# Declare your intent and reason for the search.&lt;br /&gt;
# Request access from whoever is responsible for the area.  &lt;br /&gt;
## If the person responsible is the person you are investigating or the search is relative too, you may restrain them and use their ID temporarily for access.  Ensure an MP guards them.&lt;br /&gt;
## If no one is available, request either the CE or an MT to over-ride the door.  In a pinch, any combat engineer will do.  Ensure the area is re-secured after you leave.&lt;br /&gt;
# Search the area for whatever evidence or whatever you are expecting to find.&lt;br /&gt;
# Ensure that no unauthorized personnel other than the individuals executing the search enter.  Detain anyone unauthorized.&lt;br /&gt;
# Ensure nothing is stolen, and anything taken is relevant to the search.  This is not an excuse to loot.&lt;br /&gt;
# Anything taken in the search is to be brought the Brig and stored in Evidence for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Detainment and Brig Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If the prisoner is removed from his cell for ANY REASON the timer is PAUSED.  Time spent outside a cell does NOT count towards time being served for the crime, even if he is in medbay.  Also, Prisoners should NEVER be left with their ID on.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
# Inform the prisoner of the charge and set the timer&lt;br /&gt;
# Remove all equipment from the prisoner and place it into their locker.  Weapons may be secured in the Evidence Locker if you wish.&lt;br /&gt;
# Conduct a thorough search of all their belongings.&lt;br /&gt;
# Remove and store all their equipment inside a locker.  Dress them in an orange jumpsuit, boots, and give them a standard headset.  If they are abusing a headset, it may be removed.&lt;br /&gt;
# Buckle the prisoner to the bed.&lt;br /&gt;
# Flash the prisoner and remove their handcuffs.  If the prisoner is potentially a threat to themself or others, you may secure them with a straight jacket.&lt;br /&gt;
# Recover your handcuffs and any equipment and leave the cell.&lt;br /&gt;
# For the duration that there are prisoners in the Brig, the Chief MP or a regular MP must be in security AT ALL TIMES (unless it&#039;s an emergency).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Prisoner Rights=&lt;br /&gt;
The following is a list of basic rights the prisoners have.  They can NOT be denied, except in an extreme situation and only then with authorization from the Chief MP.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Medical Treatment===&lt;br /&gt;
All treatment must take place in the brig if possible.  If not, an MP may escort a prisoner to medbay for treatment.  The prisoner MUST have an orange jumpsuit and shoes, and will not be given their Radio or ID until they return.  Time spent in medical will NOT count against their sentence.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Access to a Radio===&lt;br /&gt;
Unless the prisoner has abused the radio, they are authorized a standard headset.  If any MP believes that it is being abused (including being used to co-ordinate a prison-break), this right can be denied.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Appeal Sentence in a timely manner===&lt;br /&gt;
The prisoner may request an appeal on his sentence from the Chief MP.  If the Chief MP is not available, he may appeal to the acting commander.  This right is rescinded during emergencies.  The Chief MP has the final say on all appeals, and can override the Commander if he feels it is in the best interest of the ship&#039;s safety.&lt;br /&gt;
====Appeals====&lt;br /&gt;
An appeal is primarily intended to determine guilt or innocence.  A Chief MP or Commander (if there is no Chief MP) is expected to review  the evidence of the suspects crimes, the report of the arresting officer, and the testimony of the suspect.  If the Chief MP concludes that the suspect is not guilty of a law violation, it should be removed from the time they are required to server.  If they are found to be guilty, then the punishment stands.  Under no circumstances may anyone be given a Pardon if there is evidence to show a crime was committed.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Protection from threats===&lt;br /&gt;
Prisoners must be kept safe, unharmed, and healthy during their confinement.  MPs must work to the best of their ability to ensure this.  Self-inflicting wounds will result in being straight-jacketed for the entire duration.  If the ship is at Red Alert, all MPs should return to the Brig to ensure the safety of prisoners.&lt;br /&gt;
====Release in the event of a catastrophe====&lt;br /&gt;
In the event of a Delta Alert (activation of self destruct) any prisoners may be released if the MPs believe that they will not be a threat to the crew.  A normal Red Alert, is not sufficient reason for a release unless the ship is being over-run by a large hostile force.  &amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; a small force of enemies on board is not &amp;quot;over-run by a large hostile force&amp;quot;.  You should ensure the prisoners are kept safe and alive as long as they are in your custody, and release them only if this becomes impossible to perform due to a large enemy force.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Execution Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;“The man who passes the sentence should swing the sword. If you would take a man&#039;s life, you owe it to him to look into his eyes and hear his final words. And if you cannot bear to do that, then perhaps the man does not deserve to die.”&amp;lt;br/&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
Executions of prisoners are authorized for crimes with execution as the maximum punishment.  Additionally, if the maximum amount of time to be served is greater than 1 hour, or for repeated offenders, the Chief MP or Acting Commander may request an execution.  Both must agree for an execution to be authorized.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Procedure===&lt;br /&gt;
# The Commander or Chief MP must make a ship-wide announcement from the CIC communication console informing the crew of the intent to execute the prisoner, why, and the execution method.  In a code Red or Code Delta situation, this procedure can be ignored.  (Example:  &amp;quot;I, Captain Erin Kowalski, hereby authorize the execution of Donald Cluwne on the charges of murder, assault, and damage to the ship.  He will be executed by firing squad in the briefing room.&amp;quot;)   Authorized methods of execution are either Firing Squad (handled by MPs) or Lethal Injection (handled by CMO).&lt;br /&gt;
# The Acting Commander OR Chief MP (whoever made the initial request) MUST be present at the execution.&lt;br /&gt;
# The Condemned MUST be given a chance to give any final words.  They may use a radio for this (even if their radio was taken for abuse).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Battlefield Execution===&lt;br /&gt;
The Commander of the Almayer as well as any Admirals dispatched from command hold the authority to perform a Battlefield Execution (Important: Only whitelisted Commanders have this authority, not anyone acting as a Commander).  They may kill any crew member under their command or any personnel on the ship without any warning or procedure if they feel they are a threat to the mission.  However, this authority does NOT extend to battlefield executing any members of the Military Police force or the Chief MP.  The Commander or Admiral MUST make an announcement explaining why the individual was executed and if the Chief MP or MPs have concerns, they may contact USCM High Command using the fax machine located in the brig to inquire if the execution was reasonable.  The announcement should happen at the earliest convenience.  (This is similar to the &amp;quot;Rule 0&amp;quot; rule which applies to admins, you are able to execute people as needed, however executing Military Police, CMPs, or not having a valid reason other than murderboning may result in removal from the whitelist).&amp;lt;br/&amp;gt;&lt;br /&gt;
This power can not be used on any prisoners who have been detained or are under the protection of the Military Police.&amp;lt;br/&amp;gt;&lt;br /&gt;
The Commander is forbidden from participating in the execution of prisoners other than being an observer.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Incompetent Command=&lt;br /&gt;
As Military Police you are expected to enforce the Law and Procedures upon all members of the crew.  If the Commander, XO, or any command staff are in violation of UCMJ at any time, the Chief MP is authorized to remove them from command permanently and replace them with whoever is next in the Chain of Command.  However, this requires confirmation from Central Command before it is enacted (you can use the fax machine in the Chief MPs office).&lt;br /&gt;
If they are not going to be removed from command permanently, they can instead be placed into the brig to server their sentence and the next in command takes temporary command.  Central Command does not need to approve these cases and only needs to be alerted.  However, visiting executives and Admirals are NOT bound by this and can only be removed with Central Command approval.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Special Provisions=&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Mutinies===&lt;br /&gt;
Military Police are strictly forbidden from participating in mutinies against the legitimate Command staff.  If you are made aware of a mutiny, you must take all necessary actions to prevent it and protect the legal Command Staff.  If, the Chief MP believes that the legal command staff is unable to perform their duties for any reason, the Chief MP may contact Central Command for permission to relieve them of command and replace them with the next officer in the Chain of Command (using the fax machine in the Chief MP office).  If a Chief MP is not available, a consensus between the MPs can result in the same situation.  Mutinies are unlawful, however, and MPs must do everything in their power to prevent and suppress a Mutiny.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Command Requested Arrests===&lt;br /&gt;
If the Commander, Acting Commander, or a Staff Officer requests a marine to be arrested for a crime, you MUST arrest said marine.  You may hold the marine for a maximum of 10 minutes while evidence is gathered.  If the marine is proven innocent of all accused crimes in the end, the requesting officer may be held liable for a False Arrest charge.  If there are crimes committed as a result of a false charge (i.e. resisting arrest) the time will be served, and the time will also be added to the False Arrest charge time.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Crew Authorized Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Code Green&#039;&#039;&#039; - Authorized Weapons may be carried by deploying marines (any standard issue weapon or weapon ordered from requisitions), security (non-lethals only) and the Acting Commander (a special issue Mateba).  Other officers (the XO, Staff Officers, Chief Engineer, and Requisition Officer) are authorized either a M44 Combat Revolver or M4A3 Service Pistol as a sidearm.  If you have a weapon, you must keep it holstered at all times while on board the ship.  This applies to Deploying Marines as well.&lt;br /&gt;
*&#039;&#039;&#039;Code Blue&#039;&#039;&#039; - All crew (not visitors, refugees, or prisoners) are authorized pistols.  Unless there is an immediate threat, only Law Enforcement may have weapons unholstered.&lt;br /&gt;
*&#039;&#039;&#039;Code Red&#039;&#039;&#039; - No Weapon Restrictions (Except as explained in the Rules)&lt;br /&gt;
Exceptions: If you or someone you are responsible for are in immediate, life-threatening danger and the appropriate code-level has not been set.  (Note: Meta-gaming rules still apply and over-ride the exception)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Current Marine Laws=&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; It is the duty of the arresting marine, to determine the punishment, ranging from the Minimum to Maximum.  It is reccomended to make the severity of the punishment meet the crime and to minimize excessive punishments.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;EXCESSIVE TIME:&#039;&#039;&#039; If the total punishment is to exceed 60 minutes, the Chief MP can give special permission for permanent confinement, no matter the crime.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;  class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Charge&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! Minimum Punishment&lt;br /&gt;
! Maximum Punishment&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;sortable&amp;quot; | Disrespect to a superior&lt;br /&gt;
| Using offensive names, disobeying orders, or being directly disrespectful to someone of a higher rank or position.  Each offense stacks.  Punishment time is per offense.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Hooliganism&lt;br /&gt;
| Behavior that is generally disruptive to the ship and crew that classifies as low level shenanigans not deserving of more severe punishment.  Things such as slipping people with soap/water, excessive window knocking, and force-feeding other marines.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Improper Uniform&lt;br /&gt;
| Moving around the ship outside the Cryo/Cafeteria/Preparation areas without proper military uniform for your job during non-emergency situations.  Marines should always be wearing their uniform, boots, and armor at a minimum.  Regular crew should be wearing their uniform and boots/shoes without armor unless there is a direct threat.  MPs should not have riot armor except in riot situations.  Any headgear should be your properly assigned headgear or an approved military alternative.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Disorderly Conduct&lt;br /&gt;
| Directly and intentionally disrupting primary operations of the ship.  Fighting in the RO line, disrupting the briefing, or inciting rioting/mutiny. &lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Insubordination&lt;br /&gt;
| Failing to follow a lawful order from someone of a superior rank or position.&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Unsecured Equipment&lt;br /&gt;
| Failing to ensure your equipment for your department is properly secured.  Leaving unattended equipment is unsafe and illegal.  You may distribute equipment outside your department if you are giving it to a specific individual and not leaving it on the floor unattended.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Drinking on Duty&lt;br /&gt;
| Consumption of any alcohol or inhibiting chemicals during a military operation or while on active duty.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Damage to Government Property&lt;br /&gt;
| Damaging the ship or making any unauthorized modifications to it during peacetime.To get authorization, confirm with the department head the change falls under, the Chief Engineer, and the current commander.&lt;br /&gt;
| Return ship to it&#039;s exact previous state.&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Resisting Arrest&lt;br /&gt;
| To resist a lawful arrest by a Military Police officer (most people run, be fair).&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Interfering with an arrest&lt;br /&gt;
| To disrupt or interfere with a lawful arrest.&lt;br /&gt;
| Same punishment as accused&lt;br /&gt;
| Same punishment as accused&lt;br /&gt;
|- &lt;br /&gt;
| Jailbreak/Escape&lt;br /&gt;
| To escape, attempt escape, or be broken out.&lt;br /&gt;
| Double initial time is applied to all involved&lt;br /&gt;
| Permanent Confinement&lt;br /&gt;
|- &lt;br /&gt;
| Trespassing&lt;br /&gt;
| Unauthorized access of an area restricted by Command personnel or an area which a person does not have access to.&lt;br /&gt;
| 5 Minutes &lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Contraband&lt;br /&gt;
| To retain possession of, distribute, or use contraband items, including drugs and non-standard issued equipment.&lt;br /&gt;
| 10 minutes; confiscation of contraband items&lt;br /&gt;
| 30 minutes; confiscation of contraband items&lt;br /&gt;
|- &lt;br /&gt;
| Theft&lt;br /&gt;
| To retain possession of items belonging to another marine.&lt;br /&gt;
| 10 minutes; item returned to owner&lt;br /&gt;
| 45 minutes; item returned to owner&lt;br /&gt;
|- &lt;br /&gt;
| Drug Use&lt;br /&gt;
| Consuming either space drugs or medical compounds not authorized for distribution.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Drug Distribution&lt;br /&gt;
| Distribution of non-medicinal drugs (space-drugs, hallucinogens, alcohol) are never authorized.  This includes being mixed with medical drugs. &lt;br /&gt;
| 30 minutes; demotion from chemical access&lt;br /&gt;
| Permabrig&lt;br /&gt;
|- &lt;br /&gt;
| Practicing Medicine without a License&lt;br /&gt;
| Only authorized medical personnel should be performing treatments beyond bandages, ointments, or a tricordrazine autoinjector.  Any personnel not licensed who distribute medication for consumption or administer medication are considered practicing without a license.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Medication Distribution&lt;br /&gt;
| Medication can only be distributed to trained medical personnel.  Any distributions other than basic medications (found in labeled vendor pill bottles or autoinjectors) must be authorized on a case-by-case basis in written form signed by either the CMO or the Acting Commander.  Combination medications (more than one medication in a pill or bottle) may never be distributed to anyone below a Doctor.  &lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes ; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Combat Stimulants&lt;br /&gt;
| Combat Stimulants are illegal within all USCM territories.  Distribution for specific chemicals may only be authorized by a signature from both the Acting Commander and the Chief Medical Officer.&lt;br /&gt;
| 30 minutes&lt;br /&gt;
| Permabrig&lt;br /&gt;
|- &lt;br /&gt;
| Drunk on Duty&lt;br /&gt;
| This only applies to the Military side of USCM: Excessive drinking resulting in becoming drunk planetside, or while serving aboard the ship as a general crew member to the point you are unable to communicate properly or perform your job.&lt;br /&gt;
| Until Sober&lt;br /&gt;
| Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Drunk and Disorderly&lt;br /&gt;
| This only applies to Civilian jobs and Survivors:  Excessive drinking resulting in either being unable to communicate and perform your job correctly, or belligerent behavior&lt;br /&gt;
| Until Sober&lt;br /&gt;
| Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Operating Heavy Machinery while intoxicated&lt;br /&gt;
| It is unlawful for anyone to operate any heavy machinery or equipment while intoxicated.  This includes Dropships, Powerloaders, Autodocs, Cryotubes, Cargo elevators, and Cargo Tugs.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Minor Weapon Violation&lt;br /&gt;
| Improper operation or conduct with a weapon you are authorized with during green or blue alert.  This includes walking around with weapons un-holstered or discharging weapons during non-emergencies.&lt;br /&gt;
| Warning for first offense (always)&lt;br /&gt;
| 5 Minutes AND confiscation of weapon&lt;br /&gt;
|- &lt;br /&gt;
| Unauthorized Weapon&lt;br /&gt;
| Possession of a weapon you are not authorized during a non-emergency situation, detailed as code levels in the &#039;&#039;Weapon Usage for Crew&#039;&#039; section above. As code levels decrease in threat, weapons should be stored appropriately and not kept on-person or in personal areas.&lt;br /&gt;
| Warning; confiscation of contraband items.&lt;br /&gt;
| 30 Minutes; confiscation of contraband items.&lt;br /&gt;
|- &lt;br /&gt;
| Assault&lt;br /&gt;
| To threaten or use physical force against someone without intent to kill. &lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Neglect of duty&lt;br /&gt;
| Failure to perform their role to an acceptable standard. For example, a Commander failing to properly organize and ensure his personnel are given orders.&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 25 minutes; Demotion/removal of command&lt;br /&gt;
|- &lt;br /&gt;
| Assault with a deadly weapon&lt;br /&gt;
| To threaten or use physical force against someone with a lethal weapon, such as a sidearm, blade, or rifle.&lt;br /&gt;
| 20 minutes&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
|- &lt;br /&gt;
| Manslaughter&lt;br /&gt;
| Killing someone &#039;&#039;without malicious intent&#039;&#039;.&lt;br /&gt;
| 20 minutes; Demotion&lt;br /&gt;
| 45 Minutes; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Murder or Unauthorized Execution&lt;br /&gt;
| Killing someone &#039;&#039;with malicious intent&#039;&#039;. Executions are only authorized with permission from and in the presence of the acting Commander.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Mutiny&lt;br /&gt;
| To attempt or succeed at overpowering or overthrowing a commanding officer.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Terrorist Collaboration&lt;br /&gt;
| To act as an enemy to the USCM or engage in acts that attempt to hurt or endanger the USCM.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Sexual assault&lt;br /&gt;
| To attempt to or succeed in the acts of assaulting another person sexually, including rape.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Conduct Unbecoming of an Officer&lt;br /&gt;
| Breaking any laws when you are an [[rank | officer]] will always result in this added to the penalty.  You are an officer and expected to act with dignity, honor, and respect at all times.&lt;br /&gt;
| Double Brig Time&lt;br /&gt;
| Double Brig Time; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Repeat Offender&lt;br /&gt;
| To repeat a previous crime you have been convicted or and released from.&lt;br /&gt;
| Double time (stacks with conduct unbecoming of an officer)&lt;br /&gt;
| Permanent Confinement&lt;br /&gt;
|- &lt;br /&gt;
| False Arrest&lt;br /&gt;
| To order the arrest of a Marine who is then found to be innocent.  Does NOT stack with Conduct Unbecoming of an Officer&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military Officers and military law enforcement agents are expected to use their best discretion when applying sentences and apprehending those who violate the above laws. Failure to do so will result in immediate contract termination at the discretion of Central Command military officials.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Apophis775</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=8510</id>
		<title>Marine Law</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=8510"/>
		<updated>2018-05-15T18:15:17Z</updated>

		<summary type="html">&lt;p&gt;Apophis775: /* Appeals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;United States Colonial Marines&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Uniform Code of Military Justice&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  The Commander of the USS Almayer and all its crew are not above UCMJ, Procedures, or Code of Conduct.  UCMJ also applies to all personnel who are in the vicinity of a USCM Operation or on board a ship.  The only exceptions specially dispatched officials from High Command or the Provost Marshall and Diplomatically Immune Weyland-Yutani Executives (not including the on-board Liaison).&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Foreword=&lt;br /&gt;
The United States Colonial Marines Uniform Code of Military Justice is enforced by the Office of the Provost Marshal.  On ships and USCM colonies this duty falls to the Military Police and Chief MP.  They operate outside the authority of the command when enforcing the Law.  The Chief MP has the final say on law enforcement within his operational area, unless overseen by higher ranking members of the Provost Marshal.  Local Colonial Marshals are expected to fully co-operate with the Chief MPs and MPs when they are operating within their jurisdiction.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Arrest Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; If a suspect is injured or wounded, alert Medbay to have a doctor sent to the brig.  Unless the suspect&#039;s life is IMMEDIATELY in danger, they are to be brought to the Brig and treated there.&amp;lt;/small&amp;gt; &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Compliant Suspect (not resisting or running)===&lt;br /&gt;
# Verbally inform the suspect you are taking them into custody and the charge.&lt;br /&gt;
# Order the suspect to the ground.&lt;br /&gt;
# Handcuff the suspect.&lt;br /&gt;
# Bring the suspect to the Brig for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Non-Compliant Suspect (resisting or running)===&lt;br /&gt;
# Prepare a non-lethal method of neutralization&lt;br /&gt;
# Apply until they are no longer resisting&lt;br /&gt;
# Secure the suspect and Inform the suspect of their charge&lt;br /&gt;
# Bring the suspect to the brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Dangerous Suspect (has used a lethal weapon against law enforcement)===&lt;br /&gt;
# Ensure you have a non-lethal response prepared&lt;br /&gt;
# Engage the suspect and attempt to subdue them.  Minimize collateral damage.&lt;br /&gt;
#* If the suspect cannot be subdued with non-lethal force, the Chief MP or acting commander may authorize a lethal force response in extreme situations, primarily when Marine lives and/or the safety of the ship are at risk.&lt;br /&gt;
# Secure the suspect and any weapons they had and inform them of their charges.&lt;br /&gt;
# Bring the suspect to the Brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Search Procedure=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If you take an ID to get access somewhere for a search, you must ensure the ID gets back to them when you are finished (or with their belongings if they are detained&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Personnel==&lt;br /&gt;
# Inform the person you are conducting and of your intent (i.e. contraband, stolen items).&lt;br /&gt;
# If possible, conduct the search in the Brig or an isolated area so nothing is stolen.&lt;br /&gt;
# Begin the search and confiscate any illegal items.&lt;br /&gt;
## If they comply, you do not need to restrain them.&lt;br /&gt;
## If they resist, you may use non-lethal force to restrain them.&lt;br /&gt;
#If illegal items are found, follow Arrest and Brig procedures, otherwise release them.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Unsecured Area==&lt;br /&gt;
# Secure the area with Police Tape.  If none is available, have additional MPs help secure the area.&lt;br /&gt;
# Search any locations, lockers, crates, and personnel within the area, following the above rule for Personnel.&lt;br /&gt;
# Take any recovered illicit items to the brig and store them in the Evidence area for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Secured Area==&lt;br /&gt;
# Request someone responsible for the secured area to be present.&lt;br /&gt;
# Declare your intent and reason for the search.&lt;br /&gt;
# Request access from whoever is responsible for the area.  &lt;br /&gt;
## If the person responsible is the person you are investigating or the search is relative too, you may restrain them and use their ID temporarily for access.  Ensure an MP guards them.&lt;br /&gt;
## If no one is available, request either the CE or an MT to over-ride the door.  In a pinch, any combat engineer will do.  Ensure the area is re-secured after you leave.&lt;br /&gt;
# Search the area for whatever evidence or whatever you are expecting to find.&lt;br /&gt;
# Ensure that no unauthorized personnel other than the individuals executing the search enter.  Detain anyone unauthorized.&lt;br /&gt;
# Ensure nothing is stolen, and anything taken is relevant to the search.  This is not an excuse to loot.&lt;br /&gt;
# Anything taken in the search is to be brought the Brig and stored in Evidence for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Detainment and Brig Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If the prisoner is removed from his cell for ANY REASON the timer is PAUSED.  Time spent outside a cell does NOT count towards time being served for the crime, even if he is in medbay.  Also, Prisoners should NEVER be left with their ID on.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
# Inform the prisoner of the charge and set the timer&lt;br /&gt;
# Remove all equipment from the prisoner and place it into their locker.  Weapons may be secured in the Evidence Locker if you wish.&lt;br /&gt;
# Conduct a thorough search of all their belongings.&lt;br /&gt;
# Remove and store all their equipment inside a locker.  Dress them in an orange jumpsuit, boots, and give them a standard headset.  If they are abusing a headset, it may be removed.&lt;br /&gt;
# Buckle the prisoner to the bed.&lt;br /&gt;
# Flash the prisoner and remove their handcuffs.  If the prisoner is potentially a threat to themself or others, you may secure them with a straight jacket.&lt;br /&gt;
# Recover your handcuffs and any equipment and leave the cell.&lt;br /&gt;
# For the duration that there are prisoners in the Brig, the Chief MP or a regular MP must be in security AT ALL TIMES (unless it&#039;s an emergency).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Prisoner Rights=&lt;br /&gt;
The following is a list of basic rights the prisoners have.  They can NOT be denied, except in an extreme situation and only then with authorization from the Chief MP.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Medical Treatment===&lt;br /&gt;
All treatment must take place in the brig if possible.  If not, an MP may escort a prisoner to medbay for treatment.  The prisoner MUST have an orange jumpsuit and shoes, and will not be given their Radio or ID until they return.  Time spent in medical will NOT count against their sentence.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Access to a Radio===&lt;br /&gt;
Unless the prisoner has abused the radio, they are authorized a standard headset.  If any MP believes that it is being abused (including being used to co-ordinate a prison-break), this right can be denied.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Appeal Sentence in a timely manner===&lt;br /&gt;
The prisoner may request an appeal on his sentence from the Chief MP.  If the Chief MP is not available, he may appeal to the acting commander.  This right is rescinded during emergencies.  The Chief MP has the final say on all appeals, and can override the Commander if he feels it is in the best interest of the ship&#039;s safety.&lt;br /&gt;
====Appeals====&lt;br /&gt;
An appeal is primarily intended to determine guilt or innocence.  A Chief MP or Commander (if there is no Chief MP) is expected to review  the evidence of the suspects crimes, the report of the arresting officer, and the testimony of the suspect.  If the Chief MP concludes that the suspect is not guilty of a law violation, it should be removed from the time they are required to server.  If they are found to be guilty, then the punishment stands.  Under no circumstances may anyone be given a Pardon if there is evidence to show a crime was committed.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Protection from threats===&lt;br /&gt;
Prisoners must be kept safe, unharmed, and healthy during their confinement.  MPs must work to the best of their ability to ensure this.  Self-inflicting wounds will result in being straight-jacketed for the entire duration.  If the ship is at Red Alert, all MPs should return to the Brig to ensure the safety of prisoners.&lt;br /&gt;
====Release in the event of a catastrophe====&lt;br /&gt;
In the event of a Delta Alert (activation of self destruct) any prisoners may be released if the MPs believe that they will not be a threat to the crew.  A normal Red Alert, is not sufficient reason for a release unless the ship is being over-run by a large hostile force.  &amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; a small force of enemies on board is not &amp;quot;over-run by a large hostile force&amp;quot;.  You should ensure the prisoners are kept safe and alive as long as they are in your custody, and release them only if this becomes impossible to perform due to a large enemy force.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Execution Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;“The man who passes the sentence should swing the sword. If you would take a man&#039;s life, you owe it to him to look into his eyes and hear his final words. And if you cannot bear to do that, then perhaps the man does not deserve to die.”&amp;lt;br/&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
Executions of prisoners are authorized for crimes with execution as the maximum punishment.  Additionally, if the maximum amount of time to be served is greater than 1 hour, or for repeated offenders, the Chief MP or Acting Commander may request an execution.  Both must agree for an execution to be authorized.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Procedure===&lt;br /&gt;
# The Commander or Chief MP must make a ship-wide announcement from the CIC communication console informing the crew of the intent to execute the prisoner, why, and the execution method.  In a code Red or Code Delta situation, this procedure can be ignored.  (Example:  &amp;quot;I, Captain Erin Kowalski, hereby authorize the execution of Donald Cluwne on the charges of murder, assault, and damage to the ship.  He will be executed by firing squad in the briefing room.&amp;quot;)   Authorized methods of execution are either Firing Squad (handled by MPs) or Lethal Injection (handled by CMO).&lt;br /&gt;
# The Acting Commander OR Chief MP (whoever made the initial request) MUST be present at the execution.&lt;br /&gt;
# The Condemned MUST be given a chance to give any final words.  They may use a radio for this (even if their radio was taken for abuse).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Battlefield Execution===&lt;br /&gt;
The Commander of the Almayer as well as any Admirals dispatched from command hold the authority to perform a Battlefield Execution (Important: Only whitelisted Commanders have this authority, not anyone acting as a Commander).  They may kill any crew member under their command or any personnel on the ship without any warning or procedure if they feel they are a threat to the mission.  However, this authority does NOT extend to battlefield executing any members of the Military Police force or the Chief MP.  The Commander or Admiral MUST make an announcement explaining why the individual was executed and if the Chief MP or MPs have concerns, they may contact USCM High Command using the fax machine located in the brig to inquire if the execution was reasonable.  The announcement should happen at the earliest convenience.  (This is similar to the &amp;quot;Rule 0&amp;quot; rule which applies to admins, you are able to execute people as needed, however executing Military Police, CMPs, or not having a valid reason other than murderboning may result in removal from the whitelist).&amp;lt;br/&amp;gt;&lt;br /&gt;
This power can not be used on any prisoners who have been detained or are under the protection of the Military Police.&amp;lt;br/&amp;gt;&lt;br /&gt;
The Commander is forbidden from participating in the execution of prisoners other than being an observer.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Incompetent Command=&lt;br /&gt;
As Military Police you are expected to enforce the Law and Procedures upon all members of the crew.  If the Commander, XO, or any command staff are in violation of UCMJ at any time, the Chief MP is authorized to remove them from command permanently and replace them with whoever is next in the Chain of Command.  However, this requires confirmation from Central Command before it is enacted (you can use the fax machine in the Chief MPs office).&lt;br /&gt;
If they are not going to be removed from command permanently, they can instead be placed into the brig to server their sentence and the next in command takes temporary command.  Central Command does not need to approve these cases and only needs to be alerted.  However, visiting executives and Admirals are NOT bound by this and can only be removed with Central Command approval.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Special Provisions=&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Mutinies===&lt;br /&gt;
Military Police are strictly forbidden from participating in mutinies against the legitimate Command staff.  If you are made aware of a mutiny, you must take all necessary actions to prevent it and protect the legal Command Staff.  If, the Chief MP believes that the legal command staff is unable to perform their duties for any reason, the Chief MP may contact Central Command for permission to relieve them of command and replace them with the next officer in the Chain of Command (using the fax machine in the Chief MP office).  If a Chief MP is not available, a consensus between the MPs can result in the same situation.  Mutinies are unlawful, however, and MPs must do everything in their power to prevent and suppress a Mutiny.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Command Requested Arrests===&lt;br /&gt;
If the Commander, Acting Commander, or a Staff Officer requests a marine to be arrested for a crime, you MUST arrest said marine.  You may hold the marine for a maximum of 10 minutes while evidence is gathered.  If the marine is proven innocent in the end, the requesting officer may be held liable for a False Arrest charge.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Crew Authorized Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Code Green&#039;&#039;&#039; - Authorized Weapons may be carried by deploying marines (any standard issue weapon or weapon ordered from requisitions), security (non-lethals only) and the Acting Commander (a special issue Mateba).  Other officers (the XO, Staff Officers, Chief Engineer, and Requisition Officer) are authorized either a M44 Combat Revolver or M4A3 Service Pistol as a sidearm.  If you have a weapon, you must keep it holstered at all times while on board the ship.  This applies to Deploying Marines as well.&lt;br /&gt;
*&#039;&#039;&#039;Code Blue&#039;&#039;&#039; - All crew (not visitors, refugees, or prisoners) are authorized pistols.  Unless there is an immediate threat, only Law Enforcement may have weapons unholstered.&lt;br /&gt;
*&#039;&#039;&#039;Code Red&#039;&#039;&#039; - No Weapon Restrictions (Except as explained in the Rules)&lt;br /&gt;
Exceptions: If you or someone you are responsible for are in immediate, life-threatening danger and the appropriate code-level has not been set.  (Note: Meta-gaming rules still apply and over-ride the exception)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Current Marine Laws=&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; It is the duty of the arresting marine, to determine the punishment, ranging from the Minimum to Maximum.  It is reccomended to make the severity of the punishment meet the crime and to minimize excessive punishments.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;EXCESSIVE TIME:&#039;&#039;&#039; If the total punishment is to exceed 60 minutes, the Chief MP can give special permission for permanent confinement, no matter the crime.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;  class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Charge&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! Minimum Punishment&lt;br /&gt;
! Maximum Punishment&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;sortable&amp;quot; | Disrespect to a superior&lt;br /&gt;
| Using offensive names, disobeying orders, or being directly disrespectful to someone of a higher rank or position.  Each offense stacks.  Punishment time is per offense.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Hooliganism&lt;br /&gt;
| Behavior that is generally disruptive to the ship and crew that classifies as low level shenanigans not deserving of more severe punishment.  Things such as slipping people with soap/water, excessive window knocking, and force-feeding other marines.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Improper Uniform&lt;br /&gt;
| Moving around the ship outside the Cryo/Cafeteria/Preparation areas without proper military uniform for your job during non-emergency situations.  Marines should always be wearing their uniform, boots, and armor at a minimum.  Regular crew should be wearing their uniform and boots/shoes without armor unless there is a direct threat.  MPs should not have riot armor except in riot situations.  Any headgear should be your properly assigned headgear or an approved military alternative.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Disorderly Conduct&lt;br /&gt;
| Directly and intentionally disrupting primary operations of the ship.  Fighting in the RO line, disrupting the briefing, or inciting rioting/mutiny. &lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Insubordination&lt;br /&gt;
| Failing to follow a lawful order from someone of a superior rank or position.&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Unsecured Equipment&lt;br /&gt;
| Failing to ensure your equipment for your department is properly secured.  Leaving unattended equipment is unsafe and illegal.  You may distribute equipment outside your department if you are giving it to a specific individual and not leaving it on the floor unattended.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Drinking on Duty&lt;br /&gt;
| Consumption of any alcohol or inhibiting chemicals during a military operation or while on active duty.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Damage to Government Property&lt;br /&gt;
| Damaging the ship or making any unauthorized modifications to it during peacetime.To get authorization, confirm with the department head the change falls under, the Chief Engineer, and the current commander.&lt;br /&gt;
| Return ship to it&#039;s exact previous state.&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Resisting Arrest&lt;br /&gt;
| To resist a lawful arrest by a Military Police officer (most people run, be fair).&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Interfering with an arrest&lt;br /&gt;
| To disrupt or interfere with a lawful arrest.&lt;br /&gt;
| Same punishment as accused&lt;br /&gt;
| Same punishment as accused&lt;br /&gt;
|- &lt;br /&gt;
| Jailbreak/Escape&lt;br /&gt;
| To escape, attempt escape, or be broken out.&lt;br /&gt;
| Double initial time is applied to all involved&lt;br /&gt;
| Permanent Confinement&lt;br /&gt;
|- &lt;br /&gt;
| Trespassing&lt;br /&gt;
| Unauthorized access of an area restricted by Command personnel or an area which a person does not have access to.&lt;br /&gt;
| 5 Minutes &lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Contraband&lt;br /&gt;
| To retain possession of, distribute, or use contraband items, including drugs and non-standard issued equipment.&lt;br /&gt;
| 10 minutes; confiscation of contraband items&lt;br /&gt;
| 30 minutes; confiscation of contraband items&lt;br /&gt;
|- &lt;br /&gt;
| Theft&lt;br /&gt;
| To retain possession of items belonging to another marine.&lt;br /&gt;
| 10 minutes; item returned to owner&lt;br /&gt;
| 45 minutes; item returned to owner&lt;br /&gt;
|- &lt;br /&gt;
| Drug Use&lt;br /&gt;
| Consuming either space drugs or medical compounds not authorized for distribution.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Drug Distribution&lt;br /&gt;
| Distribution of non-medicinal drugs (space-drugs, hallucinogens, alcohol) are never authorized.  This includes being mixed with medical drugs. &lt;br /&gt;
| 30 minutes; demotion from chemical access&lt;br /&gt;
| Permabrig&lt;br /&gt;
|- &lt;br /&gt;
| Practicing Medicine without a License&lt;br /&gt;
| Only authorized medical personnel should be performing treatments beyond bandages, ointments, or a tricordrazine autoinjector.  Any personnel not licensed who distribute medication for consumption or administer medication are considered practicing without a license.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Medication Distribution&lt;br /&gt;
| Medication can only be distributed to trained medical personnel.  Any distributions other than basic medications (found in labeled vendor pill bottles or autoinjectors) must be authorized on a case-by-case basis in written form signed by either the CMO or the Acting Commander.  Combination medications (more than one medication in a pill or bottle) may never be distributed to anyone below a Doctor.  &lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes ; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Combat Stimulants&lt;br /&gt;
| Combat Stimulants are illegal within all USCM territories.  Distribution for specific chemicals may only be authorized by a signature from both the Acting Commander and the Chief Medical Officer.&lt;br /&gt;
| 30 minutes&lt;br /&gt;
| Permabrig&lt;br /&gt;
|- &lt;br /&gt;
| Drunk on Duty&lt;br /&gt;
| This only applies to the Military side of USCM: Excessive drinking resulting in becoming drunk planetside, or while serving aboard the ship as a general crew member to the point you are unable to communicate properly or perform your job.&lt;br /&gt;
| Until Sober&lt;br /&gt;
| Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Drunk and Disorderly&lt;br /&gt;
| This only applies to Civilian jobs and Survivors:  Excessive drinking resulting in either being unable to communicate and perform your job correctly, or belligerent behavior&lt;br /&gt;
| Until Sober&lt;br /&gt;
| Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Operating Heavy Machinery while intoxicated&lt;br /&gt;
| It is unlawful for anyone to operate any heavy machinery or equipment while intoxicated.  This includes Dropships, Powerloaders, Autodocs, Cryotubes, Cargo elevators, and Cargo Tugs.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Minor Weapon Violation&lt;br /&gt;
| Improper operation or conduct with a weapon you are authorized with during green or blue alert.  This includes walking around with weapons un-holstered or discharging weapons during non-emergencies.&lt;br /&gt;
| Warning for first offense (always)&lt;br /&gt;
| 5 Minutes AND confiscation of weapon&lt;br /&gt;
|- &lt;br /&gt;
| Unauthorized Weapon&lt;br /&gt;
| Possession of a weapon you are not authorized during a non-emergency situation, detailed as code levels in the &#039;&#039;Weapon Usage for Crew&#039;&#039; section above. As code levels decrease in threat, weapons should be stored appropriately and not kept on-person or in personal areas.&lt;br /&gt;
| Warning; confiscation of contraband items.&lt;br /&gt;
| 30 Minutes; confiscation of contraband items.&lt;br /&gt;
|- &lt;br /&gt;
| Assault&lt;br /&gt;
| To threaten or use physical force against someone without intent to kill. &lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Neglect of duty&lt;br /&gt;
| Failure to perform their role to an acceptable standard. For example, a Commander failing to properly organize and ensure his personnel are given orders.&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 25 minutes; Demotion/removal of command&lt;br /&gt;
|- &lt;br /&gt;
| Assault with a deadly weapon&lt;br /&gt;
| To threaten or use physical force against someone with a lethal weapon, such as a sidearm, blade, or rifle.&lt;br /&gt;
| 20 minutes&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
|- &lt;br /&gt;
| Manslaughter&lt;br /&gt;
| Killing someone &#039;&#039;without malicious intent&#039;&#039;.&lt;br /&gt;
| 20 minutes; Demotion&lt;br /&gt;
| 45 Minutes; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Murder or Unauthorized Execution&lt;br /&gt;
| Killing someone &#039;&#039;with malicious intent&#039;&#039;. Executions are only authorized with permission from and in the presence of the acting Commander.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Mutiny&lt;br /&gt;
| To attempt or succeed at overpowering or overthrowing a commanding officer.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Terrorist Collaboration&lt;br /&gt;
| To act as an enemy to the USCM or engage in acts that attempt to hurt or endanger the USCM.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Sexual assault&lt;br /&gt;
| To attempt to or succeed in the acts of assaulting another person sexually, including rape.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Conduct Unbecoming of an Officer&lt;br /&gt;
| Breaking any laws when you are an [[rank | officer]] will always result in this added to the penalty.  You are an officer and expected to act with dignity, honor, and respect at all times.&lt;br /&gt;
| Double Brig Time&lt;br /&gt;
| Double Brig Time; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Repeat Offender&lt;br /&gt;
| To repeat a previous crime you have been convicted or and released from.&lt;br /&gt;
| Double time (stacks with conduct unbecoming of an officer)&lt;br /&gt;
| Permanent Confinement&lt;br /&gt;
|- &lt;br /&gt;
| False Arrest&lt;br /&gt;
| To order the arrest of a Marine who is then found to be innocent.  Does NOT stack with Conduct Unbecoming of an Officer&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military Officers and military law enforcement agents are expected to use their best discretion when applying sentences and apprehending those who violate the above laws. Failure to do so will result in immediate contract termination at the discretion of Central Command military officials.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Apophis775</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=8509</id>
		<title>Marine Law</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=8509"/>
		<updated>2018-05-15T18:13:54Z</updated>

		<summary type="html">&lt;p&gt;Apophis775: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;United States Colonial Marines&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Uniform Code of Military Justice&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  The Commander of the USS Almayer and all its crew are not above UCMJ, Procedures, or Code of Conduct.  UCMJ also applies to all personnel who are in the vicinity of a USCM Operation or on board a ship.  The only exceptions specially dispatched officials from High Command or the Provost Marshall and Diplomatically Immune Weyland-Yutani Executives (not including the on-board Liaison).&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Foreword=&lt;br /&gt;
The United States Colonial Marines Uniform Code of Military Justice is enforced by the Office of the Provost Marshal.  On ships and USCM colonies this duty falls to the Military Police and Chief MP.  They operate outside the authority of the command when enforcing the Law.  The Chief MP has the final say on law enforcement within his operational area, unless overseen by higher ranking members of the Provost Marshal.  Local Colonial Marshals are expected to fully co-operate with the Chief MPs and MPs when they are operating within their jurisdiction.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Arrest Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; If a suspect is injured or wounded, alert Medbay to have a doctor sent to the brig.  Unless the suspect&#039;s life is IMMEDIATELY in danger, they are to be brought to the Brig and treated there.&amp;lt;/small&amp;gt; &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Compliant Suspect (not resisting or running)===&lt;br /&gt;
# Verbally inform the suspect you are taking them into custody and the charge.&lt;br /&gt;
# Order the suspect to the ground.&lt;br /&gt;
# Handcuff the suspect.&lt;br /&gt;
# Bring the suspect to the Brig for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Non-Compliant Suspect (resisting or running)===&lt;br /&gt;
# Prepare a non-lethal method of neutralization&lt;br /&gt;
# Apply until they are no longer resisting&lt;br /&gt;
# Secure the suspect and Inform the suspect of their charge&lt;br /&gt;
# Bring the suspect to the brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Dangerous Suspect (has used a lethal weapon against law enforcement)===&lt;br /&gt;
# Ensure you have a non-lethal response prepared&lt;br /&gt;
# Engage the suspect and attempt to subdue them.  Minimize collateral damage.&lt;br /&gt;
#* If the suspect cannot be subdued with non-lethal force, the Chief MP or acting commander may authorize a lethal force response in extreme situations, primarily when Marine lives and/or the safety of the ship are at risk.&lt;br /&gt;
# Secure the suspect and any weapons they had and inform them of their charges.&lt;br /&gt;
# Bring the suspect to the Brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Search Procedure=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If you take an ID to get access somewhere for a search, you must ensure the ID gets back to them when you are finished (or with their belongings if they are detained&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Personnel==&lt;br /&gt;
# Inform the person you are conducting and of your intent (i.e. contraband, stolen items).&lt;br /&gt;
# If possible, conduct the search in the Brig or an isolated area so nothing is stolen.&lt;br /&gt;
# Begin the search and confiscate any illegal items.&lt;br /&gt;
## If they comply, you do not need to restrain them.&lt;br /&gt;
## If they resist, you may use non-lethal force to restrain them.&lt;br /&gt;
#If illegal items are found, follow Arrest and Brig procedures, otherwise release them.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Unsecured Area==&lt;br /&gt;
# Secure the area with Police Tape.  If none is available, have additional MPs help secure the area.&lt;br /&gt;
# Search any locations, lockers, crates, and personnel within the area, following the above rule for Personnel.&lt;br /&gt;
# Take any recovered illicit items to the brig and store them in the Evidence area for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Secured Area==&lt;br /&gt;
# Request someone responsible for the secured area to be present.&lt;br /&gt;
# Declare your intent and reason for the search.&lt;br /&gt;
# Request access from whoever is responsible for the area.  &lt;br /&gt;
## If the person responsible is the person you are investigating or the search is relative too, you may restrain them and use their ID temporarily for access.  Ensure an MP guards them.&lt;br /&gt;
## If no one is available, request either the CE or an MT to over-ride the door.  In a pinch, any combat engineer will do.  Ensure the area is re-secured after you leave.&lt;br /&gt;
# Search the area for whatever evidence or whatever you are expecting to find.&lt;br /&gt;
# Ensure that no unauthorized personnel other than the individuals executing the search enter.  Detain anyone unauthorized.&lt;br /&gt;
# Ensure nothing is stolen, and anything taken is relevant to the search.  This is not an excuse to loot.&lt;br /&gt;
# Anything taken in the search is to be brought the Brig and stored in Evidence for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Detainment and Brig Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If the prisoner is removed from his cell for ANY REASON the timer is PAUSED.  Time spent outside a cell does NOT count towards time being served for the crime, even if he is in medbay.  Also, Prisoners should NEVER be left with their ID on.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
# Inform the prisoner of the charge and set the timer&lt;br /&gt;
# Remove all equipment from the prisoner and place it into their locker.  Weapons may be secured in the Evidence Locker if you wish.&lt;br /&gt;
# Conduct a thorough search of all their belongings.&lt;br /&gt;
# Remove and store all their equipment inside a locker.  Dress them in an orange jumpsuit, boots, and give them a standard headset.  If they are abusing a headset, it may be removed.&lt;br /&gt;
# Buckle the prisoner to the bed.&lt;br /&gt;
# Flash the prisoner and remove their handcuffs.  If the prisoner is potentially a threat to themself or others, you may secure them with a straight jacket.&lt;br /&gt;
# Recover your handcuffs and any equipment and leave the cell.&lt;br /&gt;
# For the duration that there are prisoners in the Brig, the Chief MP or a regular MP must be in security AT ALL TIMES (unless it&#039;s an emergency).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Prisoner Rights=&lt;br /&gt;
The following is a list of basic rights the prisoners have.  They can NOT be denied, except in an extreme situation and only then with authorization from the Chief MP.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Medical Treatment===&lt;br /&gt;
All treatment must take place in the brig if possible.  If not, an MP may escort a prisoner to medbay for treatment.  The prisoner MUST have an orange jumpsuit and shoes, and will not be given their Radio or ID until they return.  Time spent in medical will NOT count against their sentence.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Access to a Radio===&lt;br /&gt;
Unless the prisoner has abused the radio, they are authorized a standard headset.  If any MP believes that it is being abused (including being used to co-ordinate a prison-break), this right can be denied.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Appeal Sentence in a timely manner===&lt;br /&gt;
The prisoner may request an appeal on his sentence from the Chief MP.  If the Chief MP is not available, he may appeal to the acting commander.  This right is rescinded during emergencies.  The Chief MP has the final say on all appeals, and can override the Commander if he feels it is in the best interest of the ship&#039;s safety.&lt;br /&gt;
====Appeals====&lt;br /&gt;
An appeal is primarily intended to determine guilt or innocence.  A Chief MP or Commander (if there is no Chief MP) is expected to review  the evidence of the suspects crimes, the report of the arresting officer, and the testimony of the suspect.  If the Chief MP concludes that the suspect is not guilty of a law violation, they are to be released.  If they are found to be guilty, then the punishment stands.  Under no circumstances may anyone be given a Pardon if there is evidence to show a crime was committed.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Protection from threats===&lt;br /&gt;
Prisoners must be kept safe, unharmed, and healthy during their confinement.  MPs must work to the best of their ability to ensure this.  Self-inflicting wounds will result in being straight-jacketed for the entire duration.  If the ship is at Red Alert, all MPs should return to the Brig to ensure the safety of prisoners.&lt;br /&gt;
====Release in the event of a catastrophe====&lt;br /&gt;
In the event of a Delta Alert (activation of self destruct) any prisoners may be released if the MPs believe that they will not be a threat to the crew.  A normal Red Alert, is not sufficient reason for a release unless the ship is being over-run by a large hostile force.  &amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; a small force of enemies on board is not &amp;quot;over-run by a large hostile force&amp;quot;.  You should ensure the prisoners are kept safe and alive as long as they are in your custody, and release them only if this becomes impossible to perform due to a large enemy force.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Execution Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;“The man who passes the sentence should swing the sword. If you would take a man&#039;s life, you owe it to him to look into his eyes and hear his final words. And if you cannot bear to do that, then perhaps the man does not deserve to die.”&amp;lt;br/&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
Executions of prisoners are authorized for crimes with execution as the maximum punishment.  Additionally, if the maximum amount of time to be served is greater than 1 hour, or for repeated offenders, the Chief MP or Acting Commander may request an execution.  Both must agree for an execution to be authorized.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Procedure===&lt;br /&gt;
# The Commander or Chief MP must make a ship-wide announcement from the CIC communication console informing the crew of the intent to execute the prisoner, why, and the execution method.  In a code Red or Code Delta situation, this procedure can be ignored.  (Example:  &amp;quot;I, Captain Erin Kowalski, hereby authorize the execution of Donald Cluwne on the charges of murder, assault, and damage to the ship.  He will be executed by firing squad in the briefing room.&amp;quot;)   Authorized methods of execution are either Firing Squad (handled by MPs) or Lethal Injection (handled by CMO).&lt;br /&gt;
# The Acting Commander OR Chief MP (whoever made the initial request) MUST be present at the execution.&lt;br /&gt;
# The Condemned MUST be given a chance to give any final words.  They may use a radio for this (even if their radio was taken for abuse).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Battlefield Execution===&lt;br /&gt;
The Commander of the Almayer as well as any Admirals dispatched from command hold the authority to perform a Battlefield Execution (Important: Only whitelisted Commanders have this authority, not anyone acting as a Commander).  They may kill any crew member under their command or any personnel on the ship without any warning or procedure if they feel they are a threat to the mission.  However, this authority does NOT extend to battlefield executing any members of the Military Police force or the Chief MP.  The Commander or Admiral MUST make an announcement explaining why the individual was executed and if the Chief MP or MPs have concerns, they may contact USCM High Command using the fax machine located in the brig to inquire if the execution was reasonable.  The announcement should happen at the earliest convenience.  (This is similar to the &amp;quot;Rule 0&amp;quot; rule which applies to admins, you are able to execute people as needed, however executing Military Police, CMPs, or not having a valid reason other than murderboning may result in removal from the whitelist).&amp;lt;br/&amp;gt;&lt;br /&gt;
This power can not be used on any prisoners who have been detained or are under the protection of the Military Police.&amp;lt;br/&amp;gt;&lt;br /&gt;
The Commander is forbidden from participating in the execution of prisoners other than being an observer.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Incompetent Command=&lt;br /&gt;
As Military Police you are expected to enforce the Law and Procedures upon all members of the crew.  If the Commander, XO, or any command staff are in violation of UCMJ at any time, the Chief MP is authorized to remove them from command permanently and replace them with whoever is next in the Chain of Command.  However, this requires confirmation from Central Command before it is enacted (you can use the fax machine in the Chief MPs office).&lt;br /&gt;
If they are not going to be removed from command permanently, they can instead be placed into the brig to server their sentence and the next in command takes temporary command.  Central Command does not need to approve these cases and only needs to be alerted.  However, visiting executives and Admirals are NOT bound by this and can only be removed with Central Command approval.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Special Provisions=&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Mutinies===&lt;br /&gt;
Military Police are strictly forbidden from participating in mutinies against the legitimate Command staff.  If you are made aware of a mutiny, you must take all necessary actions to prevent it and protect the legal Command Staff.  If, the Chief MP believes that the legal command staff is unable to perform their duties for any reason, the Chief MP may contact Central Command for permission to relieve them of command and replace them with the next officer in the Chain of Command (using the fax machine in the Chief MP office).  If a Chief MP is not available, a consensus between the MPs can result in the same situation.  Mutinies are unlawful, however, and MPs must do everything in their power to prevent and suppress a Mutiny.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Command Requested Arrests===&lt;br /&gt;
If the Commander, Acting Commander, or a Staff Officer requests a marine to be arrested for a crime, you MUST arrest said marine.  You may hold the marine for a maximum of 10 minutes while evidence is gathered.  If the marine is proven innocent in the end, the requesting officer may be held liable for a False Arrest charge.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Crew Authorized Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Code Green&#039;&#039;&#039; - Authorized Weapons may be carried by deploying marines (any standard issue weapon or weapon ordered from requisitions), security (non-lethals only) and the Acting Commander (a special issue Mateba).  Other officers (the XO, Staff Officers, Chief Engineer, and Requisition Officer) are authorized either a M44 Combat Revolver or M4A3 Service Pistol as a sidearm.  If you have a weapon, you must keep it holstered at all times while on board the ship.  This applies to Deploying Marines as well.&lt;br /&gt;
*&#039;&#039;&#039;Code Blue&#039;&#039;&#039; - All crew (not visitors, refugees, or prisoners) are authorized pistols.  Unless there is an immediate threat, only Law Enforcement may have weapons unholstered.&lt;br /&gt;
*&#039;&#039;&#039;Code Red&#039;&#039;&#039; - No Weapon Restrictions (Except as explained in the Rules)&lt;br /&gt;
Exceptions: If you or someone you are responsible for are in immediate, life-threatening danger and the appropriate code-level has not been set.  (Note: Meta-gaming rules still apply and over-ride the exception)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Current Marine Laws=&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; It is the duty of the arresting marine, to determine the punishment, ranging from the Minimum to Maximum.  It is reccomended to make the severity of the punishment meet the crime and to minimize excessive punishments.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;EXCESSIVE TIME:&#039;&#039;&#039; If the total punishment is to exceed 60 minutes, the Chief MP can give special permission for permanent confinement, no matter the crime.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;  class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Charge&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! Minimum Punishment&lt;br /&gt;
! Maximum Punishment&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;sortable&amp;quot; | Disrespect to a superior&lt;br /&gt;
| Using offensive names, disobeying orders, or being directly disrespectful to someone of a higher rank or position.  Each offense stacks.  Punishment time is per offense.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Hooliganism&lt;br /&gt;
| Behavior that is generally disruptive to the ship and crew that classifies as low level shenanigans not deserving of more severe punishment.  Things such as slipping people with soap/water, excessive window knocking, and force-feeding other marines.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Improper Uniform&lt;br /&gt;
| Moving around the ship outside the Cryo/Cafeteria/Preparation areas without proper military uniform for your job during non-emergency situations.  Marines should always be wearing their uniform, boots, and armor at a minimum.  Regular crew should be wearing their uniform and boots/shoes without armor unless there is a direct threat.  MPs should not have riot armor except in riot situations.  Any headgear should be your properly assigned headgear or an approved military alternative.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Disorderly Conduct&lt;br /&gt;
| Directly and intentionally disrupting primary operations of the ship.  Fighting in the RO line, disrupting the briefing, or inciting rioting/mutiny. &lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Insubordination&lt;br /&gt;
| Failing to follow a lawful order from someone of a superior rank or position.&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Unsecured Equipment&lt;br /&gt;
| Failing to ensure your equipment for your department is properly secured.  Leaving unattended equipment is unsafe and illegal.  You may distribute equipment outside your department if you are giving it to a specific individual and not leaving it on the floor unattended.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Drinking on Duty&lt;br /&gt;
| Consumption of any alcohol or inhibiting chemicals during a military operation or while on active duty.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Damage to Government Property&lt;br /&gt;
| Damaging the ship or making any unauthorized modifications to it during peacetime.To get authorization, confirm with the department head the change falls under, the Chief Engineer, and the current commander.&lt;br /&gt;
| Return ship to it&#039;s exact previous state.&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Resisting Arrest&lt;br /&gt;
| To resist a lawful arrest by a Military Police officer (most people run, be fair).&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Interfering with an arrest&lt;br /&gt;
| To disrupt or interfere with a lawful arrest.&lt;br /&gt;
| Same punishment as accused&lt;br /&gt;
| Same punishment as accused&lt;br /&gt;
|- &lt;br /&gt;
| Jailbreak/Escape&lt;br /&gt;
| To escape, attempt escape, or be broken out.&lt;br /&gt;
| Double initial time is applied to all involved&lt;br /&gt;
| Permanent Confinement&lt;br /&gt;
|- &lt;br /&gt;
| Trespassing&lt;br /&gt;
| Unauthorized access of an area restricted by Command personnel or an area which a person does not have access to.&lt;br /&gt;
| 5 Minutes &lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Contraband&lt;br /&gt;
| To retain possession of, distribute, or use contraband items, including drugs and non-standard issued equipment.&lt;br /&gt;
| 10 minutes; confiscation of contraband items&lt;br /&gt;
| 30 minutes; confiscation of contraband items&lt;br /&gt;
|- &lt;br /&gt;
| Theft&lt;br /&gt;
| To retain possession of items belonging to another marine.&lt;br /&gt;
| 10 minutes; item returned to owner&lt;br /&gt;
| 45 minutes; item returned to owner&lt;br /&gt;
|- &lt;br /&gt;
| Drug Use&lt;br /&gt;
| Consuming either space drugs or medical compounds not authorized for distribution.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Drug Distribution&lt;br /&gt;
| Distribution of non-medicinal drugs (space-drugs, hallucinogens, alcohol) are never authorized.  This includes being mixed with medical drugs. &lt;br /&gt;
| 30 minutes; demotion from chemical access&lt;br /&gt;
| Permabrig&lt;br /&gt;
|- &lt;br /&gt;
| Practicing Medicine without a License&lt;br /&gt;
| Only authorized medical personnel should be performing treatments beyond bandages, ointments, or a tricordrazine autoinjector.  Any personnel not licensed who distribute medication for consumption or administer medication are considered practicing without a license.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Medication Distribution&lt;br /&gt;
| Medication can only be distributed to trained medical personnel.  Any distributions other than basic medications (found in labeled vendor pill bottles or autoinjectors) must be authorized on a case-by-case basis in written form signed by either the CMO or the Acting Commander.  Combination medications (more than one medication in a pill or bottle) may never be distributed to anyone below a Doctor.  &lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes ; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Combat Stimulants&lt;br /&gt;
| Combat Stimulants are illegal within all USCM territories.  Distribution for specific chemicals may only be authorized by a signature from both the Acting Commander and the Chief Medical Officer.&lt;br /&gt;
| 30 minutes&lt;br /&gt;
| Permabrig&lt;br /&gt;
|- &lt;br /&gt;
| Drunk on Duty&lt;br /&gt;
| This only applies to the Military side of USCM: Excessive drinking resulting in becoming drunk planetside, or while serving aboard the ship as a general crew member to the point you are unable to communicate properly or perform your job.&lt;br /&gt;
| Until Sober&lt;br /&gt;
| Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Drunk and Disorderly&lt;br /&gt;
| This only applies to Civilian jobs and Survivors:  Excessive drinking resulting in either being unable to communicate and perform your job correctly, or belligerent behavior&lt;br /&gt;
| Until Sober&lt;br /&gt;
| Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Operating Heavy Machinery while intoxicated&lt;br /&gt;
| It is unlawful for anyone to operate any heavy machinery or equipment while intoxicated.  This includes Dropships, Powerloaders, Autodocs, Cryotubes, Cargo elevators, and Cargo Tugs.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Minor Weapon Violation&lt;br /&gt;
| Improper operation or conduct with a weapon you are authorized with during green or blue alert.  This includes walking around with weapons un-holstered or discharging weapons during non-emergencies.&lt;br /&gt;
| Warning for first offense (always)&lt;br /&gt;
| 5 Minutes AND confiscation of weapon&lt;br /&gt;
|- &lt;br /&gt;
| Unauthorized Weapon&lt;br /&gt;
| Possession of a weapon you are not authorized during a non-emergency situation, detailed as code levels in the &#039;&#039;Weapon Usage for Crew&#039;&#039; section above. As code levels decrease in threat, weapons should be stored appropriately and not kept on-person or in personal areas.&lt;br /&gt;
| Warning; confiscation of contraband items.&lt;br /&gt;
| 30 Minutes; confiscation of contraband items.&lt;br /&gt;
|- &lt;br /&gt;
| Assault&lt;br /&gt;
| To threaten or use physical force against someone without intent to kill. &lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Neglect of duty&lt;br /&gt;
| Failure to perform their role to an acceptable standard. For example, a Commander failing to properly organize and ensure his personnel are given orders.&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 25 minutes; Demotion/removal of command&lt;br /&gt;
|- &lt;br /&gt;
| Assault with a deadly weapon&lt;br /&gt;
| To threaten or use physical force against someone with a lethal weapon, such as a sidearm, blade, or rifle.&lt;br /&gt;
| 20 minutes&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
|- &lt;br /&gt;
| Manslaughter&lt;br /&gt;
| Killing someone &#039;&#039;without malicious intent&#039;&#039;.&lt;br /&gt;
| 20 minutes; Demotion&lt;br /&gt;
| 45 Minutes; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Murder or Unauthorized Execution&lt;br /&gt;
| Killing someone &#039;&#039;with malicious intent&#039;&#039;. Executions are only authorized with permission from and in the presence of the acting Commander.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Mutiny&lt;br /&gt;
| To attempt or succeed at overpowering or overthrowing a commanding officer.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Terrorist Collaboration&lt;br /&gt;
| To act as an enemy to the USCM or engage in acts that attempt to hurt or endanger the USCM.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Sexual assault&lt;br /&gt;
| To attempt to or succeed in the acts of assaulting another person sexually, including rape.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Conduct Unbecoming of an Officer&lt;br /&gt;
| Breaking any laws when you are an [[rank | officer]] will always result in this added to the penalty.  You are an officer and expected to act with dignity, honor, and respect at all times.&lt;br /&gt;
| Double Brig Time&lt;br /&gt;
| Double Brig Time; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Repeat Offender&lt;br /&gt;
| To repeat a previous crime you have been convicted or and released from.&lt;br /&gt;
| Double time (stacks with conduct unbecoming of an officer)&lt;br /&gt;
| Permanent Confinement&lt;br /&gt;
|- &lt;br /&gt;
| False Arrest&lt;br /&gt;
| To order the arrest of a Marine who is then found to be innocent.  Does NOT stack with Conduct Unbecoming of an Officer&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military Officers and military law enforcement agents are expected to use their best discretion when applying sentences and apprehending those who violate the above laws. Failure to do so will result in immediate contract termination at the discretion of Central Command military officials.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Apophis775</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=8508</id>
		<title>Marine Law</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=8508"/>
		<updated>2018-05-15T18:12:20Z</updated>

		<summary type="html">&lt;p&gt;Apophis775: /* Access to a Radio */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;United States Colonial Marines&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Uniform Code of Military Justice&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  The Commander of the USS Almayer and all its crew are not above UCMJ, Procedures, or Code of Conduct.  UCMJ also applies to all personnel who are in the vicinity of a USCM Operation or on board a ship.  The only exceptions are Diplomatically Immune Weyland-Yutani Executives (not including the on-board Liaison) and specially dispatched officials from High Command who have exception to authority for emergency matters.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Foreword=&lt;br /&gt;
The United States Colonial Marines Uniform Code of Military Justice is enforced by the Office of the Provost Marshal.  On ships and USCM colonies this duty falls to the Military Police and Chief MP.  They operate outside the authority of the command when enforcing the Law.  The Chief MP has the final say on law enforcement within his operational area, unless overseen by higher ranking members of the Provost Marshal.  Local Colonial Marshals are expected to fully co-operate with the Chief MPs and MPs when they are operating within their jurisdiction.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Arrest Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; If a suspect is injured or wounded, alert Medbay to have a doctor sent to the brig.  Unless the suspect&#039;s life is IMMEDIATELY in danger, they are to be brought to the Brig and treated there.&amp;lt;/small&amp;gt; &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Compliant Suspect (not resisting or running)===&lt;br /&gt;
# Verbally inform the suspect you are taking them into custody and the charge.&lt;br /&gt;
# Order the suspect to the ground.&lt;br /&gt;
# Handcuff the suspect.&lt;br /&gt;
# Bring the suspect to the Brig for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Non-Compliant Suspect (resisting or running)===&lt;br /&gt;
# Prepare a non-lethal method of neutralization&lt;br /&gt;
# Apply until they are no longer resisting&lt;br /&gt;
# Secure the suspect and Inform the suspect of their charge&lt;br /&gt;
# Bring the suspect to the brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Dangerous Suspect (has used a lethal weapon against law enforcement)===&lt;br /&gt;
# Ensure you have a non-lethal response prepared&lt;br /&gt;
# Engage the suspect and attempt to subdue them.  Minimize collateral damage.&lt;br /&gt;
#* If the suspect cannot be subdued with non-lethal force, the Chief MP or acting commander may authorize a lethal force response in extreme situations, primarily when Marine lives and/or the safety of the ship are at risk.&lt;br /&gt;
# Secure the suspect and any weapons they had and inform them of their charges.&lt;br /&gt;
# Bring the suspect to the Brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Search Procedure=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If you take an ID to get access somewhere for a search, you must ensure the ID gets back to them when you are finished (or with their belongings if they are detained&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Personnel==&lt;br /&gt;
# Inform the person you are conducting and of your intent (i.e. contraband, stolen items).&lt;br /&gt;
# If possible, conduct the search in the Brig or an isolated area so nothing is stolen.&lt;br /&gt;
# Begin the search and confiscate any illegal items.&lt;br /&gt;
## If they comply, you do not need to restrain them.&lt;br /&gt;
## If they resist, you may use non-lethal force to restrain them.&lt;br /&gt;
#If illegal items are found, follow Arrest and Brig procedures, otherwise release them.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Unsecured Area==&lt;br /&gt;
# Secure the area with Police Tape.  If none is available, have additional MPs help secure the area.&lt;br /&gt;
# Search any locations, lockers, crates, and personnel within the area, following the above rule for Personnel.&lt;br /&gt;
# Take any recovered illicit items to the brig and store them in the Evidence area for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Secured Area==&lt;br /&gt;
# Request someone responsible for the secured area to be present.&lt;br /&gt;
# Declare your intent and reason for the search.&lt;br /&gt;
# Request access from whoever is responsible for the area.  &lt;br /&gt;
## If the person responsible is the person you are investigating or the search is relative too, you may restrain them and use their ID temporarily for access.  Ensure an MP guards them.&lt;br /&gt;
## If no one is available, request either the CE or an MT to over-ride the door.  In a pinch, any combat engineer will do.  Ensure the area is re-secured after you leave.&lt;br /&gt;
# Search the area for whatever evidence or whatever you are expecting to find.&lt;br /&gt;
# Ensure that no unauthorized personnel other than the individuals executing the search enter.  Detain anyone unauthorized.&lt;br /&gt;
# Ensure nothing is stolen, and anything taken is relevant to the search.  This is not an excuse to loot.&lt;br /&gt;
# Anything taken in the search is to be brought the Brig and stored in Evidence for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Detainment and Brig Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If the prisoner is removed from his cell for ANY REASON the timer is PAUSED.  Time spent outside a cell does NOT count towards time being served for the crime, even if he is in medbay.  Also, Prisoners should NEVER be left with their ID on.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
# Inform the prisoner of the charge and set the timer&lt;br /&gt;
# Remove all equipment from the prisoner and place it into their locker.  Weapons may be secured in the Evidence Locker if you wish.&lt;br /&gt;
# Conduct a thorough search of all their belongings.&lt;br /&gt;
# Remove and store all their equipment inside a locker.  Dress them in an orange jumpsuit, boots, and give them a standard headset.  If they are abusing a headset, it may be removed.&lt;br /&gt;
# Buckle the prisoner to the bed.&lt;br /&gt;
# Flash the prisoner and remove their handcuffs.  If the prisoner is potentially a threat to themself or others, you may secure them with a straight jacket.&lt;br /&gt;
# Recover your handcuffs and any equipment and leave the cell.&lt;br /&gt;
# For the duration that there are prisoners in the Brig, the Chief MP or a regular MP must be in security AT ALL TIMES (unless it&#039;s an emergency).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Prisoner Rights=&lt;br /&gt;
The following is a list of basic rights the prisoners have.  They can NOT be denied, except in an extreme situation and only then with authorization from the Chief MP.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Medical Treatment===&lt;br /&gt;
All treatment must take place in the brig if possible.  If not, an MP may escort a prisoner to medbay for treatment.  The prisoner MUST have an orange jumpsuit and shoes, and will not be given their Radio or ID until they return.  Time spent in medical will NOT count against their sentence.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Access to a Radio===&lt;br /&gt;
Unless the prisoner has abused the radio, they are authorized a standard headset.  If any MP believes that it is being abused (including being used to co-ordinate a prison-break), this right can be denied.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Appeal Sentence in a timely manner===&lt;br /&gt;
The prisoner may request an appeal on his sentence from the Chief MP.  If the Chief MP is not available, he may appeal to the acting commander.  This right is rescinded during emergencies.  The Chief MP has the final say on all appeals, and can override the Commander if he feels it is in the best interest of the ship&#039;s safety.&lt;br /&gt;
====Appeals====&lt;br /&gt;
An appeal is primarily intended to determine guilt or innocence.  A Chief MP or Commander (if there is no Chief MP) is expected to review  the evidence of the suspects crimes, the report of the arresting officer, and the testimony of the suspect.  If the Chief MP concludes that the suspect is not guilty of a law violation, they are to be released.  If they are found to be guilty, then the punishment stands.  Under no circumstances may anyone be given a Pardon if there is evidence to show a crime was committed.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Protection from threats===&lt;br /&gt;
Prisoners must be kept safe, unharmed, and healthy during their confinement.  MPs must work to the best of their ability to ensure this.  Self-inflicting wounds will result in being straight-jacketed for the entire duration.  If the ship is at Red Alert, all MPs should return to the Brig to ensure the safety of prisoners.&lt;br /&gt;
====Release in the event of a catastrophe====&lt;br /&gt;
In the event of a Delta Alert (activation of self destruct) any prisoners may be released if the MPs believe that they will not be a threat to the crew.  A normal Red Alert, is not sufficient reason for a release unless the ship is being over-run by a large hostile force.  &amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; a small force of enemies on board is not &amp;quot;over-run by a large hostile force&amp;quot;.  You should ensure the prisoners are kept safe and alive as long as they are in your custody, and release them only if this becomes impossible to perform due to a large enemy force.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Execution Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;“The man who passes the sentence should swing the sword. If you would take a man&#039;s life, you owe it to him to look into his eyes and hear his final words. And if you cannot bear to do that, then perhaps the man does not deserve to die.”&amp;lt;br/&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
Executions of prisoners are authorized for crimes with execution as the maximum punishment.  Additionally, if the maximum amount of time to be served is greater than 1 hour, or for repeated offenders, the Chief MP or Acting Commander may request an execution.  Both must agree for an execution to be authorized.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Procedure===&lt;br /&gt;
# The Commander or Chief MP must make a ship-wide announcement from the CIC communication console informing the crew of the intent to execute the prisoner, why, and the execution method.  In a code Red or Code Delta situation, this procedure can be ignored.  (Example:  &amp;quot;I, Captain Erin Kowalski, hereby authorize the execution of Donald Cluwne on the charges of murder, assault, and damage to the ship.  He will be executed by firing squad in the briefing room.&amp;quot;)   Authorized methods of execution are either Firing Squad (handled by MPs) or Lethal Injection (handled by CMO).&lt;br /&gt;
# The Acting Commander OR Chief MP (whoever made the initial request) MUST be present at the execution.&lt;br /&gt;
# The Condemned MUST be given a chance to give any final words.  They may use a radio for this (even if their radio was taken for abuse).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Battlefield Execution===&lt;br /&gt;
The Commander of the Almayer as well as any Admirals dispatched from command hold the authority to perform a Battlefield Execution (Important: Only whitelisted Commanders have this authority, not anyone acting as a Commander).  They may kill any crew member under their command or any personnel on the ship without any warning or procedure if they feel they are a threat to the mission.  However, this authority does NOT extend to battlefield executing any members of the Military Police force or the Chief MP.  The Commander or Admiral MUST make an announcement explaining why the individual was executed and if the Chief MP or MPs have concerns, they may contact USCM High Command using the fax machine located in the brig to inquire if the execution was reasonable.  The announcement should happen at the earliest convenience.  (This is similar to the &amp;quot;Rule 0&amp;quot; rule which applies to admins, you are able to execute people as needed, however executing Military Police, CMPs, or not having a valid reason other than murderboning may result in removal from the whitelist).&amp;lt;br/&amp;gt;&lt;br /&gt;
This power can not be used on any prisoners who have been detained or are under the protection of the Military Police.&amp;lt;br/&amp;gt;&lt;br /&gt;
The Commander is forbidden from participating in the execution of prisoners other than being an observer.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Incompetent Command=&lt;br /&gt;
As Military Police you are expected to enforce the Law and Procedures upon all members of the crew.  If the Commander, XO, or any command staff are in violation of UCMJ at any time, the Chief MP is authorized to remove them from command permanently and replace them with whoever is next in the Chain of Command.  However, this requires confirmation from Central Command before it is enacted (you can use the fax machine in the Chief MPs office).&lt;br /&gt;
If they are not going to be removed from command permanently, they can instead be placed into the brig to server their sentence and the next in command takes temporary command.  Central Command does not need to approve these cases and only needs to be alerted.  However, visiting executives and Admirals are NOT bound by this and can only be removed with Central Command approval.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Special Provisions=&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Mutinies===&lt;br /&gt;
Military Police are strictly forbidden from participating in mutinies against the legitimate Command staff.  If you are made aware of a mutiny, you must take all necessary actions to prevent it and protect the legal Command Staff.  If, the Chief MP believes that the legal command staff is unable to perform their duties for any reason, the Chief MP may contact Central Command for permission to relieve them of command and replace them with the next officer in the Chain of Command (using the fax machine in the Chief MP office).  If a Chief MP is not available, a consensus between the MPs can result in the same situation.  Mutinies are unlawful, however, and MPs must do everything in their power to prevent and suppress a Mutiny.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Command Requested Arrests===&lt;br /&gt;
If the Commander, Acting Commander, or a Staff Officer requests a marine to be arrested for a crime, you MUST arrest said marine.  You may hold the marine for a maximum of 10 minutes while evidence is gathered.  If the marine is proven innocent in the end, the requesting officer may be held liable for a False Arrest charge.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Crew Authorized Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Code Green&#039;&#039;&#039; - Authorized Weapons may be carried by deploying marines (any standard issue weapon or weapon ordered from requisitions), security (non-lethals only) and the Acting Commander (a special issue Mateba).  Other officers (the XO, Staff Officers, Chief Engineer, and Requisition Officer) are authorized either a M44 Combat Revolver or M4A3 Service Pistol as a sidearm.  If you have a weapon, you must keep it holstered at all times while on board the ship.  This applies to Deploying Marines as well.&lt;br /&gt;
*&#039;&#039;&#039;Code Blue&#039;&#039;&#039; - All crew (not visitors, refugees, or prisoners) are authorized pistols.  Unless there is an immediate threat, only Law Enforcement may have weapons unholstered.&lt;br /&gt;
*&#039;&#039;&#039;Code Red&#039;&#039;&#039; - No Weapon Restrictions (Except as explained in the Rules)&lt;br /&gt;
Exceptions: If you or someone you are responsible for are in immediate, life-threatening danger and the appropriate code-level has not been set.  (Note: Meta-gaming rules still apply and over-ride the exception)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Current Marine Laws=&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; It is the duty of the arresting marine, to determine the punishment, ranging from the Minimum to Maximum.  It is reccomended to make the severity of the punishment meet the crime and to minimize excessive punishments.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;EXCESSIVE TIME:&#039;&#039;&#039; If the total punishment is to exceed 60 minutes, the Chief MP can give special permission for permanent confinement, no matter the crime.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;  class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Charge&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! Minimum Punishment&lt;br /&gt;
! Maximum Punishment&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;sortable&amp;quot; | Disrespect to a superior&lt;br /&gt;
| Using offensive names, disobeying orders, or being directly disrespectful to someone of a higher rank or position.  Each offense stacks.  Punishment time is per offense.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Hooliganism&lt;br /&gt;
| Behavior that is generally disruptive to the ship and crew that classifies as low level shenanigans not deserving of more severe punishment.  Things such as slipping people with soap/water, excessive window knocking, and force-feeding other marines.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Improper Uniform&lt;br /&gt;
| Moving around the ship outside the Cryo/Cafeteria/Preparation areas without proper military uniform for your job during non-emergency situations.  Marines should always be wearing their uniform, boots, and armor at a minimum.  Regular crew should be wearing their uniform and boots/shoes without armor unless there is a direct threat.  MPs should not have riot armor except in riot situations.  Any headgear should be your properly assigned headgear or an approved military alternative.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Disorderly Conduct&lt;br /&gt;
| Directly and intentionally disrupting primary operations of the ship.  Fighting in the RO line, disrupting the briefing, or inciting rioting/mutiny. &lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Insubordination&lt;br /&gt;
| Failing to follow a lawful order from someone of a superior rank or position.&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Unsecured Equipment&lt;br /&gt;
| Failing to ensure your equipment for your department is properly secured.  Leaving unattended equipment is unsafe and illegal.  You may distribute equipment outside your department if you are giving it to a specific individual and not leaving it on the floor unattended.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Drinking on Duty&lt;br /&gt;
| Consumption of any alcohol or inhibiting chemicals during a military operation or while on active duty.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Damage to Government Property&lt;br /&gt;
| Damaging the ship or making any unauthorized modifications to it during peacetime.To get authorization, confirm with the department head the change falls under, the Chief Engineer, and the current commander.&lt;br /&gt;
| Return ship to it&#039;s exact previous state.&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Resisting Arrest&lt;br /&gt;
| To resist a lawful arrest by a Military Police officer (most people run, be fair).&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Interfering with an arrest&lt;br /&gt;
| To disrupt or interfere with a lawful arrest.&lt;br /&gt;
| Same punishment as accused&lt;br /&gt;
| Same punishment as accused&lt;br /&gt;
|- &lt;br /&gt;
| Jailbreak/Escape&lt;br /&gt;
| To escape, attempt escape, or be broken out.&lt;br /&gt;
| Double initial time is applied to all involved&lt;br /&gt;
| Permanent Confinement&lt;br /&gt;
|- &lt;br /&gt;
| Trespassing&lt;br /&gt;
| Unauthorized access of an area restricted by Command personnel or an area which a person does not have access to.&lt;br /&gt;
| 5 Minutes &lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Contraband&lt;br /&gt;
| To retain possession of, distribute, or use contraband items, including drugs and non-standard issued equipment.&lt;br /&gt;
| 10 minutes; confiscation of contraband items&lt;br /&gt;
| 30 minutes; confiscation of contraband items&lt;br /&gt;
|- &lt;br /&gt;
| Theft&lt;br /&gt;
| To retain possession of items belonging to another marine.&lt;br /&gt;
| 10 minutes; item returned to owner&lt;br /&gt;
| 45 minutes; item returned to owner&lt;br /&gt;
|- &lt;br /&gt;
| Drug Use&lt;br /&gt;
| Consuming either space drugs or medical compounds not authorized for distribution.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Drug Distribution&lt;br /&gt;
| Distribution of non-medicinal drugs (space-drugs, hallucinogens, alcohol) are never authorized.  This includes being mixed with medical drugs. &lt;br /&gt;
| 30 minutes; demotion from chemical access&lt;br /&gt;
| Permabrig&lt;br /&gt;
|- &lt;br /&gt;
| Practicing Medicine without a License&lt;br /&gt;
| Only authorized medical personnel should be performing treatments beyond bandages, ointments, or a tricordrazine autoinjector.  Any personnel not licensed who distribute medication for consumption or administer medication are considered practicing without a license.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Medication Distribution&lt;br /&gt;
| Medication can only be distributed to trained medical personnel.  Any distributions other than basic medications (found in labeled vendor pill bottles or autoinjectors) must be authorized on a case-by-case basis in written form signed by either the CMO or the Acting Commander.  Combination medications (more than one medication in a pill or bottle) may never be distributed to anyone below a Doctor.  &lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes ; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Combat Stimulants&lt;br /&gt;
| Combat Stimulants are illegal within all USCM territories.  Distribution for specific chemicals may only be authorized by a signature from both the Acting Commander and the Chief Medical Officer.&lt;br /&gt;
| 30 minutes&lt;br /&gt;
| Permabrig&lt;br /&gt;
|- &lt;br /&gt;
| Drunk on Duty&lt;br /&gt;
| This only applies to the Military side of USCM: Excessive drinking resulting in becoming drunk planetside, or while serving aboard the ship as a general crew member to the point you are unable to communicate properly or perform your job.&lt;br /&gt;
| Until Sober&lt;br /&gt;
| Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Drunk and Disorderly&lt;br /&gt;
| This only applies to Civilian jobs and Survivors:  Excessive drinking resulting in either being unable to communicate and perform your job correctly, or belligerent behavior&lt;br /&gt;
| Until Sober&lt;br /&gt;
| Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Operating Heavy Machinery while intoxicated&lt;br /&gt;
| It is unlawful for anyone to operate any heavy machinery or equipment while intoxicated.  This includes Dropships, Powerloaders, Autodocs, Cryotubes, Cargo elevators, and Cargo Tugs.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Minor Weapon Violation&lt;br /&gt;
| Improper operation or conduct with a weapon you are authorized with during green or blue alert.  This includes walking around with weapons un-holstered or discharging weapons during non-emergencies.&lt;br /&gt;
| Warning for first offense (always)&lt;br /&gt;
| 5 Minutes AND confiscation of weapon&lt;br /&gt;
|- &lt;br /&gt;
| Unauthorized Weapon&lt;br /&gt;
| Possession of a weapon you are not authorized during a non-emergency situation, detailed as code levels in the &#039;&#039;Weapon Usage for Crew&#039;&#039; section above. As code levels decrease in threat, weapons should be stored appropriately and not kept on-person or in personal areas.&lt;br /&gt;
| Warning; confiscation of contraband items.&lt;br /&gt;
| 30 Minutes; confiscation of contraband items.&lt;br /&gt;
|- &lt;br /&gt;
| Assault&lt;br /&gt;
| To threaten or use physical force against someone without intent to kill. &lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Neglect of duty&lt;br /&gt;
| Failure to perform their role to an acceptable standard. For example, a Commander failing to properly organize and ensure his personnel are given orders.&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 25 minutes; Demotion/removal of command&lt;br /&gt;
|- &lt;br /&gt;
| Assault with a deadly weapon&lt;br /&gt;
| To threaten or use physical force against someone with a lethal weapon, such as a sidearm, blade, or rifle.&lt;br /&gt;
| 20 minutes&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
|- &lt;br /&gt;
| Manslaughter&lt;br /&gt;
| Killing someone &#039;&#039;without malicious intent&#039;&#039;.&lt;br /&gt;
| 20 minutes; Demotion&lt;br /&gt;
| 45 Minutes; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Murder or Unauthorized Execution&lt;br /&gt;
| Killing someone &#039;&#039;with malicious intent&#039;&#039;. Executions are only authorized with permission from and in the presence of the acting Commander.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Mutiny&lt;br /&gt;
| To attempt or succeed at overpowering or overthrowing a commanding officer.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Terrorist Collaboration&lt;br /&gt;
| To act as an enemy to the USCM or engage in acts that attempt to hurt or endanger the USCM.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Sexual assault&lt;br /&gt;
| To attempt to or succeed in the acts of assaulting another person sexually, including rape.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Conduct Unbecoming of an Officer&lt;br /&gt;
| Breaking any laws when you are an [[rank | officer]] will always result in this added to the penalty.  You are an officer and expected to act with dignity, honor, and respect at all times.&lt;br /&gt;
| Double Brig Time&lt;br /&gt;
| Double Brig Time; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Repeat Offender&lt;br /&gt;
| To repeat a previous crime you have been convicted or and released from.&lt;br /&gt;
| Double time (stacks with conduct unbecoming of an officer)&lt;br /&gt;
| Permanent Confinement&lt;br /&gt;
|- &lt;br /&gt;
| False Arrest&lt;br /&gt;
| To order the arrest of a Marine who is then found to be innocent.  Does NOT stack with Conduct Unbecoming of an Officer&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military Officers and military law enforcement agents are expected to use their best discretion when applying sentences and apprehending those who violate the above laws. Failure to do so will result in immediate contract termination at the discretion of Central Command military officials.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Apophis775</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=8507</id>
		<title>Marine Law</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=8507"/>
		<updated>2018-05-15T18:11:19Z</updated>

		<summary type="html">&lt;p&gt;Apophis775: /* Detainment and Brig Procedures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;United States Colonial Marines&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Uniform Code of Military Justice&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  The Commander of the USS Almayer and all its crew are not above UCMJ, Procedures, or Code of Conduct.  UCMJ also applies to all personnel who are in the vicinity of a USCM Operation or on board a ship.  The only exceptions are Diplomatically Immune Weyland-Yutani Executives (not including the on-board Liaison) and specially dispatched officials from High Command who have exception to authority for emergency matters.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Foreword=&lt;br /&gt;
The United States Colonial Marines Uniform Code of Military Justice is enforced by the Office of the Provost Marshal.  On ships and USCM colonies this duty falls to the Military Police and Chief MP.  They operate outside the authority of the command when enforcing the Law.  The Chief MP has the final say on law enforcement within his operational area, unless overseen by higher ranking members of the Provost Marshal.  Local Colonial Marshals are expected to fully co-operate with the Chief MPs and MPs when they are operating within their jurisdiction.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Arrest Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; If a suspect is injured or wounded, alert Medbay to have a doctor sent to the brig.  Unless the suspect&#039;s life is IMMEDIATELY in danger, they are to be brought to the Brig and treated there.&amp;lt;/small&amp;gt; &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Compliant Suspect (not resisting or running)===&lt;br /&gt;
# Verbally inform the suspect you are taking them into custody and the charge.&lt;br /&gt;
# Order the suspect to the ground.&lt;br /&gt;
# Handcuff the suspect.&lt;br /&gt;
# Bring the suspect to the Brig for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Non-Compliant Suspect (resisting or running)===&lt;br /&gt;
# Prepare a non-lethal method of neutralization&lt;br /&gt;
# Apply until they are no longer resisting&lt;br /&gt;
# Secure the suspect and Inform the suspect of their charge&lt;br /&gt;
# Bring the suspect to the brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Dangerous Suspect (has used a lethal weapon against law enforcement)===&lt;br /&gt;
# Ensure you have a non-lethal response prepared&lt;br /&gt;
# Engage the suspect and attempt to subdue them.  Minimize collateral damage.&lt;br /&gt;
#* If the suspect cannot be subdued with non-lethal force, the Chief MP or acting commander may authorize a lethal force response in extreme situations, primarily when Marine lives and/or the safety of the ship are at risk.&lt;br /&gt;
# Secure the suspect and any weapons they had and inform them of their charges.&lt;br /&gt;
# Bring the suspect to the Brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Search Procedure=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If you take an ID to get access somewhere for a search, you must ensure the ID gets back to them when you are finished (or with their belongings if they are detained&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Personnel==&lt;br /&gt;
# Inform the person you are conducting and of your intent (i.e. contraband, stolen items).&lt;br /&gt;
# If possible, conduct the search in the Brig or an isolated area so nothing is stolen.&lt;br /&gt;
# Begin the search and confiscate any illegal items.&lt;br /&gt;
## If they comply, you do not need to restrain them.&lt;br /&gt;
## If they resist, you may use non-lethal force to restrain them.&lt;br /&gt;
#If illegal items are found, follow Arrest and Brig procedures, otherwise release them.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Unsecured Area==&lt;br /&gt;
# Secure the area with Police Tape.  If none is available, have additional MPs help secure the area.&lt;br /&gt;
# Search any locations, lockers, crates, and personnel within the area, following the above rule for Personnel.&lt;br /&gt;
# Take any recovered illicit items to the brig and store them in the Evidence area for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Secured Area==&lt;br /&gt;
# Request someone responsible for the secured area to be present.&lt;br /&gt;
# Declare your intent and reason for the search.&lt;br /&gt;
# Request access from whoever is responsible for the area.  &lt;br /&gt;
## If the person responsible is the person you are investigating or the search is relative too, you may restrain them and use their ID temporarily for access.  Ensure an MP guards them.&lt;br /&gt;
## If no one is available, request either the CE or an MT to over-ride the door.  In a pinch, any combat engineer will do.  Ensure the area is re-secured after you leave.&lt;br /&gt;
# Search the area for whatever evidence or whatever you are expecting to find.&lt;br /&gt;
# Ensure that no unauthorized personnel other than the individuals executing the search enter.  Detain anyone unauthorized.&lt;br /&gt;
# Ensure nothing is stolen, and anything taken is relevant to the search.  This is not an excuse to loot.&lt;br /&gt;
# Anything taken in the search is to be brought the Brig and stored in Evidence for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Detainment and Brig Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If the prisoner is removed from his cell for ANY REASON the timer is PAUSED.  Time spent outside a cell does NOT count towards time being served for the crime, even if he is in medbay.  Also, Prisoners should NEVER be left with their ID on.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
# Inform the prisoner of the charge and set the timer&lt;br /&gt;
# Remove all equipment from the prisoner and place it into their locker.  Weapons may be secured in the Evidence Locker if you wish.&lt;br /&gt;
# Conduct a thorough search of all their belongings.&lt;br /&gt;
# Remove and store all their equipment inside a locker.  Dress them in an orange jumpsuit, boots, and give them a standard headset.  If they are abusing a headset, it may be removed.&lt;br /&gt;
# Buckle the prisoner to the bed.&lt;br /&gt;
# Flash the prisoner and remove their handcuffs.  If the prisoner is potentially a threat to themself or others, you may secure them with a straight jacket.&lt;br /&gt;
# Recover your handcuffs and any equipment and leave the cell.&lt;br /&gt;
# For the duration that there are prisoners in the Brig, the Chief MP or a regular MP must be in security AT ALL TIMES (unless it&#039;s an emergency).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Prisoner Rights=&lt;br /&gt;
The following is a list of basic rights the prisoners have.  They can NOT be denied, except in an extreme situation and only then with authorization from the Chief MP.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Medical Treatment===&lt;br /&gt;
All treatment must take place in the brig if possible.  If not, an MP may escort a prisoner to medbay for treatment.  The prisoner MUST have an orange jumpsuit and shoes, and will not be given their Radio or ID until they return.  Time spent in medical will NOT count against their sentence.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Access to a Radio===&lt;br /&gt;
Unless the prisoner has abused the radio, they are authorized their headset.  If any MP believes that it is being abused (including being used to co-ordinate a prison-break), this right can be denied.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Appeal Sentence in a timely manner===&lt;br /&gt;
The prisoner may request an appeal on his sentence from the Chief MP.  If the Chief MP is not available, he may appeal to the acting commander.  This right is rescinded during emergencies.  The Chief MP has the final say on all appeals, and can override the Commander if he feels it is in the best interest of the ship&#039;s safety.&lt;br /&gt;
====Appeals====&lt;br /&gt;
An appeal is primarily intended to determine guilt or innocence.  A Chief MP or Commander (if there is no Chief MP) is expected to review  the evidence of the suspects crimes, the report of the arresting officer, and the testimony of the suspect.  If the Chief MP concludes that the suspect is not guilty of a law violation, they are to be released.  If they are found to be guilty, then the punishment stands.  Under no circumstances may anyone be given a Pardon if there is evidence to show a crime was committed.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Protection from threats===&lt;br /&gt;
Prisoners must be kept safe, unharmed, and healthy during their confinement.  MPs must work to the best of their ability to ensure this.  Self-inflicting wounds will result in being straight-jacketed for the entire duration.  If the ship is at Red Alert, all MPs should return to the Brig to ensure the safety of prisoners.&lt;br /&gt;
====Release in the event of a catastrophe====&lt;br /&gt;
In the event of a Delta Alert (activation of self destruct) any prisoners may be released if the MPs believe that they will not be a threat to the crew.  A normal Red Alert, is not sufficient reason for a release unless the ship is being over-run by a large hostile force.  &amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; a small force of enemies on board is not &amp;quot;over-run by a large hostile force&amp;quot;.  You should ensure the prisoners are kept safe and alive as long as they are in your custody, and release them only if this becomes impossible to perform due to a large enemy force.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Execution Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;“The man who passes the sentence should swing the sword. If you would take a man&#039;s life, you owe it to him to look into his eyes and hear his final words. And if you cannot bear to do that, then perhaps the man does not deserve to die.”&amp;lt;br/&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
Executions of prisoners are authorized for crimes with execution as the maximum punishment.  Additionally, if the maximum amount of time to be served is greater than 1 hour, or for repeated offenders, the Chief MP or Acting Commander may request an execution.  Both must agree for an execution to be authorized.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Procedure===&lt;br /&gt;
# The Commander or Chief MP must make a ship-wide announcement from the CIC communication console informing the crew of the intent to execute the prisoner, why, and the execution method.  In a code Red or Code Delta situation, this procedure can be ignored.  (Example:  &amp;quot;I, Captain Erin Kowalski, hereby authorize the execution of Donald Cluwne on the charges of murder, assault, and damage to the ship.  He will be executed by firing squad in the briefing room.&amp;quot;)   Authorized methods of execution are either Firing Squad (handled by MPs) or Lethal Injection (handled by CMO).&lt;br /&gt;
# The Acting Commander OR Chief MP (whoever made the initial request) MUST be present at the execution.&lt;br /&gt;
# The Condemned MUST be given a chance to give any final words.  They may use a radio for this (even if their radio was taken for abuse).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Battlefield Execution===&lt;br /&gt;
The Commander of the Almayer as well as any Admirals dispatched from command hold the authority to perform a Battlefield Execution (Important: Only whitelisted Commanders have this authority, not anyone acting as a Commander).  They may kill any crew member under their command or any personnel on the ship without any warning or procedure if they feel they are a threat to the mission.  However, this authority does NOT extend to battlefield executing any members of the Military Police force or the Chief MP.  The Commander or Admiral MUST make an announcement explaining why the individual was executed and if the Chief MP or MPs have concerns, they may contact USCM High Command using the fax machine located in the brig to inquire if the execution was reasonable.  The announcement should happen at the earliest convenience.  (This is similar to the &amp;quot;Rule 0&amp;quot; rule which applies to admins, you are able to execute people as needed, however executing Military Police, CMPs, or not having a valid reason other than murderboning may result in removal from the whitelist).&amp;lt;br/&amp;gt;&lt;br /&gt;
This power can not be used on any prisoners who have been detained or are under the protection of the Military Police.&amp;lt;br/&amp;gt;&lt;br /&gt;
The Commander is forbidden from participating in the execution of prisoners other than being an observer.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Incompetent Command=&lt;br /&gt;
As Military Police you are expected to enforce the Law and Procedures upon all members of the crew.  If the Commander, XO, or any command staff are in violation of UCMJ at any time, the Chief MP is authorized to remove them from command permanently and replace them with whoever is next in the Chain of Command.  However, this requires confirmation from Central Command before it is enacted (you can use the fax machine in the Chief MPs office).&lt;br /&gt;
If they are not going to be removed from command permanently, they can instead be placed into the brig to server their sentence and the next in command takes temporary command.  Central Command does not need to approve these cases and only needs to be alerted.  However, visiting executives and Admirals are NOT bound by this and can only be removed with Central Command approval.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Special Provisions=&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Mutinies===&lt;br /&gt;
Military Police are strictly forbidden from participating in mutinies against the legitimate Command staff.  If you are made aware of a mutiny, you must take all necessary actions to prevent it and protect the legal Command Staff.  If, the Chief MP believes that the legal command staff is unable to perform their duties for any reason, the Chief MP may contact Central Command for permission to relieve them of command and replace them with the next officer in the Chain of Command (using the fax machine in the Chief MP office).  If a Chief MP is not available, a consensus between the MPs can result in the same situation.  Mutinies are unlawful, however, and MPs must do everything in their power to prevent and suppress a Mutiny.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Command Requested Arrests===&lt;br /&gt;
If the Commander, Acting Commander, or a Staff Officer requests a marine to be arrested for a crime, you MUST arrest said marine.  You may hold the marine for a maximum of 10 minutes while evidence is gathered.  If the marine is proven innocent in the end, the requesting officer may be held liable for a False Arrest charge.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Crew Authorized Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Code Green&#039;&#039;&#039; - Authorized Weapons may be carried by deploying marines (any standard issue weapon or weapon ordered from requisitions), security (non-lethals only) and the Acting Commander (a special issue Mateba).  Other officers (the XO, Staff Officers, Chief Engineer, and Requisition Officer) are authorized either a M44 Combat Revolver or M4A3 Service Pistol as a sidearm.  If you have a weapon, you must keep it holstered at all times while on board the ship.  This applies to Deploying Marines as well.&lt;br /&gt;
*&#039;&#039;&#039;Code Blue&#039;&#039;&#039; - All crew (not visitors, refugees, or prisoners) are authorized pistols.  Unless there is an immediate threat, only Law Enforcement may have weapons unholstered.&lt;br /&gt;
*&#039;&#039;&#039;Code Red&#039;&#039;&#039; - No Weapon Restrictions (Except as explained in the Rules)&lt;br /&gt;
Exceptions: If you or someone you are responsible for are in immediate, life-threatening danger and the appropriate code-level has not been set.  (Note: Meta-gaming rules still apply and over-ride the exception)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Current Marine Laws=&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; It is the duty of the arresting marine, to determine the punishment, ranging from the Minimum to Maximum.  It is reccomended to make the severity of the punishment meet the crime and to minimize excessive punishments.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;EXCESSIVE TIME:&#039;&#039;&#039; If the total punishment is to exceed 60 minutes, the Chief MP can give special permission for permanent confinement, no matter the crime.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;  class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Charge&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! Minimum Punishment&lt;br /&gt;
! Maximum Punishment&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;sortable&amp;quot; | Disrespect to a superior&lt;br /&gt;
| Using offensive names, disobeying orders, or being directly disrespectful to someone of a higher rank or position.  Each offense stacks.  Punishment time is per offense.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Hooliganism&lt;br /&gt;
| Behavior that is generally disruptive to the ship and crew that classifies as low level shenanigans not deserving of more severe punishment.  Things such as slipping people with soap/water, excessive window knocking, and force-feeding other marines.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Improper Uniform&lt;br /&gt;
| Moving around the ship outside the Cryo/Cafeteria/Preparation areas without proper military uniform for your job during non-emergency situations.  Marines should always be wearing their uniform, boots, and armor at a minimum.  Regular crew should be wearing their uniform and boots/shoes without armor unless there is a direct threat.  MPs should not have riot armor except in riot situations.  Any headgear should be your properly assigned headgear or an approved military alternative.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Disorderly Conduct&lt;br /&gt;
| Directly and intentionally disrupting primary operations of the ship.  Fighting in the RO line, disrupting the briefing, or inciting rioting/mutiny. &lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Insubordination&lt;br /&gt;
| Failing to follow a lawful order from someone of a superior rank or position.&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Unsecured Equipment&lt;br /&gt;
| Failing to ensure your equipment for your department is properly secured.  Leaving unattended equipment is unsafe and illegal.  You may distribute equipment outside your department if you are giving it to a specific individual and not leaving it on the floor unattended.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Drinking on Duty&lt;br /&gt;
| Consumption of any alcohol or inhibiting chemicals during a military operation or while on active duty.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Damage to Government Property&lt;br /&gt;
| Damaging the ship or making any unauthorized modifications to it during peacetime.To get authorization, confirm with the department head the change falls under, the Chief Engineer, and the current commander.&lt;br /&gt;
| Return ship to it&#039;s exact previous state.&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Resisting Arrest&lt;br /&gt;
| To resist a lawful arrest by a Military Police officer (most people run, be fair).&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Interfering with an arrest&lt;br /&gt;
| To disrupt or interfere with a lawful arrest.&lt;br /&gt;
| Same punishment as accused&lt;br /&gt;
| Same punishment as accused&lt;br /&gt;
|- &lt;br /&gt;
| Jailbreak/Escape&lt;br /&gt;
| To escape, attempt escape, or be broken out.&lt;br /&gt;
| Double initial time is applied to all involved&lt;br /&gt;
| Permanent Confinement&lt;br /&gt;
|- &lt;br /&gt;
| Trespassing&lt;br /&gt;
| Unauthorized access of an area restricted by Command personnel or an area which a person does not have access to.&lt;br /&gt;
| 5 Minutes &lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Contraband&lt;br /&gt;
| To retain possession of, distribute, or use contraband items, including drugs and non-standard issued equipment.&lt;br /&gt;
| 10 minutes; confiscation of contraband items&lt;br /&gt;
| 30 minutes; confiscation of contraband items&lt;br /&gt;
|- &lt;br /&gt;
| Theft&lt;br /&gt;
| To retain possession of items belonging to another marine.&lt;br /&gt;
| 10 minutes; item returned to owner&lt;br /&gt;
| 45 minutes; item returned to owner&lt;br /&gt;
|- &lt;br /&gt;
| Drug Use&lt;br /&gt;
| Consuming either space drugs or medical compounds not authorized for distribution.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Drug Distribution&lt;br /&gt;
| Distribution of non-medicinal drugs (space-drugs, hallucinogens, alcohol) are never authorized.  This includes being mixed with medical drugs. &lt;br /&gt;
| 30 minutes; demotion from chemical access&lt;br /&gt;
| Permabrig&lt;br /&gt;
|- &lt;br /&gt;
| Practicing Medicine without a License&lt;br /&gt;
| Only authorized medical personnel should be performing treatments beyond bandages, ointments, or a tricordrazine autoinjector.  Any personnel not licensed who distribute medication for consumption or administer medication are considered practicing without a license.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Medication Distribution&lt;br /&gt;
| Medication can only be distributed to trained medical personnel.  Any distributions other than basic medications (found in labeled vendor pill bottles or autoinjectors) must be authorized on a case-by-case basis in written form signed by either the CMO or the Acting Commander.  Combination medications (more than one medication in a pill or bottle) may never be distributed to anyone below a Doctor.  &lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes ; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Combat Stimulants&lt;br /&gt;
| Combat Stimulants are illegal within all USCM territories.  Distribution for specific chemicals may only be authorized by a signature from both the Acting Commander and the Chief Medical Officer.&lt;br /&gt;
| 30 minutes&lt;br /&gt;
| Permabrig&lt;br /&gt;
|- &lt;br /&gt;
| Drunk on Duty&lt;br /&gt;
| This only applies to the Military side of USCM: Excessive drinking resulting in becoming drunk planetside, or while serving aboard the ship as a general crew member to the point you are unable to communicate properly or perform your job.&lt;br /&gt;
| Until Sober&lt;br /&gt;
| Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Drunk and Disorderly&lt;br /&gt;
| This only applies to Civilian jobs and Survivors:  Excessive drinking resulting in either being unable to communicate and perform your job correctly, or belligerent behavior&lt;br /&gt;
| Until Sober&lt;br /&gt;
| Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Operating Heavy Machinery while intoxicated&lt;br /&gt;
| It is unlawful for anyone to operate any heavy machinery or equipment while intoxicated.  This includes Dropships, Powerloaders, Autodocs, Cryotubes, Cargo elevators, and Cargo Tugs.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Minor Weapon Violation&lt;br /&gt;
| Improper operation or conduct with a weapon you are authorized with during green or blue alert.  This includes walking around with weapons un-holstered or discharging weapons during non-emergencies.&lt;br /&gt;
| Warning for first offense (always)&lt;br /&gt;
| 5 Minutes AND confiscation of weapon&lt;br /&gt;
|- &lt;br /&gt;
| Unauthorized Weapon&lt;br /&gt;
| Possession of a weapon you are not authorized during a non-emergency situation, detailed as code levels in the &#039;&#039;Weapon Usage for Crew&#039;&#039; section above. As code levels decrease in threat, weapons should be stored appropriately and not kept on-person or in personal areas.&lt;br /&gt;
| Warning; confiscation of contraband items.&lt;br /&gt;
| 30 Minutes; confiscation of contraband items.&lt;br /&gt;
|- &lt;br /&gt;
| Assault&lt;br /&gt;
| To threaten or use physical force against someone without intent to kill. &lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Neglect of duty&lt;br /&gt;
| Failure to perform their role to an acceptable standard. For example, a Commander failing to properly organize and ensure his personnel are given orders.&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 25 minutes; Demotion/removal of command&lt;br /&gt;
|- &lt;br /&gt;
| Assault with a deadly weapon&lt;br /&gt;
| To threaten or use physical force against someone with a lethal weapon, such as a sidearm, blade, or rifle.&lt;br /&gt;
| 20 minutes&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
|- &lt;br /&gt;
| Manslaughter&lt;br /&gt;
| Killing someone &#039;&#039;without malicious intent&#039;&#039;.&lt;br /&gt;
| 20 minutes; Demotion&lt;br /&gt;
| 45 Minutes; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Murder or Unauthorized Execution&lt;br /&gt;
| Killing someone &#039;&#039;with malicious intent&#039;&#039;. Executions are only authorized with permission from and in the presence of the acting Commander.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Mutiny&lt;br /&gt;
| To attempt or succeed at overpowering or overthrowing a commanding officer.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Terrorist Collaboration&lt;br /&gt;
| To act as an enemy to the USCM or engage in acts that attempt to hurt or endanger the USCM.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Sexual assault&lt;br /&gt;
| To attempt to or succeed in the acts of assaulting another person sexually, including rape.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Conduct Unbecoming of an Officer&lt;br /&gt;
| Breaking any laws when you are an [[rank | officer]] will always result in this added to the penalty.  You are an officer and expected to act with dignity, honor, and respect at all times.&lt;br /&gt;
| Double Brig Time&lt;br /&gt;
| Double Brig Time; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Repeat Offender&lt;br /&gt;
| To repeat a previous crime you have been convicted or and released from.&lt;br /&gt;
| Double time (stacks with conduct unbecoming of an officer)&lt;br /&gt;
| Permanent Confinement&lt;br /&gt;
|- &lt;br /&gt;
| False Arrest&lt;br /&gt;
| To order the arrest of a Marine who is then found to be innocent.  Does NOT stack with Conduct Unbecoming of an Officer&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military Officers and military law enforcement agents are expected to use their best discretion when applying sentences and apprehending those who violate the above laws. Failure to do so will result in immediate contract termination at the discretion of Central Command military officials.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Apophis775</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=8181</id>
		<title>Marine Law</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=8181"/>
		<updated>2018-04-24T00:05:46Z</updated>

		<summary type="html">&lt;p&gt;Apophis775: /* Execution Procedures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;United States Colonial Marines&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Uniform Code of Military Justice&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  The Commander of the USS Almayer and all its crew are not above UCMJ, Procedures, or Code of Conduct.  UCMJ also applies to all personnel who are in the vicinity of a USCM Operation or on board a ship.  The only exceptions are Diplomatically Immune Weyland-Yutani Executives (not including the on-board Liaison) and specially dispatched officials from High Command who have exception to authority for emergency matters.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Foreword=&lt;br /&gt;
The United States Colonial Marines Uniform Code of Military Justice is enforced by the Office of the Provost Marshal.  On ships and USCM colonies this duty falls to the Military Police and Chief MP.  They operate outside the authority of the command when enforcing the Law.  The Chief MP has the final say on law enforcement within his operational area, unless overseen by higher ranking members of the Provost Marshal.  Local Colonial Marshals are expected to fully co-operate with the Chief MPs and MPs when they are operating within their jurisdiction.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Arrest Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; If a suspect is injured or wounded, alert Medbay to have a doctor sent to the brig.  Unless the suspect&#039;s life is IMMEDIATELY in danger, they are to be brought to the Brig and treated there.&amp;lt;/small&amp;gt; &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Compliant Suspect (not resisting or running)===&lt;br /&gt;
# Verbally inform the suspect you are taking them into custody and the charge.&lt;br /&gt;
# Order the suspect to the ground.&lt;br /&gt;
# Handcuff the suspect.&lt;br /&gt;
# Bring the suspect to the Brig for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Non-Compliant Suspect (resisting or running)===&lt;br /&gt;
# Prepare a non-lethal method of neutralization&lt;br /&gt;
# Apply until they are no longer resisting&lt;br /&gt;
# Secure the suspect and Inform the suspect of their charge&lt;br /&gt;
# Bring the suspect to the brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Dangerous Suspect (has used a lethal weapon against law enforcement)===&lt;br /&gt;
# Ensure you have a non-lethal response prepared&lt;br /&gt;
# Engage the suspect and attempt to subdue them.  Minimize collateral damage.&lt;br /&gt;
#* If the suspect cannot be subdued with non-lethal force, the Chief MP or acting commander may authorize a lethal force response in extreme situations, primarily when Marine lives and/or the safety of the ship are at risk.&lt;br /&gt;
# Secure the suspect and any weapons they had and inform them of their charges.&lt;br /&gt;
# Bring the suspect to the Brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Search Procedure=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If you take an ID to get access somewhere for a search, you must ensure the ID gets back to them when you are finished (or with their belongings if they are detained&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Personnel==&lt;br /&gt;
# Inform the person you are conducting and of your intent (i.e. contraband, stolen items).&lt;br /&gt;
# If possible, conduct the search in the Brig or an isolated area so nothing is stolen.&lt;br /&gt;
# Begin the search and confiscate any illegal items.&lt;br /&gt;
## If they comply, you do not need to restrain them.&lt;br /&gt;
## If they resist, you may use non-lethal force to restrain them.&lt;br /&gt;
#If illegal items are found, follow Arrest and Brig procedures, otherwise release them.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Unsecured Area==&lt;br /&gt;
# Secure the area with Police Tape.  If none is available, have additional MPs help secure the area.&lt;br /&gt;
# Search any locations, lockers, crates, and personnel within the area, following the above rule for Personnel.&lt;br /&gt;
# Take any recovered illicit items to the brig and store them in the Evidence area for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Secured Area==&lt;br /&gt;
# Request someone responsible for the secured area to be present.&lt;br /&gt;
# Declare your intent and reason for the search.&lt;br /&gt;
# Request access from whoever is responsible for the area.  &lt;br /&gt;
## If the person responsible is the person you are investigating or the search is relative too, you may restrain them and use their ID temporarily for access.  Ensure an MP guards them.&lt;br /&gt;
## If no one is available, request either the CE or an MT to over-ride the door.  In a pinch, any combat engineer will do.  Ensure the area is re-secured after you leave.&lt;br /&gt;
# Search the area for whatever evidence or whatever you are expecting to find.&lt;br /&gt;
# Ensure that no unauthorized personnel other than the individuals executing the search enter.  Detain anyone unauthorized.&lt;br /&gt;
# Ensure nothing is stolen, and anything taken is relevant to the search.  This is not an excuse to loot.&lt;br /&gt;
# Anything taken in the search is to be brought the Brig and stored in Evidence for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Detainment and Brig Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If the prisoner is removed from his cell for ANY REASON the timer is PAUSED.  Time spent outside a cell does NOT count towards time being served for the crime, even if he is in medbay.  Also, Prisoners should NEVER be left with their ID on.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
# Inform the prisoner of the charge and set the timer&lt;br /&gt;
# Remove all equipment from the prisoner and place it into their locker.  Weapons may be secured in the MP armory if you wish.&lt;br /&gt;
# Conduct a thorough search of all their belongings.&lt;br /&gt;
# Remove and store all their equipment inside a locker.  Dress them in an orange jumpsuit, boots, and give them a standard headset.  If they are abusing a headset, it may be removed.&lt;br /&gt;
# Buckle the prisoner to the bed.&lt;br /&gt;
# Flash the prisoner and remove their handcuffs.  If the prisoner is potentially a threat to themself or others, you may secure them with a straight jacket.&lt;br /&gt;
# Recover your handcuffs and any equipment and leave the cell.&lt;br /&gt;
# For the duration that there are prisoners in the Brig, the Chief MP or a regular MP must be in security AT ALL TIMES (unless it&#039;s an emergency).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Prisoner Rights=&lt;br /&gt;
The following is a list of basic rights the prisoners have.  They can NOT be denied, except in an extreme situation and only then with authorization from the Chief MP.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Medical Treatment===&lt;br /&gt;
All treatment must take place in the brig if possible.  If not, an MP may escort a prisoner to medbay for treatment.  The prisoner MUST have an orange jumpsuit and shoes, and will not be given their Radio or ID until they return.  Time spent in medical will NOT count against their sentence.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Access to a Radio===&lt;br /&gt;
Unless the prisoner has abused the radio, they are authorized their headset.  If any MP believes that it is being abused (including being used to co-ordinate a prison-break), this right can be denied.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Appeal Sentence in a timely manner===&lt;br /&gt;
The prisoner may request an appeal on his sentence from the Chief MP.  If the Chief MP is not available, he may appeal to the acting commander.  This right is rescinded during emergencies.  The Chief MP has the final say on all appeals, and can override the Commander if he feels it is in the best interest of the ship&#039;s safety.&lt;br /&gt;
====Appeals====&lt;br /&gt;
An appeal is primarily intended to determine guilt or innocence.  A Chief MP or Commander (if there is no Chief MP) is expected to review  the evidence of the suspects crimes, the report of the arresting officer, and the testimony of the suspect.  If the Chief MP concludes that the suspect is not guilty of a law violation, they are to be released.  If they are found to be guilty, then the punishment stands.  Under no circumstances may anyone be given a Pardon if there is evidence to show a crime was committed.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Protection from threats===&lt;br /&gt;
Prisoners must be kept safe, unharmed, and healthy during their confinement.  MPs must work to the best of their ability to ensure this.  Self-inflicting wounds will result in being straight-jacketed for the entire duration.  If the ship is at Red Alert, all MPs should return to the Brig to ensure the safety of prisoners.&lt;br /&gt;
====Release in the event of a catastrophe====&lt;br /&gt;
In the event of a Delta Alert (activation of self destruct) any prisoners may be released if the MPs believe that they will not be a threat to the crew.  A normal Red Alert, is not sufficient reason for a release unless the ship is being over-run by a large hostile force.  &amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; a small force of enemies on board is not &amp;quot;over-run by a large hostile force&amp;quot;.  You should ensure the prisoners are kept safe and alive as long as they are in your custody, and release them only if this becomes impossible to perform due to a large enemy force.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Execution Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;“The man who passes the sentence should swing the sword. If you would take a man&#039;s life, you owe it to him to look into his eyes and hear his final words. And if you cannot bear to do that, then perhaps the man does not deserve to die.”&amp;lt;br/&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
Executions of prisoners are authorized for crimes with execution as the maximum punishment.  Additionally, if the maximum amount of time to be served is greater than 1 hour, or for repeated offenders, the Chief MP or Acting Commander may request an execution.  Both must agree for an execution to be authorized.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Procedure===&lt;br /&gt;
# The Commander or Chief MP must make a ship-wide announcement from the CIC communication console informing the crew of the intent to execute the prisoner, why, and the execution method.  In a code Red or Code Delta situation, this procedure can be ignored.  (Example:  &amp;quot;I, Captain Erin Kowalski, hereby authorize the execution of Donald Cluwne on the charges of murder, assault, and damage to the ship.  He will be executed by firing squad in the briefing room.&amp;quot;)   Authorized methods of execution are either Firing Squad (handled by MPs) or Lethal Injection (handled by CMO).&lt;br /&gt;
# The Acting Commander OR Chief MP (whoever made the initial request) MUST be present at the execution.&lt;br /&gt;
# The Condemned MUST be given a chance to give any final words.  They may use a radio for this (even if their radio was taken for abuse).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Battlefield Execution===&lt;br /&gt;
The Commander of the Almayer as well as any Admirals dispatched from command hold the authority to perform a Battlefield Execution (Important: Only whitelisted Commanders have this authority, not anyone acting as a Commander).  They may kill any crew member under their command or any personnel on the ship without any warning or procedure if they feel they are a threat to the mission.  However, this authority does NOT extend to battlefield executing any members of the Military Police force or the Chief MP.  The Commander or Admiral MUST make an announcement explaining why the individual was executed and if the Chief MP or MPs have concerns, they may contact USCM High Command using the fax machine located in the brig to inquire if the execution was reasonable.  The announcement should happen at the earliest convenience.  (This is similar to the &amp;quot;Rule 0&amp;quot; rule which applies to admins, you are able to execute people as needed, however executing Military Police, CMPs, or not having a valid reason other than murderboning may result in removal from the whitelist).&amp;lt;br/&amp;gt;&lt;br /&gt;
This power can not be used on any prisoners who have been detained or are under the protection of the Military Police.&amp;lt;br/&amp;gt;&lt;br /&gt;
The Commander is forbidden from participating in the execution of prisoners other than being an observer.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Incompetent Command=&lt;br /&gt;
As Military Police you are expected to enforce the Law and Procedures upon all members of the crew.  If the Commander, XO, or any command staff are in violation of UCMJ at any time, the Chief MP is authorized to remove them from command permanently and replace them with whoever is next in the Chain of Command.  However, this requires confirmation from Central Command before it is enacted (you can use the fax machine in the Chief MPs office).&lt;br /&gt;
If they are not going to be removed from command permanently, they can instead be placed into the brig to server their sentence and the next in command takes temporary command.  Central Command does not need to approve these cases and only needs to be alerted.  However, visiting executives and Admirals are NOT bound by this and can only be removed with Central Command approval.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Special Provisions=&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Mutinies===&lt;br /&gt;
Military Police are strictly forbidden from participating in mutinies against the legitimate Command staff.  If you are made aware of a mutiny, you must take all necessary actions to prevent it and protect the legal Command Staff.  If, the Chief MP believes that the legal command staff is unable to perform their duties for any reason, the Chief MP may contact Central Command for permission to relieve them of command and replace them with the next officer in the Chain of Command (using the fax machine in the Chief MP office).  If a Chief MP is not available, a consensus between the MPs can result in the same situation.  Mutinies are unlawful, however, and MPs must do everything in their power to prevent and suppress a Mutiny.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Command Requested Arrests===&lt;br /&gt;
If the Commander, Acting Commander, or a Staff Officer requests a marine to be arrested for a crime, you MUST arrest said marine.  You may hold the marine for a maximum of 10 minutes while evidence is gathered.  If the marine is proven innocent in the end, the requesting officer may be held liable for a False Arrest charge.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Crew Authorized Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Code Green&#039;&#039;&#039; - Authorized Weapons may be carried by deploying marines (any standard issue weapon or weapon ordered from requisitions), security (non-lethals only) and the Acting Commander (a special issue Mateba).  Other officers (the XO, Staff Officers, Chief Engineer, and Requisition Officer) are authorized either a M44 Combat Revolver or M4A3 Service Pistol as a sidearm.  If you have a weapon, you must keep it holstered at all times while on board the ship.  This applies to Deploying Marines as well.&lt;br /&gt;
*&#039;&#039;&#039;Code Blue&#039;&#039;&#039; - All crew (not visitors, refugees, or prisoners) are authorized pistols.  Unless there is an immediate threat, only Law Enforcement may have weapons unholstered.&lt;br /&gt;
*&#039;&#039;&#039;Code Red&#039;&#039;&#039; - No Weapon Restrictions (Except as explained in the Rules)&lt;br /&gt;
Exceptions: If you or someone you are responsible for are in immediate, life-threatening danger and the appropriate code-level has not been set.  (Note: Meta-gaming rules still apply and over-ride the exception)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Current Marine Laws=&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; It is the duty of the arresting marine, to determine the punishment, ranging from the Minimum to Maximum.  It is reccomended to make the severity of the punishment meet the crime and to minimize excessive punishments.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;EXCESSIVE TIME:&#039;&#039;&#039; If the total punishment is to exceed 60 minutes, the Chief MP can give special permission for permanent confinement, no matter the crime.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;  class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Charge&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! Minimum Punishment&lt;br /&gt;
! Maximum Punishment&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;sortable&amp;quot; | Disrespect to a superior&lt;br /&gt;
| Using offensive names, disobeying orders, or being directly disrespectful to someone of a higher rank or position.  Each offense stacks.  Punishment time is per offense.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Hooliganism&lt;br /&gt;
| Behavior that is generally disruptive to the ship and crew that classifies as low level shenanigans not deserving of more severe punishment.  Things such as slipping people with soap/water, excessive window knocking, and force-feeding other marines.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Improper Uniform&lt;br /&gt;
| Moving around the ship outside the Cryo/Cafeteria/Preparation areas without proper military uniform for your job during non-emergency situations.  Marines should always be wearing their uniform, boots, and armor at a minimum.  Regular crew should be wearing their uniform and boots/shoes without armor unless there is a direct threat.  MPs should not have riot armor except in riot situations.  Any headgear should be your properly assigned headgear or an approved military alternative.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Disorderly Conduct&lt;br /&gt;
| Directly and intentionally disrupting primary operations of the ship.  Fighting in the RO line, disrupting the briefing, or inciting rioting/mutiny. &lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Insubordination&lt;br /&gt;
| Failing to follow a lawful order from someone of a superior rank or position.&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Unsecured Equipment&lt;br /&gt;
| Failing to ensure your equipment for your department is properly secured.  Leaving unattended equipment is unsafe and illegal.  You may distribute equipment outside your department if you are giving it to a specific individual and not leaving it on the floor unattended.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Drinking on Duty&lt;br /&gt;
| Consumption of any alcohol or inhibiting chemicals during a military operation or while on active duty.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Damage to Government Property&lt;br /&gt;
| Damaging the ship or making any unauthorized modifications to it during peacetime.To get authorization, confirm with the department head the change falls under, the Chief Engineer, and the current commander.&lt;br /&gt;
| Return ship to it&#039;s exact previous state.&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Resisting Arrest&lt;br /&gt;
| To resist a lawful arrest by a Military Police officer (most people run, be fair).&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Interfering with an arrest&lt;br /&gt;
| To disrupt or interfere with a lawful arrest.&lt;br /&gt;
| Same punishment as accused&lt;br /&gt;
| Same punishment as accused&lt;br /&gt;
|- &lt;br /&gt;
| Jailbreak/Escape&lt;br /&gt;
| To escape, attempt escape, or be broken out.&lt;br /&gt;
| Double initial time is applied to all involved&lt;br /&gt;
| Permanent Confinement&lt;br /&gt;
|- &lt;br /&gt;
| Trespassing&lt;br /&gt;
| Unauthorized access of an area restricted by Command personnel or an area which a person does not have access to.&lt;br /&gt;
| 5 Minutes &lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Contraband&lt;br /&gt;
| To retain possession of, distribute, or use contraband items, including drugs and non-standard issued equipment.&lt;br /&gt;
| 10 minutes; confiscation of contraband items&lt;br /&gt;
| 30 minutes; confiscation of contraband items&lt;br /&gt;
|- &lt;br /&gt;
| Theft&lt;br /&gt;
| To retain possession of items belonging to another marine.&lt;br /&gt;
| 10 minutes; item returned to owner&lt;br /&gt;
| 45 minutes; item returned to owner&lt;br /&gt;
|- &lt;br /&gt;
| Drug Use&lt;br /&gt;
| Consuming either space drugs or medical compounds not authorized for distribution.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Drug Distribution&lt;br /&gt;
| Distribution of non-medicinal drugs (space-drugs, hallucinogens, alcohol) are never authorized.  This includes being mixed with medical drugs. &lt;br /&gt;
| 30 minutes; demotion from chemical access&lt;br /&gt;
| Permabrig&lt;br /&gt;
|- &lt;br /&gt;
| Practicing Medicine without a License&lt;br /&gt;
| Only authorized medical personnel should be performing treatments beyond bandages, ointments, or a tricordrazine autoinjector.  Any personnel not licensed who distribute medication for consumption or administer medication are considered practicing without a license.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Medication Distribution&lt;br /&gt;
| Medication can only be distributed to trained medical personnel.  Any distributions other than basic medications (found in labeled vendor pill bottles or autoinjectors) must be authorized on a case-by-case basis in written form signed by either the CMO or the Acting Commander.  Combination medications (more than one medication in a pill or bottle) may never be distributed to anyone below a Doctor.  &lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes ; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Combat Stimulants&lt;br /&gt;
| Combat Stimulants are illegal within all USCM territories.  Distribution for specific chemicals may only be authorized by a signature from both the Acting Commander and the Chief Medical Officer.&lt;br /&gt;
| 30 minutes&lt;br /&gt;
| Permabrig&lt;br /&gt;
|- &lt;br /&gt;
| Drunk on Duty&lt;br /&gt;
| This only applies to the Military side of USCM: Excessive drinking resulting in becoming drunk planetside, or while serving aboard the ship as a general crew member to the point you are unable to communicate properly or perform your job.&lt;br /&gt;
| Until Sober&lt;br /&gt;
| Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Drunk and Disorderly&lt;br /&gt;
| This only applies to Civilian jobs and Survivors:  Excessive drinking resulting in either being unable to communicate and perform your job correctly, or belligerent behavior&lt;br /&gt;
| Until Sober&lt;br /&gt;
| Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Operating Heavy Machinery while intoxicated&lt;br /&gt;
| It is unlawful for anyone to operate any heavy machinery or equipment while intoxicated.  This includes Dropships, Powerloaders, Autodocs, Cryotubes, Cargo elevators, and Cargo Tugs.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Minor Weapon Violation&lt;br /&gt;
| Improper operation or conduct with a weapon you are authorized with during green or blue alert.  This includes walking around with weapons un-holstered or discharging weapons during non-emergencies.&lt;br /&gt;
| Warning for first offense (always)&lt;br /&gt;
| 5 Minutes AND confiscation of weapon&lt;br /&gt;
|- &lt;br /&gt;
| Unauthorized Weapon&lt;br /&gt;
| Possession of a weapon you are not authorized during a non-emergency situation, detailed as code levels in the &#039;&#039;Weapon Usage for Crew&#039;&#039; section above. As code levels decrease in threat, weapons should be stored appropriately and not kept on-person or in personal areas.&lt;br /&gt;
| Warning; confiscation of contraband items.&lt;br /&gt;
| 30 Minutes; confiscation of contraband items.&lt;br /&gt;
|- &lt;br /&gt;
| Assault&lt;br /&gt;
| To threaten or use physical force against someone without intent to kill. &lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Neglect of duty&lt;br /&gt;
| Failure to perform their role to an acceptable standard. For example, a Commander failing to properly organize and ensure his personnel are given orders.&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 25 minutes; Demotion/removal of command&lt;br /&gt;
|- &lt;br /&gt;
| Assault with a deadly weapon&lt;br /&gt;
| To threaten or use physical force against someone with a lethal weapon, such as a sidearm, blade, or rifle.&lt;br /&gt;
| 20 minutes&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
|- &lt;br /&gt;
| Manslaughter&lt;br /&gt;
| Killing someone &#039;&#039;without malicious intent&#039;&#039;.&lt;br /&gt;
| 20 minutes; Demotion&lt;br /&gt;
| 45 Minutes; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Murder or Unauthorized Execution&lt;br /&gt;
| Killing someone &#039;&#039;with malicious intent&#039;&#039;. Executions are only authorized with permission from and in the presence of the acting Commander.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Mutiny&lt;br /&gt;
| To attempt or succeed at overpowering or overthrowing a commanding officer.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Terrorist Collaboration&lt;br /&gt;
| To act as an enemy to the USCM or engage in acts that attempt to hurt or endanger the USCM.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Sexual assault&lt;br /&gt;
| To attempt to or succeed in the acts of assaulting another person sexually, including rape.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Conduct Unbecoming of an Officer&lt;br /&gt;
| Breaking any laws when you are an [[rank | officer]] will always result in this added to the penalty.  You are an officer and expected to act with dignity, honor, and respect at all times.&lt;br /&gt;
| Double Brig Time&lt;br /&gt;
| Double Brig Time; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Repeat Offender&lt;br /&gt;
| To repeat a previous crime you have been convicted or and released from.&lt;br /&gt;
| Double time (stacks with conduct unbecoming of an officer)&lt;br /&gt;
| Permanent Confinement&lt;br /&gt;
|- &lt;br /&gt;
| False Arrest&lt;br /&gt;
| To order the arrest of a Marine who is then found to be innocent.  Does NOT stack with Conduct Unbecoming of an Officer&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military Officers and military law enforcement agents are expected to use their best discretion when applying sentences and apprehending those who violate the above laws. Failure to do so will result in immediate contract termination at the discretion of Central Command military officials.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Apophis775</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=8180</id>
		<title>Marine Law</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=8180"/>
		<updated>2018-04-23T18:41:01Z</updated>

		<summary type="html">&lt;p&gt;Apophis775: /* Battlefield Execution */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;United States Colonial Marines&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Uniform Code of Military Justice&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  The Commander of the USS Almayer and all its crew are not above UCMJ, Procedures, or Code of Conduct.  UCMJ also applies to all personnel who are in the vicinity of a USCM Operation or on board a ship.  The only exceptions are Diplomatically Immune Weyland-Yutani Executives (not including the on-board Liaison) and specially dispatched officials from High Command who have exception to authority for emergency matters.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Foreword=&lt;br /&gt;
The United States Colonial Marines Uniform Code of Military Justice is enforced by the Office of the Provost Marshal.  On ships and USCM colonies this duty falls to the Military Police and Chief MP.  They operate outside the authority of the command when enforcing the Law.  The Chief MP has the final say on law enforcement within his operational area, unless overseen by higher ranking members of the Provost Marshal.  Local Colonial Marshals are expected to fully co-operate with the Chief MPs and MPs when they are operating within their jurisdiction.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Arrest Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; If a suspect is injured or wounded, alert Medbay to have a doctor sent to the brig.  Unless the suspect&#039;s life is IMMEDIATELY in danger, they are to be brought to the Brig and treated there.&amp;lt;/small&amp;gt; &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Compliant Suspect (not resisting or running)===&lt;br /&gt;
# Verbally inform the suspect you are taking them into custody and the charge.&lt;br /&gt;
# Order the suspect to the ground.&lt;br /&gt;
# Handcuff the suspect.&lt;br /&gt;
# Bring the suspect to the Brig for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Non-Compliant Suspect (resisting or running)===&lt;br /&gt;
# Prepare a non-lethal method of neutralization&lt;br /&gt;
# Apply until they are no longer resisting&lt;br /&gt;
# Secure the suspect and Inform the suspect of their charge&lt;br /&gt;
# Bring the suspect to the brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Dangerous Suspect (has used a lethal weapon against law enforcement)===&lt;br /&gt;
# Ensure you have a non-lethal response prepared&lt;br /&gt;
# Engage the suspect and attempt to subdue them.  Minimize collateral damage.&lt;br /&gt;
#* If the suspect cannot be subdued with non-lethal force, the Chief MP or acting commander may authorize a lethal force response in extreme situations, primarily when Marine lives and/or the safety of the ship are at risk.&lt;br /&gt;
# Secure the suspect and any weapons they had and inform them of their charges.&lt;br /&gt;
# Bring the suspect to the Brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Search Procedure=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If you take an ID to get access somewhere for a search, you must ensure the ID gets back to them when you are finished (or with their belongings if they are detained&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Personnel==&lt;br /&gt;
# Inform the person you are conducting and of your intent (i.e. contraband, stolen items).&lt;br /&gt;
# If possible, conduct the search in the Brig or an isolated area so nothing is stolen.&lt;br /&gt;
# Begin the search and confiscate any illegal items.&lt;br /&gt;
## If they comply, you do not need to restrain them.&lt;br /&gt;
## If they resist, you may use non-lethal force to restrain them.&lt;br /&gt;
#If illegal items are found, follow Arrest and Brig procedures, otherwise release them.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Unsecured Area==&lt;br /&gt;
# Secure the area with Police Tape.  If none is available, have additional MPs help secure the area.&lt;br /&gt;
# Search any locations, lockers, crates, and personnel within the area, following the above rule for Personnel.&lt;br /&gt;
# Take any recovered illicit items to the brig and store them in the Evidence area for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Secured Area==&lt;br /&gt;
# Request someone responsible for the secured area to be present.&lt;br /&gt;
# Declare your intent and reason for the search.&lt;br /&gt;
# Request access from whoever is responsible for the area.  &lt;br /&gt;
## If the person responsible is the person you are investigating or the search is relative too, you may restrain them and use their ID temporarily for access.  Ensure an MP guards them.&lt;br /&gt;
## If no one is available, request either the CE or an MT to over-ride the door.  In a pinch, any combat engineer will do.  Ensure the area is re-secured after you leave.&lt;br /&gt;
# Search the area for whatever evidence or whatever you are expecting to find.&lt;br /&gt;
# Ensure that no unauthorized personnel other than the individuals executing the search enter.  Detain anyone unauthorized.&lt;br /&gt;
# Ensure nothing is stolen, and anything taken is relevant to the search.  This is not an excuse to loot.&lt;br /&gt;
# Anything taken in the search is to be brought the Brig and stored in Evidence for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Detainment and Brig Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If the prisoner is removed from his cell for ANY REASON the timer is PAUSED.  Time spent outside a cell does NOT count towards time being served for the crime, even if he is in medbay.  Also, Prisoners should NEVER be left with their ID on.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
# Inform the prisoner of the charge and set the timer&lt;br /&gt;
# Remove all equipment from the prisoner and place it into their locker.  Weapons may be secured in the MP armory if you wish.&lt;br /&gt;
# Conduct a thorough search of all their belongings.&lt;br /&gt;
# Remove and store all their equipment inside a locker.  Dress them in an orange jumpsuit, boots, and give them a standard headset.  If they are abusing a headset, it may be removed.&lt;br /&gt;
# Buckle the prisoner to the bed.&lt;br /&gt;
# Flash the prisoner and remove their handcuffs.  If the prisoner is potentially a threat to themself or others, you may secure them with a straight jacket.&lt;br /&gt;
# Recover your handcuffs and any equipment and leave the cell.&lt;br /&gt;
# For the duration that there are prisoners in the Brig, the Chief MP or a regular MP must be in security AT ALL TIMES (unless it&#039;s an emergency).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Prisoner Rights=&lt;br /&gt;
The following is a list of basic rights the prisoners have.  They can NOT be denied, except in an extreme situation and only then with authorization from the Chief MP.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Medical Treatment===&lt;br /&gt;
All treatment must take place in the brig if possible.  If not, an MP may escort a prisoner to medbay for treatment.  The prisoner MUST have an orange jumpsuit and shoes, and will not be given their Radio or ID until they return.  Time spent in medical will NOT count against their sentence.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Access to a Radio===&lt;br /&gt;
Unless the prisoner has abused the radio, they are authorized their headset.  If any MP believes that it is being abused (including being used to co-ordinate a prison-break), this right can be denied.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Appeal Sentence in a timely manner===&lt;br /&gt;
The prisoner may request an appeal on his sentence from the Chief MP.  If the Chief MP is not available, he may appeal to the acting commander.  This right is rescinded during emergencies.  The Chief MP has the final say on all appeals, and can override the Commander if he feels it is in the best interest of the ship&#039;s safety.&lt;br /&gt;
====Appeals====&lt;br /&gt;
An appeal is primarily intended to determine guilt or innocence.  A Chief MP or Commander (if there is no Chief MP) is expected to review  the evidence of the suspects crimes, the report of the arresting officer, and the testimony of the suspect.  If the Chief MP concludes that the suspect is not guilty of a law violation, they are to be released.  If they are found to be guilty, then the punishment stands.  Under no circumstances may anyone be given a Pardon if there is evidence to show a crime was committed.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Protection from threats===&lt;br /&gt;
Prisoners must be kept safe, unharmed, and healthy during their confinement.  MPs must work to the best of their ability to ensure this.  Self-inflicting wounds will result in being straight-jacketed for the entire duration.  If the ship is at Red Alert, all MPs should return to the Brig to ensure the safety of prisoners.&lt;br /&gt;
====Release in the event of a catastrophe====&lt;br /&gt;
In the event of a Delta Alert (activation of self destruct) any prisoners may be released if the MPs believe that they will not be a threat to the crew.  A normal Red Alert, is not sufficient reason for a release unless the ship is being over-run by a large hostile force.  &amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; a small force of enemies on board is not &amp;quot;over-run by a large hostile force&amp;quot;.  You should ensure the prisoners are kept safe and alive as long as they are in your custody, and release them only if this becomes impossible to perform due to a large enemy force.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Execution Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;“The man who passes the sentence should swing the sword. If you would take a man&#039;s life, you owe it to him to look into his eyes and hear his final words. And if you cannot bear to do that, then perhaps the man does not deserve to die.”&amp;lt;br/&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
Executions of prisoners are authorized for crimes with execution as the maximum punishment.  Additionally, if the maximum amount of time to be served is greater than 1 hour, or for repeated offenders, the Chief MP or Acting Commander may request an execution.  Both must agree for an execution to be authorized.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Procedure===&lt;br /&gt;
# The Commander or Chief MP must make a ship-wide announcement from the CIC communication console informing the crew of the intent to execute the prisoner, why, and the execution method.  In a code Red or Code Delta situation, this procedure can be ignored.  (Example:  &amp;quot;I, Captain Erin Kowalski, hereby authorize the execution of Donald Cluwne on the charges of murder, assault, and damage to the ship.  He will be executed by firing squad in the briefing room.&amp;quot;)   Authorized methods of execution are either Firing Squad (handled by MPs) or Lethal Injection (handled by CMO).&lt;br /&gt;
# The Acting Commander OR Chief MP (whoever made the initial request) MUST be present at the execution.&lt;br /&gt;
# The Condemned MUST be given a chance to give any final words.  They may use a radio for this (even if their radio was taken for abuse).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Battlefield Execution===&lt;br /&gt;
The Commander of the Almayer as well as any Admirals dispatched from command hold the authority to perform a Battlefield Execution (Important: Only whitelisted Commanders have this authority, not anyone acting as a Commander).  They may kill any crew member under their command or any personnel on the ship without any warning or procedure if they feel they are a threat to the mission.  However, this authority does NOT extend to battlefield executing any members of the Military Police force or the Chief MP.  The Commander or Admiral MUST make an announcement explaining why the individual was executed and if the Chief MP or MPs have concerns, they may contact USCM High Command using the fax machine located in the brig to inquire if the execution was reasonable.  The announcement should happen at the earliest convenience.  (This is similar to the &amp;quot;Rule 0&amp;quot; rule which applies to admins, you are able to execute people as needed, however executing Military Policy, CMPs, or not having a valid reason other than murderboning may result in removal from the whitelist).&amp;lt;br/&amp;gt;&lt;br /&gt;
This power can not be used on any prisoners who have been detained or are under the protection of the Military Police.&amp;lt;br/&amp;gt;&lt;br /&gt;
The Commander is forbidden from participating in the execution of prisoners other than being an observer.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Incompetent Command=&lt;br /&gt;
As Military Police you are expected to enforce the Law and Procedures upon all members of the crew.  If the Commander, XO, or any command staff are in violation of UCMJ at any time, the Chief MP is authorized to remove them from command permanently and replace them with whoever is next in the Chain of Command.  However, this requires confirmation from Central Command before it is enacted (you can use the fax machine in the Chief MPs office).&lt;br /&gt;
If they are not going to be removed from command permanently, they can instead be placed into the brig to server their sentence and the next in command takes temporary command.  Central Command does not need to approve these cases and only needs to be alerted.  However, visiting executives and Admirals are NOT bound by this and can only be removed with Central Command approval.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Special Provisions=&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Mutinies===&lt;br /&gt;
Military Police are strictly forbidden from participating in mutinies against the legitimate Command staff.  If you are made aware of a mutiny, you must take all necessary actions to prevent it and protect the legal Command Staff.  If, the Chief MP believes that the legal command staff is unable to perform their duties for any reason, the Chief MP may contact Central Command for permission to relieve them of command and replace them with the next officer in the Chain of Command (using the fax machine in the Chief MP office).  If a Chief MP is not available, a consensus between the MPs can result in the same situation.  Mutinies are unlawful, however, and MPs must do everything in their power to prevent and suppress a Mutiny.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Command Requested Arrests===&lt;br /&gt;
If the Commander, Acting Commander, or a Staff Officer requests a marine to be arrested for a crime, you MUST arrest said marine.  You may hold the marine for a maximum of 10 minutes while evidence is gathered.  If the marine is proven innocent in the end, the requesting officer may be held liable for a False Arrest charge.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Crew Authorized Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Code Green&#039;&#039;&#039; - Authorized Weapons may be carried by deploying marines (any standard issue weapon or weapon ordered from requisitions), security (non-lethals only) and the Acting Commander (a special issue Mateba).  Other officers (the XO, Staff Officers, Chief Engineer, and Requisition Officer) are authorized either a M44 Combat Revolver or M4A3 Service Pistol as a sidearm.  If you have a weapon, you must keep it holstered at all times while on board the ship.  This applies to Deploying Marines as well.&lt;br /&gt;
*&#039;&#039;&#039;Code Blue&#039;&#039;&#039; - All crew (not visitors, refugees, or prisoners) are authorized pistols.  Unless there is an immediate threat, only Law Enforcement may have weapons unholstered.&lt;br /&gt;
*&#039;&#039;&#039;Code Red&#039;&#039;&#039; - No Weapon Restrictions (Except as explained in the Rules)&lt;br /&gt;
Exceptions: If you or someone you are responsible for are in immediate, life-threatening danger and the appropriate code-level has not been set.  (Note: Meta-gaming rules still apply and over-ride the exception)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Current Marine Laws=&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; It is the duty of the arresting marine, to determine the punishment, ranging from the Minimum to Maximum.  It is reccomended to make the severity of the punishment meet the crime and to minimize excessive punishments.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;EXCESSIVE TIME:&#039;&#039;&#039; If the total punishment is to exceed 60 minutes, the Chief MP can give special permission for permanent confinement, no matter the crime.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;  class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Charge&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! Minimum Punishment&lt;br /&gt;
! Maximum Punishment&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;sortable&amp;quot; | Disrespect to a superior&lt;br /&gt;
| Using offensive names, disobeying orders, or being directly disrespectful to someone of a higher rank or position.  Each offense stacks.  Punishment time is per offense.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Hooliganism&lt;br /&gt;
| Behavior that is generally disruptive to the ship and crew that classifies as low level shenanigans not deserving of more severe punishment.  Things such as slipping people with soap/water, excessive window knocking, and force-feeding other marines.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Improper Uniform&lt;br /&gt;
| Moving around the ship outside the Cryo/Cafeteria/Preparation areas without proper military uniform for your job during non-emergency situations.  Marines should always be wearing their uniform, boots, and armor at a minimum.  Regular crew should be wearing their uniform and boots/shoes without armor unless there is a direct threat.  MPs should not have riot armor except in riot situations.  Any headgear should be your properly assigned headgear or an approved military alternative.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Disorderly Conduct&lt;br /&gt;
| Directly and intentionally disrupting primary operations of the ship.  Fighting in the RO line, disrupting the briefing, or inciting rioting/mutiny. &lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Insubordination&lt;br /&gt;
| Failing to follow a lawful order from someone of a superior rank or position.&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Unsecured Equipment&lt;br /&gt;
| Failing to ensure your equipment for your department is properly secured.  Leaving unattended equipment is unsafe and illegal.  You may distribute equipment outside your department if you are giving it to a specific individual and not leaving it on the floor unattended.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Drinking on Duty&lt;br /&gt;
| Consumption of any alcohol or inhibiting chemicals during a military operation or while on active duty.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Damage to Government Property&lt;br /&gt;
| Damaging the ship or making any unauthorized modifications to it during peacetime.To get authorization, confirm with the department head the change falls under, the Chief Engineer, and the current commander.&lt;br /&gt;
| Return ship to it&#039;s exact previous state.&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Resisting Arrest&lt;br /&gt;
| To resist a lawful arrest by a Military Police officer (most people run, be fair).&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Interfering with an arrest&lt;br /&gt;
| To disrupt or interfere with a lawful arrest.&lt;br /&gt;
| Same punishment as accused&lt;br /&gt;
| Same punishment as accused&lt;br /&gt;
|- &lt;br /&gt;
| Jailbreak/Escape&lt;br /&gt;
| To escape, attempt escape, or be broken out.&lt;br /&gt;
| Double initial time is applied to all involved&lt;br /&gt;
| Permanent Confinement&lt;br /&gt;
|- &lt;br /&gt;
| Trespassing&lt;br /&gt;
| Unauthorized access of an area restricted by Command personnel or an area which a person does not have access to.&lt;br /&gt;
| 5 Minutes &lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Contraband&lt;br /&gt;
| To retain possession of, distribute, or use contraband items, including drugs and non-standard issued equipment.&lt;br /&gt;
| 10 minutes; confiscation of contraband items&lt;br /&gt;
| 30 minutes; confiscation of contraband items&lt;br /&gt;
|- &lt;br /&gt;
| Theft&lt;br /&gt;
| To retain possession of items belonging to another marine.&lt;br /&gt;
| 10 minutes; item returned to owner&lt;br /&gt;
| 45 minutes; item returned to owner&lt;br /&gt;
|- &lt;br /&gt;
| Drug Use&lt;br /&gt;
| Consuming either space drugs or medical compounds not authorized for distribution.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Drug Distribution&lt;br /&gt;
| Distribution of non-medicinal drugs (space-drugs, hallucinogens, alcohol) are never authorized.  This includes being mixed with medical drugs. &lt;br /&gt;
| 30 minutes; demotion from chemical access&lt;br /&gt;
| Permabrig&lt;br /&gt;
|- &lt;br /&gt;
| Practicing Medicine without a License&lt;br /&gt;
| Only authorized medical personnel should be performing treatments beyond bandages, ointments, or a tricordrazine autoinjector.  Any personnel not licensed who distribute medication for consumption or administer medication are considered practicing without a license.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Medication Distribution&lt;br /&gt;
| Medication can only be distributed to trained medical personnel.  Any distributions other than basic medications (found in labeled vendor pill bottles or autoinjectors) must be authorized on a case-by-case basis in written form signed by either the CMO or the Acting Commander.  Combination medications (more than one medication in a pill or bottle) may never be distributed to anyone below a Doctor.  &lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes ; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Combat Stimulants&lt;br /&gt;
| Combat Stimulants are illegal within all USCM territories.  Distribution for specific chemicals may only be authorized by a signature from both the Acting Commander and the Chief Medical Officer.&lt;br /&gt;
| 30 minutes&lt;br /&gt;
| Permabrig&lt;br /&gt;
|- &lt;br /&gt;
| Drunk on Duty&lt;br /&gt;
| This only applies to the Military side of USCM: Excessive drinking resulting in becoming drunk planetside, or while serving aboard the ship as a general crew member to the point you are unable to communicate properly or perform your job.&lt;br /&gt;
| Until Sober&lt;br /&gt;
| Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Drunk and Disorderly&lt;br /&gt;
| This only applies to Civilian jobs and Survivors:  Excessive drinking resulting in either being unable to communicate and perform your job correctly, or belligerent behavior&lt;br /&gt;
| Until Sober&lt;br /&gt;
| Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Operating Heavy Machinery while intoxicated&lt;br /&gt;
| It is unlawful for anyone to operate any heavy machinery or equipment while intoxicated.  This includes Dropships, Powerloaders, Autodocs, Cryotubes, Cargo elevators, and Cargo Tugs.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Minor Weapon Violation&lt;br /&gt;
| Improper operation or conduct with a weapon you are authorized with during green or blue alert.  This includes walking around with weapons un-holstered or discharging weapons during non-emergencies.&lt;br /&gt;
| Warning for first offense (always)&lt;br /&gt;
| 5 Minutes AND confiscation of weapon&lt;br /&gt;
|- &lt;br /&gt;
| Unauthorized Weapon&lt;br /&gt;
| Possession of a weapon you are not authorized during a non-emergency situation, detailed as code levels in the &#039;&#039;Weapon Usage for Crew&#039;&#039; section above. As code levels decrease in threat, weapons should be stored appropriately and not kept on-person or in personal areas.&lt;br /&gt;
| Warning; confiscation of contraband items.&lt;br /&gt;
| 30 Minutes; confiscation of contraband items.&lt;br /&gt;
|- &lt;br /&gt;
| Assault&lt;br /&gt;
| To threaten or use physical force against someone without intent to kill. &lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Neglect of duty&lt;br /&gt;
| Failure to perform their role to an acceptable standard. For example, a Commander failing to properly organize and ensure his personnel are given orders.&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 25 minutes; Demotion/removal of command&lt;br /&gt;
|- &lt;br /&gt;
| Assault with a deadly weapon&lt;br /&gt;
| To threaten or use physical force against someone with a lethal weapon, such as a sidearm, blade, or rifle.&lt;br /&gt;
| 20 minutes&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
|- &lt;br /&gt;
| Manslaughter&lt;br /&gt;
| Killing someone &#039;&#039;without malicious intent&#039;&#039;.&lt;br /&gt;
| 20 minutes; Demotion&lt;br /&gt;
| 45 Minutes; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Murder or Unauthorized Execution&lt;br /&gt;
| Killing someone &#039;&#039;with malicious intent&#039;&#039;. Executions are only authorized with permission from and in the presence of the acting Commander.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Mutiny&lt;br /&gt;
| To attempt or succeed at overpowering or overthrowing a commanding officer.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Terrorist Collaboration&lt;br /&gt;
| To act as an enemy to the USCM or engage in acts that attempt to hurt or endanger the USCM.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Sexual assault&lt;br /&gt;
| To attempt to or succeed in the acts of assaulting another person sexually, including rape.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Conduct Unbecoming of an Officer&lt;br /&gt;
| Breaking any laws when you are an [[rank | officer]] will always result in this added to the penalty.  You are an officer and expected to act with dignity, honor, and respect at all times.&lt;br /&gt;
| Double Brig Time&lt;br /&gt;
| Double Brig Time; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Repeat Offender&lt;br /&gt;
| To repeat a previous crime you have been convicted or and released from.&lt;br /&gt;
| Double time (stacks with conduct unbecoming of an officer)&lt;br /&gt;
| Permanent Confinement&lt;br /&gt;
|- &lt;br /&gt;
| False Arrest&lt;br /&gt;
| To order the arrest of a Marine who is then found to be innocent.  Does NOT stack with Conduct Unbecoming of an Officer&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military Officers and military law enforcement agents are expected to use their best discretion when applying sentences and apprehending those who violate the above laws. Failure to do so will result in immediate contract termination at the discretion of Central Command military officials.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Apophis775</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=8179</id>
		<title>Marine Law</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=8179"/>
		<updated>2018-04-23T18:38:00Z</updated>

		<summary type="html">&lt;p&gt;Apophis775: /* Battlefield Execution */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;United States Colonial Marines&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Uniform Code of Military Justice&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  The Commander of the USS Almayer and all its crew are not above UCMJ, Procedures, or Code of Conduct.  UCMJ also applies to all personnel who are in the vicinity of a USCM Operation or on board a ship.  The only exceptions are Diplomatically Immune Weyland-Yutani Executives (not including the on-board Liaison) and specially dispatched officials from High Command who have exception to authority for emergency matters.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Foreword=&lt;br /&gt;
The United States Colonial Marines Uniform Code of Military Justice is enforced by the Office of the Provost Marshal.  On ships and USCM colonies this duty falls to the Military Police and Chief MP.  They operate outside the authority of the command when enforcing the Law.  The Chief MP has the final say on law enforcement within his operational area, unless overseen by higher ranking members of the Provost Marshal.  Local Colonial Marshals are expected to fully co-operate with the Chief MPs and MPs when they are operating within their jurisdiction.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Arrest Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; If a suspect is injured or wounded, alert Medbay to have a doctor sent to the brig.  Unless the suspect&#039;s life is IMMEDIATELY in danger, they are to be brought to the Brig and treated there.&amp;lt;/small&amp;gt; &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Compliant Suspect (not resisting or running)===&lt;br /&gt;
# Verbally inform the suspect you are taking them into custody and the charge.&lt;br /&gt;
# Order the suspect to the ground.&lt;br /&gt;
# Handcuff the suspect.&lt;br /&gt;
# Bring the suspect to the Brig for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Non-Compliant Suspect (resisting or running)===&lt;br /&gt;
# Prepare a non-lethal method of neutralization&lt;br /&gt;
# Apply until they are no longer resisting&lt;br /&gt;
# Secure the suspect and Inform the suspect of their charge&lt;br /&gt;
# Bring the suspect to the brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Dangerous Suspect (has used a lethal weapon against law enforcement)===&lt;br /&gt;
# Ensure you have a non-lethal response prepared&lt;br /&gt;
# Engage the suspect and attempt to subdue them.  Minimize collateral damage.&lt;br /&gt;
#* If the suspect cannot be subdued with non-lethal force, the Chief MP or acting commander may authorize a lethal force response in extreme situations, primarily when Marine lives and/or the safety of the ship are at risk.&lt;br /&gt;
# Secure the suspect and any weapons they had and inform them of their charges.&lt;br /&gt;
# Bring the suspect to the Brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Search Procedure=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If you take an ID to get access somewhere for a search, you must ensure the ID gets back to them when you are finished (or with their belongings if they are detained&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Personnel==&lt;br /&gt;
# Inform the person you are conducting and of your intent (i.e. contraband, stolen items).&lt;br /&gt;
# If possible, conduct the search in the Brig or an isolated area so nothing is stolen.&lt;br /&gt;
# Begin the search and confiscate any illegal items.&lt;br /&gt;
## If they comply, you do not need to restrain them.&lt;br /&gt;
## If they resist, you may use non-lethal force to restrain them.&lt;br /&gt;
#If illegal items are found, follow Arrest and Brig procedures, otherwise release them.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Unsecured Area==&lt;br /&gt;
# Secure the area with Police Tape.  If none is available, have additional MPs help secure the area.&lt;br /&gt;
# Search any locations, lockers, crates, and personnel within the area, following the above rule for Personnel.&lt;br /&gt;
# Take any recovered illicit items to the brig and store them in the Evidence area for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Secured Area==&lt;br /&gt;
# Request someone responsible for the secured area to be present.&lt;br /&gt;
# Declare your intent and reason for the search.&lt;br /&gt;
# Request access from whoever is responsible for the area.  &lt;br /&gt;
## If the person responsible is the person you are investigating or the search is relative too, you may restrain them and use their ID temporarily for access.  Ensure an MP guards them.&lt;br /&gt;
## If no one is available, request either the CE or an MT to over-ride the door.  In a pinch, any combat engineer will do.  Ensure the area is re-secured after you leave.&lt;br /&gt;
# Search the area for whatever evidence or whatever you are expecting to find.&lt;br /&gt;
# Ensure that no unauthorized personnel other than the individuals executing the search enter.  Detain anyone unauthorized.&lt;br /&gt;
# Ensure nothing is stolen, and anything taken is relevant to the search.  This is not an excuse to loot.&lt;br /&gt;
# Anything taken in the search is to be brought the Brig and stored in Evidence for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Detainment and Brig Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If the prisoner is removed from his cell for ANY REASON the timer is PAUSED.  Time spent outside a cell does NOT count towards time being served for the crime, even if he is in medbay.  Also, Prisoners should NEVER be left with their ID on.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
# Inform the prisoner of the charge and set the timer&lt;br /&gt;
# Remove all equipment from the prisoner and place it into their locker.  Weapons may be secured in the MP armory if you wish.&lt;br /&gt;
# Conduct a thorough search of all their belongings.&lt;br /&gt;
# Remove and store all their equipment inside a locker.  Dress them in an orange jumpsuit, boots, and give them a standard headset.  If they are abusing a headset, it may be removed.&lt;br /&gt;
# Buckle the prisoner to the bed.&lt;br /&gt;
# Flash the prisoner and remove their handcuffs.  If the prisoner is potentially a threat to themself or others, you may secure them with a straight jacket.&lt;br /&gt;
# Recover your handcuffs and any equipment and leave the cell.&lt;br /&gt;
# For the duration that there are prisoners in the Brig, the Chief MP or a regular MP must be in security AT ALL TIMES (unless it&#039;s an emergency).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Prisoner Rights=&lt;br /&gt;
The following is a list of basic rights the prisoners have.  They can NOT be denied, except in an extreme situation and only then with authorization from the Chief MP.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Medical Treatment===&lt;br /&gt;
All treatment must take place in the brig if possible.  If not, an MP may escort a prisoner to medbay for treatment.  The prisoner MUST have an orange jumpsuit and shoes, and will not be given their Radio or ID until they return.  Time spent in medical will NOT count against their sentence.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Access to a Radio===&lt;br /&gt;
Unless the prisoner has abused the radio, they are authorized their headset.  If any MP believes that it is being abused (including being used to co-ordinate a prison-break), this right can be denied.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Appeal Sentence in a timely manner===&lt;br /&gt;
The prisoner may request an appeal on his sentence from the Chief MP.  If the Chief MP is not available, he may appeal to the acting commander.  This right is rescinded during emergencies.  The Chief MP has the final say on all appeals, and can override the Commander if he feels it is in the best interest of the ship&#039;s safety.&lt;br /&gt;
====Appeals====&lt;br /&gt;
An appeal is primarily intended to determine guilt or innocence.  A Chief MP or Commander (if there is no Chief MP) is expected to review  the evidence of the suspects crimes, the report of the arresting officer, and the testimony of the suspect.  If the Chief MP concludes that the suspect is not guilty of a law violation, they are to be released.  If they are found to be guilty, then the punishment stands.  Under no circumstances may anyone be given a Pardon if there is evidence to show a crime was committed.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Protection from threats===&lt;br /&gt;
Prisoners must be kept safe, unharmed, and healthy during their confinement.  MPs must work to the best of their ability to ensure this.  Self-inflicting wounds will result in being straight-jacketed for the entire duration.  If the ship is at Red Alert, all MPs should return to the Brig to ensure the safety of prisoners.&lt;br /&gt;
====Release in the event of a catastrophe====&lt;br /&gt;
In the event of a Delta Alert (activation of self destruct) any prisoners may be released if the MPs believe that they will not be a threat to the crew.  A normal Red Alert, is not sufficient reason for a release unless the ship is being over-run by a large hostile force.  &amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; a small force of enemies on board is not &amp;quot;over-run by a large hostile force&amp;quot;.  You should ensure the prisoners are kept safe and alive as long as they are in your custody, and release them only if this becomes impossible to perform due to a large enemy force.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Execution Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;“The man who passes the sentence should swing the sword. If you would take a man&#039;s life, you owe it to him to look into his eyes and hear his final words. And if you cannot bear to do that, then perhaps the man does not deserve to die.”&amp;lt;br/&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
Executions of prisoners are authorized for crimes with execution as the maximum punishment.  Additionally, if the maximum amount of time to be served is greater than 1 hour, or for repeated offenders, the Chief MP or Acting Commander may request an execution.  Both must agree for an execution to be authorized.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Procedure===&lt;br /&gt;
# The Commander or Chief MP must make a ship-wide announcement from the CIC communication console informing the crew of the intent to execute the prisoner, why, and the execution method.  In a code Red or Code Delta situation, this procedure can be ignored.  (Example:  &amp;quot;I, Captain Erin Kowalski, hereby authorize the execution of Donald Cluwne on the charges of murder, assault, and damage to the ship.  He will be executed by firing squad in the briefing room.&amp;quot;)   Authorized methods of execution are either Firing Squad (handled by MPs) or Lethal Injection (handled by CMO).&lt;br /&gt;
# The Acting Commander OR Chief MP (whoever made the initial request) MUST be present at the execution.&lt;br /&gt;
# The Condemned MUST be given a chance to give any final words.  They may use a radio for this (even if their radio was taken for abuse).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Battlefield Execution===&lt;br /&gt;
The Commander of the Almayer as well as any Admirals dispatched from command hold the authority to perform a Battlefield Execution (Important: Only whitelisted Commanders have this authority, not anyone acting as a Commander).  They may kill any crew member under their command or any personnel on the ship without any warning or procedure if they feel they are a threat to the mission.  However, this authority does NOT extend to battlefield executing any members of the Military Police force or the Chief MP.  The Commander or Admiral MUST state why the individual was executed and if the Chief MP or MPs have concerns, they may contact USCM High Command using the fax machine located in the brig to inquire if the execution was reasonable.  (This is similar to the &amp;quot;Rule 0&amp;quot; rule which applies to admins, you are able to execute people as needed, however executing Military Policy, CMPs, or not having a valid reason other than murderboning may result in removal from the whitelist).&amp;lt;br/&amp;gt;&lt;br /&gt;
This power can not be used on any prisoners who have been detained or are under the protection of the Military Police.&amp;lt;br/&amp;gt;&lt;br /&gt;
The Commander is forbidden from participating in the execution of prisoners other than being an observer.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Incompetent Command=&lt;br /&gt;
As Military Police you are expected to enforce the Law and Procedures upon all members of the crew.  If the Commander, XO, or any command staff are in violation of UCMJ at any time, the Chief MP is authorized to remove them from command permanently and replace them with whoever is next in the Chain of Command.  However, this requires confirmation from Central Command before it is enacted (you can use the fax machine in the Chief MPs office).&lt;br /&gt;
If they are not going to be removed from command permanently, they can instead be placed into the brig to server their sentence and the next in command takes temporary command.  Central Command does not need to approve these cases and only needs to be alerted.  However, visiting executives and Admirals are NOT bound by this and can only be removed with Central Command approval.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Special Provisions=&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Mutinies===&lt;br /&gt;
Military Police are strictly forbidden from participating in mutinies against the legitimate Command staff.  If you are made aware of a mutiny, you must take all necessary actions to prevent it and protect the legal Command Staff.  If, the Chief MP believes that the legal command staff is unable to perform their duties for any reason, the Chief MP may contact Central Command for permission to relieve them of command and replace them with the next officer in the Chain of Command (using the fax machine in the Chief MP office).  If a Chief MP is not available, a consensus between the MPs can result in the same situation.  Mutinies are unlawful, however, and MPs must do everything in their power to prevent and suppress a Mutiny.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Command Requested Arrests===&lt;br /&gt;
If the Commander, Acting Commander, or a Staff Officer requests a marine to be arrested for a crime, you MUST arrest said marine.  You may hold the marine for a maximum of 10 minutes while evidence is gathered.  If the marine is proven innocent in the end, the requesting officer may be held liable for a False Arrest charge.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Crew Authorized Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Code Green&#039;&#039;&#039; - Authorized Weapons may be carried by deploying marines (any standard issue weapon or weapon ordered from requisitions), security (non-lethals only) and the Acting Commander (a special issue Mateba).  Other officers (the XO, Staff Officers, Chief Engineer, and Requisition Officer) are authorized either a M44 Combat Revolver or M4A3 Service Pistol as a sidearm.  If you have a weapon, you must keep it holstered at all times while on board the ship.  This applies to Deploying Marines as well.&lt;br /&gt;
*&#039;&#039;&#039;Code Blue&#039;&#039;&#039; - All crew (not visitors, refugees, or prisoners) are authorized pistols.  Unless there is an immediate threat, only Law Enforcement may have weapons unholstered.&lt;br /&gt;
*&#039;&#039;&#039;Code Red&#039;&#039;&#039; - No Weapon Restrictions (Except as explained in the Rules)&lt;br /&gt;
Exceptions: If you or someone you are responsible for are in immediate, life-threatening danger and the appropriate code-level has not been set.  (Note: Meta-gaming rules still apply and over-ride the exception)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Current Marine Laws=&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; It is the duty of the arresting marine, to determine the punishment, ranging from the Minimum to Maximum.  It is reccomended to make the severity of the punishment meet the crime and to minimize excessive punishments.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;EXCESSIVE TIME:&#039;&#039;&#039; If the total punishment is to exceed 60 minutes, the Chief MP can give special permission for permanent confinement, no matter the crime.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;  class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Charge&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! Minimum Punishment&lt;br /&gt;
! Maximum Punishment&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;sortable&amp;quot; | Disrespect to a superior&lt;br /&gt;
| Using offensive names, disobeying orders, or being directly disrespectful to someone of a higher rank or position.  Each offense stacks.  Punishment time is per offense.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Hooliganism&lt;br /&gt;
| Behavior that is generally disruptive to the ship and crew that classifies as low level shenanigans not deserving of more severe punishment.  Things such as slipping people with soap/water, excessive window knocking, and force-feeding other marines.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Improper Uniform&lt;br /&gt;
| Moving around the ship outside the Cryo/Cafeteria/Preparation areas without proper military uniform for your job during non-emergency situations.  Marines should always be wearing their uniform, boots, and armor at a minimum.  Regular crew should be wearing their uniform and boots/shoes without armor unless there is a direct threat.  MPs should not have riot armor except in riot situations.  Any headgear should be your properly assigned headgear or an approved military alternative.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Disorderly Conduct&lt;br /&gt;
| Directly and intentionally disrupting primary operations of the ship.  Fighting in the RO line, disrupting the briefing, or inciting rioting/mutiny. &lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Insubordination&lt;br /&gt;
| Failing to follow a lawful order from someone of a superior rank or position.&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Unsecured Equipment&lt;br /&gt;
| Failing to ensure your equipment for your department is properly secured.  Leaving unattended equipment is unsafe and illegal.  You may distribute equipment outside your department if you are giving it to a specific individual and not leaving it on the floor unattended.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Drinking on Duty&lt;br /&gt;
| Consumption of any alcohol or inhibiting chemicals during a military operation or while on active duty.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Damage to Government Property&lt;br /&gt;
| Damaging the ship or making any unauthorized modifications to it during peacetime.To get authorization, confirm with the department head the change falls under, the Chief Engineer, and the current commander.&lt;br /&gt;
| Return ship to it&#039;s exact previous state.&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Resisting Arrest&lt;br /&gt;
| To resist a lawful arrest by a Military Police officer (most people run, be fair).&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Interfering with an arrest&lt;br /&gt;
| To disrupt or interfere with a lawful arrest.&lt;br /&gt;
| Same punishment as accused&lt;br /&gt;
| Same punishment as accused&lt;br /&gt;
|- &lt;br /&gt;
| Jailbreak/Escape&lt;br /&gt;
| To escape, attempt escape, or be broken out.&lt;br /&gt;
| Double initial time is applied to all involved&lt;br /&gt;
| Permanent Confinement&lt;br /&gt;
|- &lt;br /&gt;
| Trespassing&lt;br /&gt;
| Unauthorized access of an area restricted by Command personnel or an area which a person does not have access to.&lt;br /&gt;
| 5 Minutes &lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Contraband&lt;br /&gt;
| To retain possession of, distribute, or use contraband items, including drugs and non-standard issued equipment.&lt;br /&gt;
| 10 minutes; confiscation of contraband items&lt;br /&gt;
| 30 minutes; confiscation of contraband items&lt;br /&gt;
|- &lt;br /&gt;
| Theft&lt;br /&gt;
| To retain possession of items belonging to another marine.&lt;br /&gt;
| 10 minutes; item returned to owner&lt;br /&gt;
| 45 minutes; item returned to owner&lt;br /&gt;
|- &lt;br /&gt;
| Drug Use&lt;br /&gt;
| Consuming either space drugs or medical compounds not authorized for distribution.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Drug Distribution&lt;br /&gt;
| Distribution of non-medicinal drugs (space-drugs, hallucinogens, alcohol) are never authorized.  This includes being mixed with medical drugs. &lt;br /&gt;
| 30 minutes; demotion from chemical access&lt;br /&gt;
| Permabrig&lt;br /&gt;
|- &lt;br /&gt;
| Practicing Medicine without a License&lt;br /&gt;
| Only authorized medical personnel should be performing treatments beyond bandages, ointments, or a tricordrazine autoinjector.  Any personnel not licensed who distribute medication for consumption or administer medication are considered practicing without a license.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Medication Distribution&lt;br /&gt;
| Medication can only be distributed to trained medical personnel.  Any distributions other than basic medications (found in labeled vendor pill bottles or autoinjectors) must be authorized on a case-by-case basis in written form signed by either the CMO or the Acting Commander.  Combination medications (more than one medication in a pill or bottle) may never be distributed to anyone below a Doctor.  &lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes ; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Combat Stimulants&lt;br /&gt;
| Combat Stimulants are illegal within all USCM territories.  Distribution for specific chemicals may only be authorized by a signature from both the Acting Commander and the Chief Medical Officer.&lt;br /&gt;
| 30 minutes&lt;br /&gt;
| Permabrig&lt;br /&gt;
|- &lt;br /&gt;
| Drunk on Duty&lt;br /&gt;
| This only applies to the Military side of USCM: Excessive drinking resulting in becoming drunk planetside, or while serving aboard the ship as a general crew member to the point you are unable to communicate properly or perform your job.&lt;br /&gt;
| Until Sober&lt;br /&gt;
| Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Drunk and Disorderly&lt;br /&gt;
| This only applies to Civilian jobs and Survivors:  Excessive drinking resulting in either being unable to communicate and perform your job correctly, or belligerent behavior&lt;br /&gt;
| Until Sober&lt;br /&gt;
| Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Operating Heavy Machinery while intoxicated&lt;br /&gt;
| It is unlawful for anyone to operate any heavy machinery or equipment while intoxicated.  This includes Dropships, Powerloaders, Autodocs, Cryotubes, Cargo elevators, and Cargo Tugs.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Minor Weapon Violation&lt;br /&gt;
| Improper operation or conduct with a weapon you are authorized with during green or blue alert.  This includes walking around with weapons un-holstered or discharging weapons during non-emergencies.&lt;br /&gt;
| Warning for first offense (always)&lt;br /&gt;
| 5 Minutes AND confiscation of weapon&lt;br /&gt;
|- &lt;br /&gt;
| Unauthorized Weapon&lt;br /&gt;
| Possession of a weapon you are not authorized during a non-emergency situation, detailed as code levels in the &#039;&#039;Weapon Usage for Crew&#039;&#039; section above. As code levels decrease in threat, weapons should be stored appropriately and not kept on-person or in personal areas.&lt;br /&gt;
| Warning; confiscation of contraband items.&lt;br /&gt;
| 30 Minutes; confiscation of contraband items.&lt;br /&gt;
|- &lt;br /&gt;
| Assault&lt;br /&gt;
| To threaten or use physical force against someone without intent to kill. &lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Neglect of duty&lt;br /&gt;
| Failure to perform their role to an acceptable standard. For example, a Commander failing to properly organize and ensure his personnel are given orders.&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 25 minutes; Demotion/removal of command&lt;br /&gt;
|- &lt;br /&gt;
| Assault with a deadly weapon&lt;br /&gt;
| To threaten or use physical force against someone with a lethal weapon, such as a sidearm, blade, or rifle.&lt;br /&gt;
| 20 minutes&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
|- &lt;br /&gt;
| Manslaughter&lt;br /&gt;
| Killing someone &#039;&#039;without malicious intent&#039;&#039;.&lt;br /&gt;
| 20 minutes; Demotion&lt;br /&gt;
| 45 Minutes; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Murder or Unauthorized Execution&lt;br /&gt;
| Killing someone &#039;&#039;with malicious intent&#039;&#039;. Executions are only authorized with permission from and in the presence of the acting Commander.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Mutiny&lt;br /&gt;
| To attempt or succeed at overpowering or overthrowing a commanding officer.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Terrorist Collaboration&lt;br /&gt;
| To act as an enemy to the USCM or engage in acts that attempt to hurt or endanger the USCM.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Sexual assault&lt;br /&gt;
| To attempt to or succeed in the acts of assaulting another person sexually, including rape.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Conduct Unbecoming of an Officer&lt;br /&gt;
| Breaking any laws when you are an [[rank | officer]] will always result in this added to the penalty.  You are an officer and expected to act with dignity, honor, and respect at all times.&lt;br /&gt;
| Double Brig Time&lt;br /&gt;
| Double Brig Time; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Repeat Offender&lt;br /&gt;
| To repeat a previous crime you have been convicted or and released from.&lt;br /&gt;
| Double time (stacks with conduct unbecoming of an officer)&lt;br /&gt;
| Permanent Confinement&lt;br /&gt;
|- &lt;br /&gt;
| False Arrest&lt;br /&gt;
| To order the arrest of a Marine who is then found to be innocent.  Does NOT stack with Conduct Unbecoming of an Officer&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military Officers and military law enforcement agents are expected to use their best discretion when applying sentences and apprehending those who violate the above laws. Failure to do so will result in immediate contract termination at the discretion of Central Command military officials.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Apophis775</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=8178</id>
		<title>Marine Law</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=8178"/>
		<updated>2018-04-23T18:37:14Z</updated>

		<summary type="html">&lt;p&gt;Apophis775: /* Battlefield Execution */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;United States Colonial Marines&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Uniform Code of Military Justice&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  The Commander of the USS Almayer and all its crew are not above UCMJ, Procedures, or Code of Conduct.  UCMJ also applies to all personnel who are in the vicinity of a USCM Operation or on board a ship.  The only exceptions are Diplomatically Immune Weyland-Yutani Executives (not including the on-board Liaison) and specially dispatched officials from High Command who have exception to authority for emergency matters.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Foreword=&lt;br /&gt;
The United States Colonial Marines Uniform Code of Military Justice is enforced by the Office of the Provost Marshal.  On ships and USCM colonies this duty falls to the Military Police and Chief MP.  They operate outside the authority of the command when enforcing the Law.  The Chief MP has the final say on law enforcement within his operational area, unless overseen by higher ranking members of the Provost Marshal.  Local Colonial Marshals are expected to fully co-operate with the Chief MPs and MPs when they are operating within their jurisdiction.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Arrest Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; If a suspect is injured or wounded, alert Medbay to have a doctor sent to the brig.  Unless the suspect&#039;s life is IMMEDIATELY in danger, they are to be brought to the Brig and treated there.&amp;lt;/small&amp;gt; &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Compliant Suspect (not resisting or running)===&lt;br /&gt;
# Verbally inform the suspect you are taking them into custody and the charge.&lt;br /&gt;
# Order the suspect to the ground.&lt;br /&gt;
# Handcuff the suspect.&lt;br /&gt;
# Bring the suspect to the Brig for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Non-Compliant Suspect (resisting or running)===&lt;br /&gt;
# Prepare a non-lethal method of neutralization&lt;br /&gt;
# Apply until they are no longer resisting&lt;br /&gt;
# Secure the suspect and Inform the suspect of their charge&lt;br /&gt;
# Bring the suspect to the brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Dangerous Suspect (has used a lethal weapon against law enforcement)===&lt;br /&gt;
# Ensure you have a non-lethal response prepared&lt;br /&gt;
# Engage the suspect and attempt to subdue them.  Minimize collateral damage.&lt;br /&gt;
#* If the suspect cannot be subdued with non-lethal force, the Chief MP or acting commander may authorize a lethal force response in extreme situations, primarily when Marine lives and/or the safety of the ship are at risk.&lt;br /&gt;
# Secure the suspect and any weapons they had and inform them of their charges.&lt;br /&gt;
# Bring the suspect to the Brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Search Procedure=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If you take an ID to get access somewhere for a search, you must ensure the ID gets back to them when you are finished (or with their belongings if they are detained&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Personnel==&lt;br /&gt;
# Inform the person you are conducting and of your intent (i.e. contraband, stolen items).&lt;br /&gt;
# If possible, conduct the search in the Brig or an isolated area so nothing is stolen.&lt;br /&gt;
# Begin the search and confiscate any illegal items.&lt;br /&gt;
## If they comply, you do not need to restrain them.&lt;br /&gt;
## If they resist, you may use non-lethal force to restrain them.&lt;br /&gt;
#If illegal items are found, follow Arrest and Brig procedures, otherwise release them.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Unsecured Area==&lt;br /&gt;
# Secure the area with Police Tape.  If none is available, have additional MPs help secure the area.&lt;br /&gt;
# Search any locations, lockers, crates, and personnel within the area, following the above rule for Personnel.&lt;br /&gt;
# Take any recovered illicit items to the brig and store them in the Evidence area for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Secured Area==&lt;br /&gt;
# Request someone responsible for the secured area to be present.&lt;br /&gt;
# Declare your intent and reason for the search.&lt;br /&gt;
# Request access from whoever is responsible for the area.  &lt;br /&gt;
## If the person responsible is the person you are investigating or the search is relative too, you may restrain them and use their ID temporarily for access.  Ensure an MP guards them.&lt;br /&gt;
## If no one is available, request either the CE or an MT to over-ride the door.  In a pinch, any combat engineer will do.  Ensure the area is re-secured after you leave.&lt;br /&gt;
# Search the area for whatever evidence or whatever you are expecting to find.&lt;br /&gt;
# Ensure that no unauthorized personnel other than the individuals executing the search enter.  Detain anyone unauthorized.&lt;br /&gt;
# Ensure nothing is stolen, and anything taken is relevant to the search.  This is not an excuse to loot.&lt;br /&gt;
# Anything taken in the search is to be brought the Brig and stored in Evidence for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Detainment and Brig Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If the prisoner is removed from his cell for ANY REASON the timer is PAUSED.  Time spent outside a cell does NOT count towards time being served for the crime, even if he is in medbay.  Also, Prisoners should NEVER be left with their ID on.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
# Inform the prisoner of the charge and set the timer&lt;br /&gt;
# Remove all equipment from the prisoner and place it into their locker.  Weapons may be secured in the MP armory if you wish.&lt;br /&gt;
# Conduct a thorough search of all their belongings.&lt;br /&gt;
# Remove and store all their equipment inside a locker.  Dress them in an orange jumpsuit, boots, and give them a standard headset.  If they are abusing a headset, it may be removed.&lt;br /&gt;
# Buckle the prisoner to the bed.&lt;br /&gt;
# Flash the prisoner and remove their handcuffs.  If the prisoner is potentially a threat to themself or others, you may secure them with a straight jacket.&lt;br /&gt;
# Recover your handcuffs and any equipment and leave the cell.&lt;br /&gt;
# For the duration that there are prisoners in the Brig, the Chief MP or a regular MP must be in security AT ALL TIMES (unless it&#039;s an emergency).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Prisoner Rights=&lt;br /&gt;
The following is a list of basic rights the prisoners have.  They can NOT be denied, except in an extreme situation and only then with authorization from the Chief MP.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Medical Treatment===&lt;br /&gt;
All treatment must take place in the brig if possible.  If not, an MP may escort a prisoner to medbay for treatment.  The prisoner MUST have an orange jumpsuit and shoes, and will not be given their Radio or ID until they return.  Time spent in medical will NOT count against their sentence.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Access to a Radio===&lt;br /&gt;
Unless the prisoner has abused the radio, they are authorized their headset.  If any MP believes that it is being abused (including being used to co-ordinate a prison-break), this right can be denied.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Appeal Sentence in a timely manner===&lt;br /&gt;
The prisoner may request an appeal on his sentence from the Chief MP.  If the Chief MP is not available, he may appeal to the acting commander.  This right is rescinded during emergencies.  The Chief MP has the final say on all appeals, and can override the Commander if he feels it is in the best interest of the ship&#039;s safety.&lt;br /&gt;
====Appeals====&lt;br /&gt;
An appeal is primarily intended to determine guilt or innocence.  A Chief MP or Commander (if there is no Chief MP) is expected to review  the evidence of the suspects crimes, the report of the arresting officer, and the testimony of the suspect.  If the Chief MP concludes that the suspect is not guilty of a law violation, they are to be released.  If they are found to be guilty, then the punishment stands.  Under no circumstances may anyone be given a Pardon if there is evidence to show a crime was committed.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Protection from threats===&lt;br /&gt;
Prisoners must be kept safe, unharmed, and healthy during their confinement.  MPs must work to the best of their ability to ensure this.  Self-inflicting wounds will result in being straight-jacketed for the entire duration.  If the ship is at Red Alert, all MPs should return to the Brig to ensure the safety of prisoners.&lt;br /&gt;
====Release in the event of a catastrophe====&lt;br /&gt;
In the event of a Delta Alert (activation of self destruct) any prisoners may be released if the MPs believe that they will not be a threat to the crew.  A normal Red Alert, is not sufficient reason for a release unless the ship is being over-run by a large hostile force.  &amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; a small force of enemies on board is not &amp;quot;over-run by a large hostile force&amp;quot;.  You should ensure the prisoners are kept safe and alive as long as they are in your custody, and release them only if this becomes impossible to perform due to a large enemy force.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Execution Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;“The man who passes the sentence should swing the sword. If you would take a man&#039;s life, you owe it to him to look into his eyes and hear his final words. And if you cannot bear to do that, then perhaps the man does not deserve to die.”&amp;lt;br/&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
Executions of prisoners are authorized for crimes with execution as the maximum punishment.  Additionally, if the maximum amount of time to be served is greater than 1 hour, or for repeated offenders, the Chief MP or Acting Commander may request an execution.  Both must agree for an execution to be authorized.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Procedure===&lt;br /&gt;
# The Commander or Chief MP must make a ship-wide announcement from the CIC communication console informing the crew of the intent to execute the prisoner, why, and the execution method.  In a code Red or Code Delta situation, this procedure can be ignored.  (Example:  &amp;quot;I, Captain Erin Kowalski, hereby authorize the execution of Donald Cluwne on the charges of murder, assault, and damage to the ship.  He will be executed by firing squad in the briefing room.&amp;quot;)   Authorized methods of execution are either Firing Squad (handled by MPs) or Lethal Injection (handled by CMO).&lt;br /&gt;
# The Acting Commander OR Chief MP (whoever made the initial request) MUST be present at the execution.&lt;br /&gt;
# The Condemned MUST be given a chance to give any final words.  They may use a radio for this (even if their radio was taken for abuse).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Battlefield Execution===&lt;br /&gt;
The Commander of the Almayer as well as any Admirals dispatched from command hold the authority to perform a Battlefield Execution (Important: Only whitelisted Commanders have this authority, not anyone acting as a Commander).  They may kill any crew member under their command or any personnel on the ship without any warning or procedure if they feel they are a threat to the mission.  However, this authority does NOT extend to battlefield executing any members of Military Police or the Chief MP.  The Commander or Admiral MUST state why the individual was executed and if the Chief MP or MPs have concerns, they may contact USCM High Command using the fax machine located in the brig to inquire if the execution was reasonable.  (This is similar to the &amp;quot;Rule 0&amp;quot; rule which applies to admins, you are able to execute people as needed, however executing Military Policy, CMPs, or not having a valid reason other than murderboning may result in removal from the whitelist).&amp;lt;br/&amp;gt;&lt;br /&gt;
This power can not be used on any prisoners who have been detained or are under the protection of the Military Police.&amp;lt;br/&amp;gt;&lt;br /&gt;
The Commander is forbidden from participating in the execution of prisoners other than being an observer.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Incompetent Command=&lt;br /&gt;
As Military Police you are expected to enforce the Law and Procedures upon all members of the crew.  If the Commander, XO, or any command staff are in violation of UCMJ at any time, the Chief MP is authorized to remove them from command permanently and replace them with whoever is next in the Chain of Command.  However, this requires confirmation from Central Command before it is enacted (you can use the fax machine in the Chief MPs office).&lt;br /&gt;
If they are not going to be removed from command permanently, they can instead be placed into the brig to server their sentence and the next in command takes temporary command.  Central Command does not need to approve these cases and only needs to be alerted.  However, visiting executives and Admirals are NOT bound by this and can only be removed with Central Command approval.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Special Provisions=&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Mutinies===&lt;br /&gt;
Military Police are strictly forbidden from participating in mutinies against the legitimate Command staff.  If you are made aware of a mutiny, you must take all necessary actions to prevent it and protect the legal Command Staff.  If, the Chief MP believes that the legal command staff is unable to perform their duties for any reason, the Chief MP may contact Central Command for permission to relieve them of command and replace them with the next officer in the Chain of Command (using the fax machine in the Chief MP office).  If a Chief MP is not available, a consensus between the MPs can result in the same situation.  Mutinies are unlawful, however, and MPs must do everything in their power to prevent and suppress a Mutiny.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Command Requested Arrests===&lt;br /&gt;
If the Commander, Acting Commander, or a Staff Officer requests a marine to be arrested for a crime, you MUST arrest said marine.  You may hold the marine for a maximum of 10 minutes while evidence is gathered.  If the marine is proven innocent in the end, the requesting officer may be held liable for a False Arrest charge.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Crew Authorized Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Code Green&#039;&#039;&#039; - Authorized Weapons may be carried by deploying marines (any standard issue weapon or weapon ordered from requisitions), security (non-lethals only) and the Acting Commander (a special issue Mateba).  Other officers (the XO, Staff Officers, Chief Engineer, and Requisition Officer) are authorized either a M44 Combat Revolver or M4A3 Service Pistol as a sidearm.  If you have a weapon, you must keep it holstered at all times while on board the ship.  This applies to Deploying Marines as well.&lt;br /&gt;
*&#039;&#039;&#039;Code Blue&#039;&#039;&#039; - All crew (not visitors, refugees, or prisoners) are authorized pistols.  Unless there is an immediate threat, only Law Enforcement may have weapons unholstered.&lt;br /&gt;
*&#039;&#039;&#039;Code Red&#039;&#039;&#039; - No Weapon Restrictions (Except as explained in the Rules)&lt;br /&gt;
Exceptions: If you or someone you are responsible for are in immediate, life-threatening danger and the appropriate code-level has not been set.  (Note: Meta-gaming rules still apply and over-ride the exception)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Current Marine Laws=&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; It is the duty of the arresting marine, to determine the punishment, ranging from the Minimum to Maximum.  It is reccomended to make the severity of the punishment meet the crime and to minimize excessive punishments.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;EXCESSIVE TIME:&#039;&#039;&#039; If the total punishment is to exceed 60 minutes, the Chief MP can give special permission for permanent confinement, no matter the crime.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;  class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Charge&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! Minimum Punishment&lt;br /&gt;
! Maximum Punishment&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;sortable&amp;quot; | Disrespect to a superior&lt;br /&gt;
| Using offensive names, disobeying orders, or being directly disrespectful to someone of a higher rank or position.  Each offense stacks.  Punishment time is per offense.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Hooliganism&lt;br /&gt;
| Behavior that is generally disruptive to the ship and crew that classifies as low level shenanigans not deserving of more severe punishment.  Things such as slipping people with soap/water, excessive window knocking, and force-feeding other marines.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Improper Uniform&lt;br /&gt;
| Moving around the ship outside the Cryo/Cafeteria/Preparation areas without proper military uniform for your job during non-emergency situations.  Marines should always be wearing their uniform, boots, and armor at a minimum.  Regular crew should be wearing their uniform and boots/shoes without armor unless there is a direct threat.  MPs should not have riot armor except in riot situations.  Any headgear should be your properly assigned headgear or an approved military alternative.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Disorderly Conduct&lt;br /&gt;
| Directly and intentionally disrupting primary operations of the ship.  Fighting in the RO line, disrupting the briefing, or inciting rioting/mutiny. &lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Insubordination&lt;br /&gt;
| Failing to follow a lawful order from someone of a superior rank or position.&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Unsecured Equipment&lt;br /&gt;
| Failing to ensure your equipment for your department is properly secured.  Leaving unattended equipment is unsafe and illegal.  You may distribute equipment outside your department if you are giving it to a specific individual and not leaving it on the floor unattended.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Drinking on Duty&lt;br /&gt;
| Consumption of any alcohol or inhibiting chemicals during a military operation or while on active duty.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Damage to Government Property&lt;br /&gt;
| Damaging the ship or making any unauthorized modifications to it during peacetime.To get authorization, confirm with the department head the change falls under, the Chief Engineer, and the current commander.&lt;br /&gt;
| Return ship to it&#039;s exact previous state.&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Resisting Arrest&lt;br /&gt;
| To resist a lawful arrest by a Military Police officer (most people run, be fair).&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Interfering with an arrest&lt;br /&gt;
| To disrupt or interfere with a lawful arrest.&lt;br /&gt;
| Same punishment as accused&lt;br /&gt;
| Same punishment as accused&lt;br /&gt;
|- &lt;br /&gt;
| Jailbreak/Escape&lt;br /&gt;
| To escape, attempt escape, or be broken out.&lt;br /&gt;
| Double initial time is applied to all involved&lt;br /&gt;
| Permanent Confinement&lt;br /&gt;
|- &lt;br /&gt;
| Trespassing&lt;br /&gt;
| Unauthorized access of an area restricted by Command personnel or an area which a person does not have access to.&lt;br /&gt;
| 5 Minutes &lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Contraband&lt;br /&gt;
| To retain possession of, distribute, or use contraband items, including drugs and non-standard issued equipment.&lt;br /&gt;
| 10 minutes; confiscation of contraband items&lt;br /&gt;
| 30 minutes; confiscation of contraband items&lt;br /&gt;
|- &lt;br /&gt;
| Theft&lt;br /&gt;
| To retain possession of items belonging to another marine.&lt;br /&gt;
| 10 minutes; item returned to owner&lt;br /&gt;
| 45 minutes; item returned to owner&lt;br /&gt;
|- &lt;br /&gt;
| Drug Use&lt;br /&gt;
| Consuming either space drugs or medical compounds not authorized for distribution.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Drug Distribution&lt;br /&gt;
| Distribution of non-medicinal drugs (space-drugs, hallucinogens, alcohol) are never authorized.  This includes being mixed with medical drugs. &lt;br /&gt;
| 30 minutes; demotion from chemical access&lt;br /&gt;
| Permabrig&lt;br /&gt;
|- &lt;br /&gt;
| Practicing Medicine without a License&lt;br /&gt;
| Only authorized medical personnel should be performing treatments beyond bandages, ointments, or a tricordrazine autoinjector.  Any personnel not licensed who distribute medication for consumption or administer medication are considered practicing without a license.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Medication Distribution&lt;br /&gt;
| Medication can only be distributed to trained medical personnel.  Any distributions other than basic medications (found in labeled vendor pill bottles or autoinjectors) must be authorized on a case-by-case basis in written form signed by either the CMO or the Acting Commander.  Combination medications (more than one medication in a pill or bottle) may never be distributed to anyone below a Doctor.  &lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes ; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Combat Stimulants&lt;br /&gt;
| Combat Stimulants are illegal within all USCM territories.  Distribution for specific chemicals may only be authorized by a signature from both the Acting Commander and the Chief Medical Officer.&lt;br /&gt;
| 30 minutes&lt;br /&gt;
| Permabrig&lt;br /&gt;
|- &lt;br /&gt;
| Drunk on Duty&lt;br /&gt;
| This only applies to the Military side of USCM: Excessive drinking resulting in becoming drunk planetside, or while serving aboard the ship as a general crew member to the point you are unable to communicate properly or perform your job.&lt;br /&gt;
| Until Sober&lt;br /&gt;
| Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Drunk and Disorderly&lt;br /&gt;
| This only applies to Civilian jobs and Survivors:  Excessive drinking resulting in either being unable to communicate and perform your job correctly, or belligerent behavior&lt;br /&gt;
| Until Sober&lt;br /&gt;
| Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Operating Heavy Machinery while intoxicated&lt;br /&gt;
| It is unlawful for anyone to operate any heavy machinery or equipment while intoxicated.  This includes Dropships, Powerloaders, Autodocs, Cryotubes, Cargo elevators, and Cargo Tugs.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Minor Weapon Violation&lt;br /&gt;
| Improper operation or conduct with a weapon you are authorized with during green or blue alert.  This includes walking around with weapons un-holstered or discharging weapons during non-emergencies.&lt;br /&gt;
| Warning for first offense (always)&lt;br /&gt;
| 5 Minutes AND confiscation of weapon&lt;br /&gt;
|- &lt;br /&gt;
| Unauthorized Weapon&lt;br /&gt;
| Possession of a weapon you are not authorized during a non-emergency situation, detailed as code levels in the &#039;&#039;Weapon Usage for Crew&#039;&#039; section above. As code levels decrease in threat, weapons should be stored appropriately and not kept on-person or in personal areas.&lt;br /&gt;
| Warning; confiscation of contraband items.&lt;br /&gt;
| 30 Minutes; confiscation of contraband items.&lt;br /&gt;
|- &lt;br /&gt;
| Assault&lt;br /&gt;
| To threaten or use physical force against someone without intent to kill. &lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Neglect of duty&lt;br /&gt;
| Failure to perform their role to an acceptable standard. For example, a Commander failing to properly organize and ensure his personnel are given orders.&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 25 minutes; Demotion/removal of command&lt;br /&gt;
|- &lt;br /&gt;
| Assault with a deadly weapon&lt;br /&gt;
| To threaten or use physical force against someone with a lethal weapon, such as a sidearm, blade, or rifle.&lt;br /&gt;
| 20 minutes&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
|- &lt;br /&gt;
| Manslaughter&lt;br /&gt;
| Killing someone &#039;&#039;without malicious intent&#039;&#039;.&lt;br /&gt;
| 20 minutes; Demotion&lt;br /&gt;
| 45 Minutes; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Murder or Unauthorized Execution&lt;br /&gt;
| Killing someone &#039;&#039;with malicious intent&#039;&#039;. Executions are only authorized with permission from and in the presence of the acting Commander.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Mutiny&lt;br /&gt;
| To attempt or succeed at overpowering or overthrowing a commanding officer.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Terrorist Collaboration&lt;br /&gt;
| To act as an enemy to the USCM or engage in acts that attempt to hurt or endanger the USCM.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Sexual assault&lt;br /&gt;
| To attempt to or succeed in the acts of assaulting another person sexually, including rape.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Conduct Unbecoming of an Officer&lt;br /&gt;
| Breaking any laws when you are an [[rank | officer]] will always result in this added to the penalty.  You are an officer and expected to act with dignity, honor, and respect at all times.&lt;br /&gt;
| Double Brig Time&lt;br /&gt;
| Double Brig Time; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Repeat Offender&lt;br /&gt;
| To repeat a previous crime you have been convicted or and released from.&lt;br /&gt;
| Double time (stacks with conduct unbecoming of an officer)&lt;br /&gt;
| Permanent Confinement&lt;br /&gt;
|- &lt;br /&gt;
| False Arrest&lt;br /&gt;
| To order the arrest of a Marine who is then found to be innocent.  Does NOT stack with Conduct Unbecoming of an Officer&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military Officers and military law enforcement agents are expected to use their best discretion when applying sentences and apprehending those who violate the above laws. Failure to do so will result in immediate contract termination at the discretion of Central Command military officials.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Apophis775</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=8176</id>
		<title>Marine Law</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=8176"/>
		<updated>2018-04-23T18:32:58Z</updated>

		<summary type="html">&lt;p&gt;Apophis775: /* Execution Procedures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;United States Colonial Marines&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Uniform Code of Military Justice&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  The Commander of the USS Almayer and all its crew are not above UCMJ, Procedures, or Code of Conduct.  UCMJ also applies to all personnel who are in the vicinity of a USCM Operation or on board a ship.  The only exceptions are Diplomatically Immune Weyland-Yutani Executives (not including the on-board Liaison) and specially dispatched officials from High Command who have exception to authority for emergency matters.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Foreword=&lt;br /&gt;
The United States Colonial Marines Uniform Code of Military Justice is enforced by the Office of the Provost Marshal.  On ships and USCM colonies this duty falls to the Military Police and Chief MP.  They operate outside the authority of the command when enforcing the Law.  The Chief MP has the final say on law enforcement within his operational area, unless overseen by higher ranking members of the Provost Marshal.  Local Colonial Marshals are expected to fully co-operate with the Chief MPs and MPs when they are operating within their jurisdiction.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Arrest Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; If a suspect is injured or wounded, alert Medbay to have a doctor sent to the brig.  Unless the suspect&#039;s life is IMMEDIATELY in danger, they are to be brought to the Brig and treated there.&amp;lt;/small&amp;gt; &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Compliant Suspect (not resisting or running)===&lt;br /&gt;
# Verbally inform the suspect you are taking them into custody and the charge.&lt;br /&gt;
# Order the suspect to the ground.&lt;br /&gt;
# Handcuff the suspect.&lt;br /&gt;
# Bring the suspect to the Brig for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Non-Compliant Suspect (resisting or running)===&lt;br /&gt;
# Prepare a non-lethal method of neutralization&lt;br /&gt;
# Apply until they are no longer resisting&lt;br /&gt;
# Secure the suspect and Inform the suspect of their charge&lt;br /&gt;
# Bring the suspect to the brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Dangerous Suspect (has used a lethal weapon against law enforcement)===&lt;br /&gt;
# Ensure you have a non-lethal response prepared&lt;br /&gt;
# Engage the suspect and attempt to subdue them.  Minimize collateral damage.&lt;br /&gt;
#* If the suspect cannot be subdued with non-lethal force, the Chief MP or acting commander may authorize a lethal force response in extreme situations, primarily when Marine lives and/or the safety of the ship are at risk.&lt;br /&gt;
# Secure the suspect and any weapons they had and inform them of their charges.&lt;br /&gt;
# Bring the suspect to the Brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Search Procedure=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If you take an ID to get access somewhere for a search, you must ensure the ID gets back to them when you are finished (or with their belongings if they are detained&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Personnel==&lt;br /&gt;
# Inform the person you are conducting and of your intent (i.e. contraband, stolen items).&lt;br /&gt;
# If possible, conduct the search in the Brig or an isolated area so nothing is stolen.&lt;br /&gt;
# Begin the search and confiscate any illegal items.&lt;br /&gt;
## If they comply, you do not need to restrain them.&lt;br /&gt;
## If they resist, you may use non-lethal force to restrain them.&lt;br /&gt;
#If illegal items are found, follow Arrest and Brig procedures, otherwise release them.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Unsecured Area==&lt;br /&gt;
# Secure the area with Police Tape.  If none is available, have additional MPs help secure the area.&lt;br /&gt;
# Search any locations, lockers, crates, and personnel within the area, following the above rule for Personnel.&lt;br /&gt;
# Take any recovered illicit items to the brig and store them in the Evidence area for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Secured Area==&lt;br /&gt;
# Request someone responsible for the secured area to be present.&lt;br /&gt;
# Declare your intent and reason for the search.&lt;br /&gt;
# Request access from whoever is responsible for the area.  &lt;br /&gt;
## If the person responsible is the person you are investigating or the search is relative too, you may restrain them and use their ID temporarily for access.  Ensure an MP guards them.&lt;br /&gt;
## If no one is available, request either the CE or an MT to over-ride the door.  In a pinch, any combat engineer will do.  Ensure the area is re-secured after you leave.&lt;br /&gt;
# Search the area for whatever evidence or whatever you are expecting to find.&lt;br /&gt;
# Ensure that no unauthorized personnel other than the individuals executing the search enter.  Detain anyone unauthorized.&lt;br /&gt;
# Ensure nothing is stolen, and anything taken is relevant to the search.  This is not an excuse to loot.&lt;br /&gt;
# Anything taken in the search is to be brought the Brig and stored in Evidence for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Detainment and Brig Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If the prisoner is removed from his cell for ANY REASON the timer is PAUSED.  Time spent outside a cell does NOT count towards time being served for the crime, even if he is in medbay.  Also, Prisoners should NEVER be left with their ID on.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
# Inform the prisoner of the charge and set the timer&lt;br /&gt;
# Remove all equipment from the prisoner and place it into their locker.  Weapons may be secured in the MP armory if you wish.&lt;br /&gt;
# Conduct a thorough search of all their belongings.&lt;br /&gt;
# Remove and store all their equipment inside a locker.  Dress them in an orange jumpsuit, boots, and give them a standard headset.  If they are abusing a headset, it may be removed.&lt;br /&gt;
# Buckle the prisoner to the bed.&lt;br /&gt;
# Flash the prisoner and remove their handcuffs.  If the prisoner is potentially a threat to themself or others, you may secure them with a straight jacket.&lt;br /&gt;
# Recover your handcuffs and any equipment and leave the cell.&lt;br /&gt;
# For the duration that there are prisoners in the Brig, the Chief MP or a regular MP must be in security AT ALL TIMES (unless it&#039;s an emergency).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Prisoner Rights=&lt;br /&gt;
The following is a list of basic rights the prisoners have.  They can NOT be denied, except in an extreme situation and only then with authorization from the Chief MP.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Medical Treatment===&lt;br /&gt;
All treatment must take place in the brig if possible.  If not, an MP may escort a prisoner to medbay for treatment.  The prisoner MUST have an orange jumpsuit and shoes, and will not be given their Radio or ID until they return.  Time spent in medical will NOT count against their sentence.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Access to a Radio===&lt;br /&gt;
Unless the prisoner has abused the radio, they are authorized their headset.  If any MP believes that it is being abused (including being used to co-ordinate a prison-break), this right can be denied.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Appeal Sentence in a timely manner===&lt;br /&gt;
The prisoner may request an appeal on his sentence from the Chief MP.  If the Chief MP is not available, he may appeal to the acting commander.  This right is rescinded during emergencies.  The Chief MP has the final say on all appeals, and can override the Commander if he feels it is in the best interest of the ship&#039;s safety.&lt;br /&gt;
====Appeals====&lt;br /&gt;
An appeal is primarily intended to determine guilt or innocence.  A Chief MP or Commander (if there is no Chief MP) is expected to review  the evidence of the suspects crimes, the report of the arresting officer, and the testimony of the suspect.  If the Chief MP concludes that the suspect is not guilty of a law violation, they are to be released.  If they are found to be guilty, then the punishment stands.  Under no circumstances may anyone be given a Pardon if there is evidence to show a crime was committed.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Protection from threats===&lt;br /&gt;
Prisoners must be kept safe, unharmed, and healthy during their confinement.  MPs must work to the best of their ability to ensure this.  Self-inflicting wounds will result in being straight-jacketed for the entire duration.  If the ship is at Red Alert, all MPs should return to the Brig to ensure the safety of prisoners.&lt;br /&gt;
====Release in the event of a catastrophe====&lt;br /&gt;
In the event of a Delta Alert (activation of self destruct) any prisoners may be released if the MPs believe that they will not be a threat to the crew.  A normal Red Alert, is not sufficient reason for a release unless the ship is being over-run by a large hostile force.  &amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; a small force of enemies on board is not &amp;quot;over-run by a large hostile force&amp;quot;.  You should ensure the prisoners are kept safe and alive as long as they are in your custody, and release them only if this becomes impossible to perform due to a large enemy force.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Execution Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;“The man who passes the sentence should swing the sword. If you would take a man&#039;s life, you owe it to him to look into his eyes and hear his final words. And if you cannot bear to do that, then perhaps the man does not deserve to die.”&amp;lt;br/&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
Executions of prisoners are authorized for crimes with execution as the maximum punishment.  Additionally, if the maximum amount of time to be served is greater than 1 hour, or for repeated offenders, the Chief MP or Acting Commander may request an execution.  Both must agree for an execution to be authorized.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Procedure===&lt;br /&gt;
# The Commander or Chief MP must make a ship-wide announcement from the CIC communication console informing the crew of the intent to execute the prisoner, why, and the execution method.  In a code Red or Code Delta situation, this procedure can be ignored.  (Example:  &amp;quot;I, Captain Erin Kowalski, hereby authorize the execution of Donald Cluwne on the charges of murder, assault, and damage to the ship.  He will be executed by firing squad in the briefing room.&amp;quot;)   Authorized methods of execution are either Firing Squad (handled by MPs) or Lethal Injection (handled by CMO).&lt;br /&gt;
# The Acting Commander OR Chief MP (whoever made the initial request) MUST be present at the execution.&lt;br /&gt;
# The Condemned MUST be given a chance to give any final words.  They may use a radio for this (even if their radio was taken for abuse).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Battlefield Execution===&lt;br /&gt;
The Commander of the Almayer as well as any Admirals dispatched from command hold the authority to perform a Battlefield Execution (Important: Only whitelisted Commanders have this authority, not anyone acting as a Commander).  They may kill any crew member under their command or any personnel on the ship without any warning or procedure if they feel they are a threat to the mission.  However, this authority does NOT extend to battlefield execcuting any members of Military Police or the Chief MP.  The Commander or Admiral MUST state why the individual was executed and if the Chief MP or MPs have concerns, they may contact USCM High Command using the fax machine located in the brig to inquire if the execution was reasonable.  (This is similar to the &amp;quot;Rule 0&amp;quot; rule which applies to admins, you are able to execute people as needed, however executing Military Policy, CMPs, or not having a valid reason other than murderboning may result in removal from the whitelist).&amp;lt;br/&amp;gt;&lt;br /&gt;
This power can not be used on any prisoners who have been detained or are under the protection of the Military Police.&amp;lt;br/&amp;gt;&lt;br /&gt;
The Commander is forbidden from participating in the execution of prisoners other than being an observer.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Incompetent Command=&lt;br /&gt;
As Military Police you are expected to enforce the Law and Procedures upon all members of the crew.  If the Commander, XO, or any command staff are in violation of UCMJ at any time, the Chief MP is authorized to remove them from command permanently and replace them with whoever is next in the Chain of Command.  However, this requires confirmation from Central Command before it is enacted (you can use the fax machine in the Chief MPs office).&lt;br /&gt;
If they are not going to be removed from command permanently, they can instead be placed into the brig to server their sentence and the next in command takes temporary command.  Central Command does not need to approve these cases and only needs to be alerted.  However, visiting executives and Admirals are NOT bound by this and can only be removed with Central Command approval.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Special Provisions=&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Mutinies===&lt;br /&gt;
Military Police are strictly forbidden from participating in mutinies against the legitimate Command staff.  If you are made aware of a mutiny, you must take all necessary actions to prevent it and protect the legal Command Staff.  If, the Chief MP believes that the legal command staff is unable to perform their duties for any reason, the Chief MP may contact Central Command for permission to relieve them of command and replace them with the next officer in the Chain of Command (using the fax machine in the Chief MP office).  If a Chief MP is not available, a consensus between the MPs can result in the same situation.  Mutinies are unlawful, however, and MPs must do everything in their power to prevent and suppress a Mutiny.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Command Requested Arrests===&lt;br /&gt;
If the Commander, Acting Commander, or a Staff Officer requests a marine to be arrested for a crime, you MUST arrest said marine.  You may hold the marine for a maximum of 10 minutes while evidence is gathered.  If the marine is proven innocent in the end, the requesting officer may be held liable for a False Arrest charge.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Crew Authorized Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Code Green&#039;&#039;&#039; - Authorized Weapons may be carried by deploying marines (any standard issue weapon or weapon ordered from requisitions), security (non-lethals only) and the Acting Commander (a special issue Mateba).  Other officers (the XO, Staff Officers, Chief Engineer, and Requisition Officer) are authorized either a M44 Combat Revolver or M4A3 Service Pistol as a sidearm.  If you have a weapon, you must keep it holstered at all times while on board the ship.  This applies to Deploying Marines as well.&lt;br /&gt;
*&#039;&#039;&#039;Code Blue&#039;&#039;&#039; - All crew (not visitors, refugees, or prisoners) are authorized pistols.  Unless there is an immediate threat, only Law Enforcement may have weapons unholstered.&lt;br /&gt;
*&#039;&#039;&#039;Code Red&#039;&#039;&#039; - No Weapon Restrictions (Except as explained in the Rules)&lt;br /&gt;
Exceptions: If you or someone you are responsible for are in immediate, life-threatening danger and the appropriate code-level has not been set.  (Note: Meta-gaming rules still apply and over-ride the exception)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Current Marine Laws=&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; It is the duty of the arresting marine, to determine the punishment, ranging from the Minimum to Maximum.  It is reccomended to make the severity of the punishment meet the crime and to minimize excessive punishments.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;EXCESSIVE TIME:&#039;&#039;&#039; If the total punishment is to exceed 60 minutes, the Chief MP can give special permission for permanent confinement, no matter the crime.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;  class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Charge&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! Minimum Punishment&lt;br /&gt;
! Maximum Punishment&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;sortable&amp;quot; | Disrespect to a superior&lt;br /&gt;
| Using offensive names, disobeying orders, or being directly disrespectful to someone of a higher rank or position.  Each offense stacks.  Punishment time is per offense.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Hooliganism&lt;br /&gt;
| Behavior that is generally disruptive to the ship and crew that classifies as low level shenanigans not deserving of more severe punishment.  Things such as slipping people with soap/water, excessive window knocking, and force-feeding other marines.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Improper Uniform&lt;br /&gt;
| Moving around the ship outside the Cryo/Cafeteria/Preparation areas without proper military uniform for your job during non-emergency situations.  Marines should always be wearing their uniform, boots, and armor at a minimum.  Regular crew should be wearing their uniform and boots/shoes without armor unless there is a direct threat.  MPs should not have riot armor except in riot situations.  Any headgear should be your properly assigned headgear or an approved military alternative.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Disorderly Conduct&lt;br /&gt;
| Directly and intentionally disrupting primary operations of the ship.  Fighting in the RO line, disrupting the briefing, or inciting rioting/mutiny. &lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Insubordination&lt;br /&gt;
| Failing to follow a lawful order from someone of a superior rank or position.&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Unsecured Equipment&lt;br /&gt;
| Failing to ensure your equipment for your department is properly secured.  Leaving unattended equipment is unsafe and illegal.  You may distribute equipment outside your department if you are giving it to a specific individual and not leaving it on the floor unattended.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Drinking on Duty&lt;br /&gt;
| Consumption of any alcohol or inhibiting chemicals during a military operation or while on active duty.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Damage to Government Property&lt;br /&gt;
| Damaging the ship or making any unauthorized modifications to it during peacetime.To get authorization, confirm with the department head the change falls under, the Chief Engineer, and the current commander.&lt;br /&gt;
| Return ship to it&#039;s exact previous state.&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Resisting Arrest&lt;br /&gt;
| To resist a lawful arrest by a Military Police officer (most people run, be fair).&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Interfering with an arrest&lt;br /&gt;
| To disrupt or interfere with a lawful arrest.&lt;br /&gt;
| Same punishment as accused&lt;br /&gt;
| Same punishment as accused&lt;br /&gt;
|- &lt;br /&gt;
| Jailbreak/Escape&lt;br /&gt;
| To escape, attempt escape, or be broken out.&lt;br /&gt;
| Double initial time is applied to all involved&lt;br /&gt;
| Permanent Confinement&lt;br /&gt;
|- &lt;br /&gt;
| Trespassing&lt;br /&gt;
| Unauthorized access of an area restricted by Command personnel or an area which a person does not have access to.&lt;br /&gt;
| 5 Minutes &lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Contraband&lt;br /&gt;
| To retain possession of, distribute, or use contraband items, including drugs and non-standard issued equipment.&lt;br /&gt;
| 10 minutes; confiscation of contraband items&lt;br /&gt;
| 30 minutes; confiscation of contraband items&lt;br /&gt;
|- &lt;br /&gt;
| Theft&lt;br /&gt;
| To retain possession of items belonging to another marine.&lt;br /&gt;
| 10 minutes; item returned to owner&lt;br /&gt;
| 45 minutes; item returned to owner&lt;br /&gt;
|- &lt;br /&gt;
| Drug Use&lt;br /&gt;
| Consuming either space drugs or medical compounds not authorized for distribution.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Drug Distribution&lt;br /&gt;
| Distribution of non-medicinal drugs (space-drugs, hallucinogens, alcohol) are never authorized.  This includes being mixed with medical drugs. &lt;br /&gt;
| 30 minutes; demotion from chemical access&lt;br /&gt;
| Permabrig&lt;br /&gt;
|- &lt;br /&gt;
| Practicing Medicine without a License&lt;br /&gt;
| Only authorized medical personnel should be performing treatments beyond bandages, ointments, or a tricordrazine autoinjector.  Any personnel not licensed who distribute medication for consumption or administer medication are considered practicing without a license.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Medication Distribution&lt;br /&gt;
| Medication can only be distributed to trained medical personnel.  Any distributions other than basic medications (found in labeled vendor pill bottles or autoinjectors) must be authorized on a case-by-case basis in written form signed by either the CMO or the Acting Commander.  Combination medications (more than one medication in a pill or bottle) may never be distributed to anyone below a Doctor.  &lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes ; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Combat Stimulants&lt;br /&gt;
| Combat Stimulants are illegal within all USCM territories.  Distribution for specific chemicals may only be authorized by a signature from both the Acting Commander and the Chief Medical Officer.&lt;br /&gt;
| 30 minutes&lt;br /&gt;
| Permabrig&lt;br /&gt;
|- &lt;br /&gt;
| Drunk on Duty&lt;br /&gt;
| This only applies to the Military side of USCM: Excessive drinking resulting in becoming drunk planetside, or while serving aboard the ship as a general crew member to the point you are unable to communicate properly or perform your job.&lt;br /&gt;
| Until Sober&lt;br /&gt;
| Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Drunk and Disorderly&lt;br /&gt;
| This only applies to Civilian jobs and Survivors:  Excessive drinking resulting in either being unable to communicate and perform your job correctly, or belligerent behavior&lt;br /&gt;
| Until Sober&lt;br /&gt;
| Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Operating Heavy Machinery while intoxicated&lt;br /&gt;
| It is unlawful for anyone to operate any heavy machinery or equipment while intoxicated.  This includes Dropships, Powerloaders, Autodocs, Cryotubes, Cargo elevators, and Cargo Tugs.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Minor Weapon Violation&lt;br /&gt;
| Improper operation or conduct with a weapon you are authorized with during green or blue alert.  This includes walking around with weapons un-holstered or discharging weapons during non-emergencies.&lt;br /&gt;
| Warning for first offense (always)&lt;br /&gt;
| 5 Minutes AND confiscation of weapon&lt;br /&gt;
|- &lt;br /&gt;
| Unauthorized Weapon&lt;br /&gt;
| Possession of a weapon you are not authorized during a non-emergency situation, detailed as code levels in the &#039;&#039;Weapon Usage for Crew&#039;&#039; section above. As code levels decrease in threat, weapons should be stored appropriately and not kept on-person or in personal areas.&lt;br /&gt;
| Warning; confiscation of contraband items.&lt;br /&gt;
| 30 Minutes; confiscation of contraband items.&lt;br /&gt;
|- &lt;br /&gt;
| Assault&lt;br /&gt;
| To threaten or use physical force against someone without intent to kill. &lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Neglect of duty&lt;br /&gt;
| Failure to perform their role to an acceptable standard. For example, a Commander failing to properly organize and ensure his personnel are given orders.&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 25 minutes; Demotion/removal of command&lt;br /&gt;
|- &lt;br /&gt;
| Assault with a deadly weapon&lt;br /&gt;
| To threaten or use physical force against someone with a lethal weapon, such as a sidearm, blade, or rifle.&lt;br /&gt;
| 20 minutes&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
|- &lt;br /&gt;
| Manslaughter&lt;br /&gt;
| Killing someone &#039;&#039;without malicious intent&#039;&#039;.&lt;br /&gt;
| 20 minutes; Demotion&lt;br /&gt;
| 45 Minutes; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Murder or Unauthorized Execution&lt;br /&gt;
| Killing someone &#039;&#039;with malicious intent&#039;&#039;. Executions are only authorized with permission from and in the presence of the acting Commander.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Mutiny&lt;br /&gt;
| To attempt or succeed at overpowering or overthrowing a commanding officer.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Terrorist Collaboration&lt;br /&gt;
| To act as an enemy to the USCM or engage in acts that attempt to hurt or endanger the USCM.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Sexual assault&lt;br /&gt;
| To attempt to or succeed in the acts of assaulting another person sexually, including rape.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Conduct Unbecoming of an Officer&lt;br /&gt;
| Breaking any laws when you are an [[rank | officer]] will always result in this added to the penalty.  You are an officer and expected to act with dignity, honor, and respect at all times.&lt;br /&gt;
| Double Brig Time&lt;br /&gt;
| Double Brig Time; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Repeat Offender&lt;br /&gt;
| To repeat a previous crime you have been convicted or and released from.&lt;br /&gt;
| Double time (stacks with conduct unbecoming of an officer)&lt;br /&gt;
| Permanent Confinement&lt;br /&gt;
|- &lt;br /&gt;
| False Arrest&lt;br /&gt;
| To order the arrest of a Marine who is then found to be innocent.  Does NOT stack with Conduct Unbecoming of an Officer&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military Officers and military law enforcement agents are expected to use their best discretion when applying sentences and apprehending those who violate the above laws. Failure to do so will result in immediate contract termination at the discretion of Central Command military officials.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Apophis775</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=7037</id>
		<title>Marine Law</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=7037"/>
		<updated>2018-03-08T20:11:34Z</updated>

		<summary type="html">&lt;p&gt;Apophis775: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;United States Colonial Marines&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Uniform Code of Military Justice&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  The Commander of the USS Almayer and all its crew are not above UCMJ, Procedures, or Code of Conduct.  UCMJ also applies to all personnel who are in the vicinity of a USCM Operation or on board a ship.  The only exceptions are Diplomatically Immune Weyland-Yutani Executives (not including the on-board Liaison) and specially dispatched officials from High Command who have exception to authority for emergency matters.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Foreword=&lt;br /&gt;
The United States Colonial Marines Uniform Code of Military Justice is enforced by the Office of the Provost Marshal.  On ships and USCM colonies this duty falls to the Military Police and Chief MP.  They operate outside the authority of the command when enforcing the Law.  The Chief MP has the final say on law enforcement within his operational area, unless overseen by higher ranking members of the Provost Marshal.  Local Colonial Marshals are expected to fully co-operate with the Chief MPs and MPs when they are operating within their jurisdiction.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Arrest Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; If a suspect is injured or wounded, alert Medbay to have a doctor sent to the brig.  Unless the suspect&#039;s life is IMMEDIATELY in danger, they are to be brought to the Brig and treated there.&amp;lt;/small&amp;gt; &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Compliant Suspect (not resisting or running)===&lt;br /&gt;
# Verbally inform the suspect you are taking them into custody and the charge.&lt;br /&gt;
# Order the suspect to the ground.&lt;br /&gt;
# Handcuff the suspect.&lt;br /&gt;
# Bring the suspect to the Brig for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Non-Compliant Suspect (resisting or running)===&lt;br /&gt;
# Prepare a non-lethal method of neutralization&lt;br /&gt;
# Apply until they are no longer resisting&lt;br /&gt;
# Secure the suspect and Inform the suspect of their charge&lt;br /&gt;
# Bring the suspect to the brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Dangerous Suspect (has used a lethal weapon against law enforcement)===&lt;br /&gt;
# Ensure you have a non-lethal response prepared&lt;br /&gt;
# Engage the suspect and attempt to subdue them.  Minimize collateral damage.&lt;br /&gt;
#* If the suspect cannot be subdued with non-lethal force, the Chief MP or acting commander may authorize a lethal force response in extreme situations, primarily when Marine lives and/or the safety of the ship are at risk.&lt;br /&gt;
# Secure the suspect and any weapons they had and inform them of their charges.&lt;br /&gt;
# Bring the suspect to the Brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Search Procedure=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If you take an ID to get access somewhere for a search, you must ensure the ID gets back to them when you are finished (or with their belongings if they are detained&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Personnel==&lt;br /&gt;
# Inform the person you are conducting and of your intent (i.e. contraband, stolen items).&lt;br /&gt;
# If possible, conduct the search in the Brig or an isolated area so nothing is stolen.&lt;br /&gt;
# Begin the search and confiscate any illegal items.&lt;br /&gt;
## If they comply, you do not need to restrain them.&lt;br /&gt;
## If they resist, you may use non-lethal force to restrain them.&lt;br /&gt;
#If illegal items are found, follow Arrest and Brig procedures, otherwise release them.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Unsecured Area==&lt;br /&gt;
# Secure the area with Police Tape.  If none is available, have additional MPs help secure the area.&lt;br /&gt;
# Search any locations, lockers, crates, and personnel within the area, following the above rule for Personnel.&lt;br /&gt;
# Take any recovered illicit items to the brig and store them in the Evidence area for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Secured Area==&lt;br /&gt;
# Request someone responsible for the secured area to be present.&lt;br /&gt;
# Declare your intent and reason for the search.&lt;br /&gt;
# Request access from whoever is responsible for the area.  &lt;br /&gt;
## If the person responsible is the person you are investigating or the search is relative too, you may restrain them and use their ID temporarily for access.  Ensure an MP guards them.&lt;br /&gt;
## If no one is available, request either the CE or an MT to over-ride the door.  In a pinch, any combat engineer will do.  Ensure the area is re-secured after you leave.&lt;br /&gt;
# Search the area for whatever evidence or whatever you are expecting to find.&lt;br /&gt;
# Ensure that no unauthorized personnel other than the individuals executing the search enter.  Detain anyone unauthorized.&lt;br /&gt;
# Ensure nothing is stolen, and anything taken is relevant to the search.  This is not an excuse to loot.&lt;br /&gt;
# Anything taken in the search is to be brought the Brig and stored in Evidence for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Detainment and Brig Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If the prisoner is removed from his cell for ANY REASON the timer is PAUSED.  Time spent outside a cell does NOT count towards time being served for the crime, even if he is in medbay.  Also, Prisoners should NEVER be left with their ID on.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
# Inform the prisoner of the charge and set the timer&lt;br /&gt;
# Remove all equipment from the prisoner and place it into their locker.  Weapons may be secured in the MP armory if you wish.&lt;br /&gt;
# Conduct a thorough search of all their belongings.&lt;br /&gt;
# Remove and store all their equipment inside a locker.  Dress them in an orange jumpsuit, boots, and give them a standard headset.  If they are abusing a headset, it may be removed.&lt;br /&gt;
# Buckle the prisoner to the bed.&lt;br /&gt;
# Flash the prisoner and remove their handcuffs.  If the prisoner is potentially a threat to themself or others, you may secure them with a straight jacket.&lt;br /&gt;
# Recover your handcuffs and any equipment and leave the cell.&lt;br /&gt;
# For the duration that there are prisoners in the Brig, the Chief MP or a regular MP must be in security AT ALL TIMES (unless it&#039;s an emergency).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Prisoner Rights=&lt;br /&gt;
The following is a list of basic rights the prisoners have.  They can NOT be denied, except in an extreme situation and only then with authorization from the Chief MP.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Medical Treatment===&lt;br /&gt;
All treatment must take place in the brig if possible.  If not, an MP may escort a prisoner to medbay for treatment.  The prisoner MUST have an orange jumpsuit and shoes, and will not be given their Radio or ID until they return.  Time spent in medical will NOT count against their sentence.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Access to a Radio===&lt;br /&gt;
Unless the prisoner has abused the radio, they are authorized their headset.  If any MP believes that it is being abused (including being used to co-ordinate a prison-break), this right can be denied.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Appeal Sentence in a timely manner===&lt;br /&gt;
The prisoner may request an appeal on his sentence from the Chief MP.  If the Chief MP is not available, he may appeal to the acting commander.  This right is rescinded during emergencies.  The Chief MP has the final say on all appeals, and can override the Commander if he feels it is in the best interest of the ship&#039;s safety.&lt;br /&gt;
====Appeals====&lt;br /&gt;
An appeal is primarily intended to determine guilt or innocence.  A Chief MP or Commander (if there is no Chief MP) is expected to review  the evidence of the suspects crimes, the report of the arresting officer, and the testimony of the suspect.  If the Chief MP concludes that the suspect is not guilty of a law violation, they are to be released.  If they are found to be guilty, then the punishment stands.  Under no circumstances may anyone be given a Pardon if there is evidence to show a crime was committed.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Protection from threats===&lt;br /&gt;
Prisoners must be kept safe, unharmed, and healthy during their confinement.  MPs must work to the best of their ability to ensure this.  Self-inflicting wounds will result in being straight-jacketed for the entire duration.  If the ship is at Red Alert, all MPs should return to the Brig to ensure the safety of prisoners.&lt;br /&gt;
====Release in the event of a catastrophe====&lt;br /&gt;
In the event of a Delta Alert (activation of self destruct) any prisoners may be released if the MPs believe that they will not be a threat to the crew.  A normal Red Alert, is not sufficient reason for a release unless the ship is being over-run by a large hostile force.  &amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; a small force of enemies on board is not &amp;quot;over-run by a large hostile force&amp;quot;.  You should ensure the prisoners are kept safe and alive as long as they are in your custody, and release them only if this becomes impossible to perform due to a large enemy force.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Execution Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;“The man who passes the sentence should swing the sword. If you would take a man&#039;s life, you owe it to him to look into his eyes and hear his final words. And if you cannot bear to do that, then perhaps the man does not deserve to die.”&amp;lt;br/&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
Executions of prisoners are authorized for crimes with execution as the maximum punishment.  Additionally, if the maximum amount of time to be served is greater than 1 hour, or for repeated offenders, the Chief MP or Acting Commander may request an execution.  Both must agree for an execution to be authorized.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Procedure===&lt;br /&gt;
# The Commander or Chief MP must make a ship-wide announcement from the CIC communication console informing the crew of the intent to execute the prisoner, why, and the execution method.  In a code Red or Code Delta situation, this procedure can be ignored.  (Example:  &amp;quot;I, Captain Erin Kowalski, hereby authorize the execution of Donald Cluwne on the charges of murder, assault, and damage to the ship.  He will be executed by firing squad in the briefing room.&amp;quot;)   Authorized methods of execution are either Firing Squad (handled by MPs) or Lethal Injection (handled by CMO).&lt;br /&gt;
# The Acting Commander OR Chief MP (whoever made the initial request) MUST be present at the execution.&lt;br /&gt;
# The Condemned MUST be given a chance to give any final words.  They may use a radio for this (even if their radio was taken for abuse).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Battlefield Execution===&lt;br /&gt;
The Commander &amp;amp; Admiral of the Almayer holds the authority to perform a Battlefield Execution (&amp;lt;span style=&amp;quot;color:red; font-weight:bold;&amp;quot;&amp;gt;Important: Only [http://www.colonial-marines.com/viewforum.php?f=141 whitelisted] Commanders have this authority&amp;lt;/span&amp;gt;). They may kill anyone under their command or on their ship without any warning or procedure if they feel they are a threat to the mission.  The CO/Admiral must state why the individual was executed and should the MPs have concerns, they may contact USCM High Command VIA FAX to inquire if the execution was reasonable afterwards.  (This is similar to the &amp;quot;Rule 0&amp;quot; rule which applies to admins - you&#039;re able to do this, but it&#039;s much better not to, since you are subject to the consequences of your actions and may be removed from the whitelist if your reasons aren&#039;t acceptable.).&amp;lt;br/&amp;gt;&lt;br /&gt;
This power can only be used on captured prisoners when it is not possible to perform standard execution procedures.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Incompetent Command=&lt;br /&gt;
As Military Police you are expected to enforce the Law and Procedures upon all members of the crew.  If the Commander, XO, or any command staff are in violation of UCMJ at any time, the Chief MP is authorized to remove them from command permanently and replace them with whoever is next in the Chain of Command.  However, this requires confirmation from Central Command before it is enacted (you can use the fax machine in the Chief MPs office).&lt;br /&gt;
If they are not going to be removed from command permanently, they can instead be placed into the brig to server their sentence and the next in command takes temporary command.  Central Command does not need to approve these cases and only needs to be alerted.  However, visiting executives and Admirals are NOT bound by this and can only be removed with Central Command approval.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Special Provisions=&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Mutinies===&lt;br /&gt;
Military Police are strictly forbidden from participating in mutinies against the legitimate Command staff.  If you are made aware of a mutiny, you must take all necessary actions to prevent it and protect the legal Command Staff.  If, the Chief MP believes that the legal command staff is unable to perform their duties for any reason, the Chief MP may contact Central Command for permission to relieve them of command and replace them with the next officer in the Chain of Command (using the fax machine in the Chief MP office).  If a Chief MP is not available, a consensus between the MPs can result in the same situation.  Mutinies are unlawful, however, and MPs must do everything in their power to prevent and suppress a Mutiny.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Command Requested Arrests===&lt;br /&gt;
If the Commander, Acting Commander, or a Staff Officer requests a marine to be arrested for a crime, you MUST arrest said marine.  You may hold the marine for a maximum of 10 minutes while evidence is gathered.  If the marine is proven innocent in the end, the requesting officer may be held liable for a False Arrest charge.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Crew Authorized Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Code Green&#039;&#039;&#039; - Authorized Weapons may be carried by deploying marines (any standard issue weapon or weapon ordered from requisitions), security (non-lethals only) and the Acting Commander (a special issue Mateba).  Other officers (the XO, Staff Officers, Chief Engineer, and Requisition Officer) are authorized either a M44 Combat Revolver or M4A3 Service Pistol as a sidearm.  If you have a weapon, you must keep it holstered at all times while on board the ship.  This applies to Deploying Marines as well.&lt;br /&gt;
*&#039;&#039;&#039;Code Blue&#039;&#039;&#039; - All crew (not visitors, refugees, or prisoners) are authorized pistols.  Unless there is an immediate threat, only Law Enforcement may have weapons unholstered.&lt;br /&gt;
*&#039;&#039;&#039;Code Red&#039;&#039;&#039; - No Weapon Restrictions (Except as explained in the Rules)&lt;br /&gt;
Exceptions: If you or someone you are responsible for are in immediate, life-threatening danger and the appropriate code-level has not been set.  (Note: Meta-gaming rules still apply and over-ride the exception)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Current Marine Laws=&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; It is the duty of the arresting marine, to determine the punishment, ranging from the Minimum to Maximum.  It is reccomended to make the severity of the punishment meet the crime and to minimize excessive punishments.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;EXCESSIVE TIME:&#039;&#039;&#039; If the total punishment is to exceed 60 minutes, the Chief MP can give special permission for permanent confinement, no matter the crime.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;  class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Charge&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! Minimum Punishment&lt;br /&gt;
! Maximum Punishment&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;sortable&amp;quot; | Disrespect to a superior&lt;br /&gt;
| Using offensive names, disobeying orders, or being directly disrespectful to someone of a higher rank or position.  Each offense stacks.  Punishment time is per offense.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Hooliganism&lt;br /&gt;
| Behavior that is generally disruptive to the ship and crew that classifies as low level shenanigans not deserving of more severe punishment.  Things such as slipping people with soap/water, excessive window knocking, and force-feeding other marines.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Improper Uniform&lt;br /&gt;
| Moving around the ship outside the Cryo/Cafeteria/Preparation areas without proper military uniform for your job during non-emergency situations.  Marines should always be wearing their uniform, boots, and armor at a minimum.  Regular crew should be wearing their uniform and boots/shoes without armor unless there is a direct threat.  MPs should not have riot armor except in riot situations.  Any headgear should be your properly assigned headgear or an approved military alternative.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Disorderly Conduct&lt;br /&gt;
| Directly and intentionally disrupting primary operations of the ship.  Fighting in the RO line, disrupting the briefing, or inciting rioting/mutiny. &lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Insubordination&lt;br /&gt;
| Failing to follow a lawful order from someone of a superior rank or position.&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Unsecured Equipment&lt;br /&gt;
| Failing to ensure your equipment for your department is properly secured.  Leaving unattended equipment is unsafe and illegal.  You may distribute equipment outside your department if you are giving it to a specific individual and not leaving it on the floor unattended.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Drinking on Duty&lt;br /&gt;
| Consumption of any alcohol or inhibiting chemicals during a military operation or while on active duty.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Damage to Government Property&lt;br /&gt;
| Damaging the ship or making any unauthorized modifications to it during peacetime.To get authorization, confirm with the department head the change falls under, the Chief Engineer, and the current commander.&lt;br /&gt;
| Return ship to it&#039;s exact previous state.&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Resisting Arrest&lt;br /&gt;
| To resist a lawful arrest by a Military Police officer (most people run, be fair).&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Interfering with an arrest&lt;br /&gt;
| To disrupt or interfere with a lawful arrest.&lt;br /&gt;
| Same punishment as accused&lt;br /&gt;
| Same punishment as accused&lt;br /&gt;
|- &lt;br /&gt;
| Jailbreak/Escape&lt;br /&gt;
| To escape, attempt escape, or be broken out.&lt;br /&gt;
| Double initial time is applied to all involved&lt;br /&gt;
| Permanent Confinement&lt;br /&gt;
|- &lt;br /&gt;
| Trespassing&lt;br /&gt;
| Unauthorized access of an area restricted by Command personnel or an area which a person does not have access to.&lt;br /&gt;
| 5 Minutes &lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Contraband&lt;br /&gt;
| To retain possession of, distribute, or use contraband items, including drugs and non-standard issued equipment.&lt;br /&gt;
| 10 minutes; confiscation of contraband items&lt;br /&gt;
| 30 minutes; confiscation of contraband items&lt;br /&gt;
|- &lt;br /&gt;
| Theft&lt;br /&gt;
| To retain possession of items belonging to another marine.&lt;br /&gt;
| 10 minutes; item returned to owner&lt;br /&gt;
| 45 minutes; item returned to owner&lt;br /&gt;
|- &lt;br /&gt;
| Drug Use&lt;br /&gt;
| Consuming either space drugs or medical compounds not authorized for distribution.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Drug Distribution&lt;br /&gt;
| Distribution of non-medicinal drugs (space-drugs, hallucinogens, alcohol) are never authorized.  This includes being mixed with medical drugs. &lt;br /&gt;
| 30 minutes; demotion from chemical access&lt;br /&gt;
| Permabrig&lt;br /&gt;
|- &lt;br /&gt;
| Practicing Medicine without a License&lt;br /&gt;
| Only authorized medical personnel should be performing treatments beyond bandages, ointments, or a tricordrazine autoinjector.  Any personnel not licensed who distribute medication for consumption or administer medication are considered practicing without a license.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Medication Distribution&lt;br /&gt;
| Medication can only be distributed to trained medical personnel.  Any distributions other than basic medications (found in labeled vendor pill bottles or autoinjectors) must be authorized on a case-by-case basis in written form signed by either the CMO or the Acting Commander.  Combination medications (more than one medication in a pill or bottle) may never be distributed to anyone below a Doctor.  &lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes ; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Combat Stimulants&lt;br /&gt;
| Combat Stimulants are illegal within all USCM territories.  Distribution for specific chemicals may only be authorized by a signature from both the Acting Commander and the Chief Medical Officer.&lt;br /&gt;
| 30 minutes&lt;br /&gt;
| Permabrig&lt;br /&gt;
|- &lt;br /&gt;
| Drunk on Duty&lt;br /&gt;
| This only applies to the Military side of USCM: Excessive drinking resulting in becoming drunk planetside, or while serving aboard the ship as a general crew member to the point you are unable to communicate properly or perform your job.&lt;br /&gt;
| Until Sober&lt;br /&gt;
| Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Drunk and Disorderly&lt;br /&gt;
| This only applies to Civilian jobs and Survivors:  Excessive drinking resulting in either being unable to communicate and perform your job correctly, or belligerent behavior&lt;br /&gt;
| Until Sober&lt;br /&gt;
| Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Operating Heavy Machinery while intoxicated&lt;br /&gt;
| It is unlawful for anyone to operate any heavy machinery or equipment while intoxicated.  This includes Dropships, Powerloaders, Autodocs, Cryotubes, Cargo elevators, and Cargo Tugs.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Minor Weapon Violation&lt;br /&gt;
| Improper operation or conduct with a weapon you are authorized with during green or blue alert.  This includes walking around with weapons un-holstered or discharging weapons during non-emergencies.&lt;br /&gt;
| Warning for first offense (always)&lt;br /&gt;
| 5 Minutes AND confiscation of weapon&lt;br /&gt;
|- &lt;br /&gt;
| Unauthorized Weapon&lt;br /&gt;
| Possession of a weapon you are not authorized during a non-emergency situation, detailed as code levels in the &#039;&#039;Weapon Usage for Crew&#039;&#039; section above. As code levels decrease in threat, weapons should be stored appropriately and not kept on-person or in personal areas.&lt;br /&gt;
| Warning; confiscation of contraband items.&lt;br /&gt;
| 30 Minutes; confiscation of contraband items.&lt;br /&gt;
|- &lt;br /&gt;
| Assault&lt;br /&gt;
| To threaten or use physical force against someone without intent to kill. &lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Neglect of duty&lt;br /&gt;
| Failure to perform their role to an acceptable standard. For example, a Commander failing to properly organize and ensure his personnel are given orders.&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 25 minutes; Demotion/removal of command&lt;br /&gt;
|- &lt;br /&gt;
| Assault with a deadly weapon&lt;br /&gt;
| To threaten or use physical force against someone with a lethal weapon, such as a sidearm, blade, or rifle.&lt;br /&gt;
| 20 minutes&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
|- &lt;br /&gt;
| Manslaughter&lt;br /&gt;
| Killing someone &#039;&#039;without malicious intent&#039;&#039;.&lt;br /&gt;
| 20 minutes; Demotion&lt;br /&gt;
| 45 Minutes; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Murder or Unauthorized Execution&lt;br /&gt;
| Killing someone &#039;&#039;with malicious intent&#039;&#039;. Executions are only authorized with permission from and in the presence of the acting Commander.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Mutiny&lt;br /&gt;
| To attempt or succeed at overpowering or overthrowing a commanding officer.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Terrorist Collaboration&lt;br /&gt;
| To act as an enemy to the USCM or engage in acts that attempt to hurt or endanger the USCM.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Sexual assault&lt;br /&gt;
| To attempt to or succeed in the acts of assaulting another person sexually, including rape.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Conduct Unbecoming of an Officer&lt;br /&gt;
| Breaking any laws when you are an [[rank | officer]] will always result in this added to the penalty.  You are an officer and expected to act with dignity, honor, and respect at all times.&lt;br /&gt;
| Double Brig Time&lt;br /&gt;
| Double Brig Time; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Repeat Offender&lt;br /&gt;
| To repeat a previous crime you have been convicted or and released from.&lt;br /&gt;
| Double time (stacks with conduct unbecoming of an officer)&lt;br /&gt;
| Permanent Confinement&lt;br /&gt;
|- &lt;br /&gt;
| False Arrest&lt;br /&gt;
| To order the arrest of a Marine who is then found to be innocent.  Does NOT stack with Conduct Unbecoming of an Officer&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military Officers and military law enforcement agents are expected to use their best discretion when applying sentences and apprehending those who violate the above laws. Failure to do so will result in immediate contract termination at the discretion of Central Command military officials.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Apophis775</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=6875</id>
		<title>Marine Law</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=6875"/>
		<updated>2018-02-27T05:21:36Z</updated>

		<summary type="html">&lt;p&gt;Apophis775: /* Crew Authorized Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;United States Colonial Marines&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Uniform Code of Military Justice&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  The Commander of the USS Almayer and all its crew are not above UCMJ, Procedures, or Code of Conduct.  UCMJ also applies to all personnel who are in the vicinity of a USCM Operation or on board a ship.  The only exceptions are Diplomatically Immune Weyland-Yutani Executives (not including the on-board Liaison) and specially dispatched officials from High Command who have exception to authority for emergency matters.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Foreword=&lt;br /&gt;
The United States Colonial Marines Uniform Code of Military Justice is enforced by the Office of the Provost Marshal.  On ships and USCM colonies this duty falls to the Military Police and Chief MP.  They operate outside the authority of the command when enforcing the Law.  The Chief MP has the final say on law enforcement within his operational area, unless overseen by higher ranking members of the Provost Marshal.  Local Colonial Marshals are expected to fully co-operate with the Chief MPs and MPs when they are operating within their jurisdiction.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Arrest Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; If a suspect is injured or wounded, alert Medbay to have a doctor sent to the brig.  Unless the suspect&#039;s life is IMMEDIATELY in danger, they are to be brought to the Brig and treated there.&amp;lt;/small&amp;gt; &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Compliant Suspect (not resisting or running)===&lt;br /&gt;
# Verbally inform the suspect you are taking them into custody and the charge.&lt;br /&gt;
# Order the suspect to the ground.&lt;br /&gt;
# Handcuff the suspect.&lt;br /&gt;
# Bring the suspect to the Brig for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Non-Compliant Suspect (resisting or running)===&lt;br /&gt;
# Prepare a non-lethal method of neutralization&lt;br /&gt;
# Apply until they are no longer resisting&lt;br /&gt;
# Secure the suspect and Inform the suspect of their charge&lt;br /&gt;
# Bring the suspect to the brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Dangerous Suspect (has used a lethal weapon against law enforcement)===&lt;br /&gt;
# Ensure you have a non-lethal response prepared&lt;br /&gt;
# Engage the suspect and attempt to subdue them.  Minimize collateral damage.&lt;br /&gt;
#* If the suspect cannot be subdued with non-lethal force, the Chief MP or acting commander may authorize a lethal force response in extreme situations, primarily when Marine lives and/or the safety of the ship are at risk.&lt;br /&gt;
# Secure the suspect and any weapons they had and inform them of their charges.&lt;br /&gt;
# Bring the suspect to the Brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Search Procedure=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If you take an ID to get access somewhere for a search, you must ensure the ID gets back to them when you are finished (or with their belongings if they are detained&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Personnel==&lt;br /&gt;
# Inform the person you are conducting and of your intent (i.e. contraband, stolen items).&lt;br /&gt;
# If possible, conduct the search in the Brig or an isolated area so nothing is stolen.&lt;br /&gt;
# Begin the search and confiscate any illegal items.&lt;br /&gt;
## If they comply, you do not need to restrain them.&lt;br /&gt;
## If they resist, you may use non-lethal force to restrain them.&lt;br /&gt;
#If illegal items are found, follow Arrest and Brig procedures, otherwise release them.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Unsecured Area==&lt;br /&gt;
# Secure the area with Police Tape.  If none is available, have additional MPs help secure the area.&lt;br /&gt;
# Search any locations, lockers, crates, and personnel within the area, following the above rule for Personnel.&lt;br /&gt;
# Take any recovered illicit items to the brig and store them in the Evidence area for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Secured Area==&lt;br /&gt;
# Request someone responsible for the secured area to be present.&lt;br /&gt;
# Declare your intent and reason for the search.&lt;br /&gt;
# Request access from whoever is responsible for the area.  &lt;br /&gt;
## If the person responsible is the person you are investigating or the search is relative too, you may restrain them and use their ID temporarily for access.  Ensure an MP guards them.&lt;br /&gt;
## If no one is available, request either the CE or an MT to over-ride the door.  In a pinch, any combat engineer will do.  Ensure the area is re-secured after you leave.&lt;br /&gt;
# Search the area for whatever evidence or whatever you are expecting to find.&lt;br /&gt;
# Ensure that no unauthorized personnel other than the individuals executing the search enter.  Detain anyone unauthorized.&lt;br /&gt;
# Ensure nothing is stolen, and anything taken is relevant to the search.  This is not an excuse to loot.&lt;br /&gt;
# Anything taken in the search is to be brought the Brig and stored in Evidence for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Detainment and Brig Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If the prisoner is removed from his cell for ANY REASON the timer is PAUSED.  Time spent outside a cell does NOT count towards time being served for the crime, even if he is in medbay.  Also, Prisoners should NEVER be left with their ID on.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
# Inform the prisoner of the charge and set the timer&lt;br /&gt;
# Remove all equipment from the prisoner and place it into their locker.  Weapons may be secured in the MP armory if you wish.&lt;br /&gt;
# Conduct a thorough search of all their belongings.&lt;br /&gt;
# Remove and store all their equipment inside a locker.  Dress them in an orange jumpsuit, boots, and give them a standard headset.  If they are abusing a headset, it may be removed.&lt;br /&gt;
# Buckle the prisoner to the bed.&lt;br /&gt;
# Flash the prisoner and remove their handcuffs.  If the prisoner is potentially a threat to themself or others, you may secure them with a straight jacket.&lt;br /&gt;
# Recover your handcuffs and any equipment and leave the cell.&lt;br /&gt;
# For the duration that there are prisoners in the Brig, the Chief MP or a regular MP must be in security AT ALL TIMES (unless it&#039;s an emergency).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Prisoner Rights=&lt;br /&gt;
The following is a list of basic rights the prisoners have.  They can NOT be denied, except in an extreme situation and only then with authorization from the Chief MP.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Medical Treatment===&lt;br /&gt;
All treatment must take place in the brig if possible.  If not, an MP may escort a prisoner to medbay for treatment.  The prisoner MUST have an orange jumpsuit and shoes, and will not be given their Radio or ID until they return.  Time spent in medical will NOT count against their sentence.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Access to a Radio===&lt;br /&gt;
Unless the prisoner has abused the radio, they are authorized their headset.  If any MP believes that it is being abused (including being used to co-ordinate a prison-break), this right can be denied.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Appeal Sentence in a timely manner===&lt;br /&gt;
The prisoner may request an appeal on his sentence from the Chief MP.  If the Chief MP is not available, he may appeal to the acting commander.  This right is rescinded during emergencies.  The Chief MP has the final say on all appeals, and can override the Commander if he feels it is in the best interest of the ship&#039;s safety.&lt;br /&gt;
====Appeals====&lt;br /&gt;
An appeal is primarily intended to determine guilt or innocence.  A Chief MP or Commander (if there is no Chief MP) is expected to review  the evidence of the suspects crimes, the report of the arresting officer, and the testimony of the suspect.  If the Chief MP concludes that the suspect is not guilty of a law violation, they are to be released.  If they are found to be guilty, then the punishment stands.  Under no circumstances may anyone be given a Pardon if there is evidence to show a crime was committed.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Protection from threats===&lt;br /&gt;
Prisoners must be kept safe, unharmed, and healthy during their confinement.  MPs must work to the best of their ability to ensure this.  Self-inflicting wounds will result in being straight-jacketed for the entire duration.  If the ship is at Red Alert, all MPs should return to the Brig to ensure the safety of prisoners.&lt;br /&gt;
====Release in the event of a catastrophe====&lt;br /&gt;
In the event of a Delta Alert (activation of self destruct) any prisoners may be released if the MPs believe that they will not be a threat to the crew.  A normal Red Alert, is not sufficient reason for a release unless the ship is being over-run by a large hostile force.  &amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; a small force of enemies on board is not &amp;quot;over-run by a large hostile force&amp;quot;.  You should ensure the prisoners are kept safe and alive as long as they are in your custody, and release them only if this becomes impossible to perform due to a large enemy force.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Execution Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;“The man who passes the sentence should swing the sword. If you would take a man&#039;s life, you owe it to him to look into his eyes and hear his final words. And if you cannot bear to do that, then perhaps the man does not deserve to die.”&amp;lt;br/&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
Executions of prisoners are authorized for crimes with execution as the maximum punishment.  Additionally, if the maximum amount of time to be served is greater than 1 hour, or for repeated offenders, the Chief MP or Acting Commander may request an execution.  Both must agree for an execution to be authorized.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Procedure===&lt;br /&gt;
# The Commander or Chief MP must make a ship-wide announcement from the CIC communication console informing the crew of the intent to execute the prisoner, why, and the execution method.  In a code Red or Code Delta situation, this procedure can be ignored.  (Example:  &amp;quot;I, Captain Erin Kowalski, hereby authorize the execution of Donald Cluwne on the charges of murder, assault, and damage to the ship.  He will be executed by firing squad in the briefing room.&amp;quot;)   Authorized methods of execution are either Firing Squad (handled by MPs) or Lethal Injection (handled by CMO).&lt;br /&gt;
# The Acting Commander OR Chief MP (whoever made the initial request) MUST be present at the execution.&lt;br /&gt;
# The Condemned MUST be given a chance to give any final words.  They may use a radio for this (even if their radio was taken for abuse).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Battlefield Execution===&lt;br /&gt;
The Commander &amp;amp; Admiral of the Almayer holds the authority to perform a Battlefield Execution (&amp;lt;span style=&amp;quot;color:red; font-weight:bold;&amp;quot;&amp;gt;Important: Only [http://www.colonial-marines.com/viewforum.php?f=141 whitelisted] Commanders have this authority&amp;lt;/span&amp;gt;). They may kill anyone under their command or on their ship without any warning or procedure if they feel they are a threat to the mission.  The CO/Admiral must state why the individual was executed and should the MPs have concerns, they may contact USCM High Command VIA FAX to inquire if the execution was reasonable afterwards.  (This is similar to the &amp;quot;Rule 0&amp;quot; rule which applies to admins - you&#039;re able to do this, but it&#039;s much better not to, since you are subject to the consequences of your actions and may be removed from the whitelist if your reasons aren&#039;t acceptable.).&amp;lt;br/&amp;gt;&lt;br /&gt;
This power can only be used on captured prisoners when it is not possible to perform standard execution procedures.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Incompetent Command=&lt;br /&gt;
As Military Police you are expected to enforce the Law and Procedures upon all members of the crew.  If the Commander, XO, or any command staff are in violation of UCMJ at any time, the Chief MP is authorized to remove them from command permanently and replace them with whoever is next in the Chain of Command.  However, this requires confirmation from Central Command before it is enacted (you can use the fax machine in the Chief MPs office).&lt;br /&gt;
If they are not going to be removed from command permanently, they can instead be placed into the brig to server their sentence and the next in command takes temporary command.  Central Command does not need to approve these cases and only needs to be alerted.  However, visiting executives and Admirals are NOT bound by this and can only be removed with Central Command approval.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Special Provisions=&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Mutinies===&lt;br /&gt;
Military Police are strictly forbidden from participating in mutinies against the legitimate Command staff.  If you are made aware of a mutiny, you must take all necessary actions to prevent it and protect the legal Command Staff.  If, the Chief MP believes that the legal command staff is unable to perform their duties for any reason, the Chief MP may contact Central Command for permission to relieve them of command and replace them with the next officer in the Chain of Command (using the fax machine in the Chief MP office).  If a Chief MP is not available, a consensus between the MPs can result in the same situation.  Mutinies are unlawful, however, and MPs must do everything in their power to prevent and suppress a Mutiny.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Command Requested Arrests===&lt;br /&gt;
If the Commander, Acting Commander, or a Staff Officer requests a marine to be arrested for a crime, you MUST arrest said marine.  You may hold the marine for a maximum of 10 minutes while evidence is gathered.  If the marine is proven innocent in the end, the requesting officer may be held liable for a False Arrest charge.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Crew Authorized Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Code Green&#039;&#039;&#039; - Authorized Weapons may be carried by deploying marines (any standard issue weapon or weapon ordered from requisitions), security (non-lethals only) and the Acting Commander (a special issue Mateba).  Other officers (the XO, Staff Officers, Chief Engineer, and Requisition Officer) are authorized either a M44 Combat Revolver or M4A3 Service Pistol as a sidearm.  If you have a weapon, you must keep it holstered at all times while on board the ship.  This applies to Deploying Marines as well.&lt;br /&gt;
*&#039;&#039;&#039;Code Blue&#039;&#039;&#039; - All crew (not visitors, refugees, or prisoners) are authorized pistols.  Unless there is an immediate threat, only Law Enforcement may have weapons unholstered.&lt;br /&gt;
*&#039;&#039;&#039;Code Red&#039;&#039;&#039; - No Weapon Restrictions (Except as explained in the Rules)&lt;br /&gt;
Exceptions: If you or someone you are responsible for are in immediate, life-threatening danger and the appropriate code-level has not been set.  (Note: Meta-gaming rules still apply and over-ride the exception)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Current Marine Laws=&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; It is the duty of the arresting marine, to determine the punishment, ranging from the Minimum to Maximum.  It is reccomended to make the severity of the punishment meet the crime and to minimize excessive punishments.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;EXCESSIVE TIME:&#039;&#039;&#039; If the total punishment is to exceed 60 minutes, the Chief MP can give special permission for permanent confinement, no matter the crime.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;  class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Charge&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! Minimum Punishment&lt;br /&gt;
! Maximum Punishment&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;sortable&amp;quot; | Disrespect to a superior&lt;br /&gt;
| Using offensive names, disobeying orders, or being directly disrespectful to someone of a higher rank or position.  Each offense stacks.  Punishment time is per offense.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Hooliganism&lt;br /&gt;
| Behavior that is generally disruptive to the ship and crew that classifies as low level shenanigans not deserving of more severe punishment.  Things such as slipping people with soap/water, excessive window knocking, and force-feeding other marines.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Improper Uniform&lt;br /&gt;
| Moving around the ship outside the Cryo/Cafeteria/Preparation areas without proper military uniform for your job during non-emergency situations.  Marines should always be wearing their uniform, boots, and armor at a minimum.  Regular crew should be wearing their uniform and boots/shoes without armor unless there is a direct threat.  MPs should not have riot armor except in riot situations.  Any headgear should be your properly assigned headgear or an approved military alternative.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Disorderly Conduct&lt;br /&gt;
| Directly and intentionally disrupting primary operations of the ship.  Fighting in the RO line, disrupting the briefing, or inciting rioting/mutiny. &lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Insubordination&lt;br /&gt;
| Failing to follow a lawful order from someone of a superior rank or position.&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Unsecured Equipment&lt;br /&gt;
| Failing to ensure your equipment for your department is properly secured.  Leaving unattended equipment is unsafe and illegal.  You may distribute equipment outside your department if you are giving it to a specific individual and not leaving it on the floor unattended.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Drinking on Duty&lt;br /&gt;
| Consumption of any alcohol or inhibiting chemicals during a military operation or while on active duty.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Damage to Government Property&lt;br /&gt;
| Damaging the ship or making any unauthorized modifications to it during peacetime.To get authorization, confirm with the department head the change falls under, the Chief Engineer, and the current commander.&lt;br /&gt;
| Return ship to it&#039;s exact previous state.&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Resisting Arrest&lt;br /&gt;
| To resist a lawful arrest by a Military Police officer (most people run, be fair).&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Interfering with an arrest&lt;br /&gt;
| To disrupt or interfere with a lawful arrest.&lt;br /&gt;
| Same punishment as accused&lt;br /&gt;
| Same punishment as accused&lt;br /&gt;
|- &lt;br /&gt;
| Jailbreak/Escape&lt;br /&gt;
| To escape, attempt escape, or be broken out.&lt;br /&gt;
| Double initial time is applied to all involved&lt;br /&gt;
| Permanent Confinement&lt;br /&gt;
|- &lt;br /&gt;
| Trespassing&lt;br /&gt;
| Unauthorized access of an area restricted by Command personnel or an area which a person does not have access to.&lt;br /&gt;
| 5 Minutes &lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Contraband&lt;br /&gt;
| To retain possession of, distribute, or use contraband items, including drugs and non-standard issued equipment.&lt;br /&gt;
| 10 minutes; confiscation of contraband items&lt;br /&gt;
| 30 minutes; confiscation of contraband items&lt;br /&gt;
|- &lt;br /&gt;
| Theft&lt;br /&gt;
| To retain possession of items belonging to another marine.&lt;br /&gt;
| 10 minutes; item returned to owner&lt;br /&gt;
| 45 minutes; item returned to owner&lt;br /&gt;
|- &lt;br /&gt;
| Drug Use&lt;br /&gt;
| Consuming either space drugs or medical compounds not authorized for distribution.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Drug Distribution&lt;br /&gt;
| Distribution of non-medicinal drugs (space-drugs, hallucinogens, alcohol) are never authorized.  This includes being mixed with medical drugs. &lt;br /&gt;
| 30 minutes; demotion from chemical access&lt;br /&gt;
| Permabrig&lt;br /&gt;
|- &lt;br /&gt;
| Practicing Medicine without a License&lt;br /&gt;
| Only authorized medical personnel should be performing treatments beyond bandages, ointments, or a tricordrazine autoinjector.  Any personnel not licensed who distribute medication for consumption or administer medication are considered practicing without a license.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Medication Distribution&lt;br /&gt;
| Medication can only be distributed to trained medical personnel.  Any distributions other than basic medications (found in labeled vendor pill bottles or autoinjectors) must be authorized on a case-by-case basis in written form signed by either the CMO or the Acting Commander.  Combination medications (more than one medication in a pill or bottle) may never be distributed to anyone below a Doctor.  &lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes ; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Combat Stimulants&lt;br /&gt;
| Combat Stimulants are illegal within all USCM territories.  Distribution for specific chemicals may only be authorized by a signature from both the Acting Commander and the Chief Medical Officer.&lt;br /&gt;
| 30 minutes&lt;br /&gt;
| Permabrig&lt;br /&gt;
|- &lt;br /&gt;
| Drunk on Duty&lt;br /&gt;
| This only applies to the Military side of USCM: Excessive drinking resulting in becoming drunk planetside, or while serving aboard the ship as a general crew member to the point you are unable to communicate properly or perform your job.&lt;br /&gt;
| Until Sober&lt;br /&gt;
| Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Drunk and Disorderly&lt;br /&gt;
| This only applies to Civilian jobs and Survivors:  Excessive drinking resulting in either being unable to communicate and perform your job correctly, or belligerent behavior&lt;br /&gt;
| Until Sober&lt;br /&gt;
| Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Operating Heavy Machinery while intoxicated&lt;br /&gt;
| It is unlawful for anyone to operate any heavy machinery or equipment while intoxicated.  This includes Dropships, Powerloaders, Autodocs, Cryotubes, Cargo elevators, and Cargo Tugs.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Minor Weapon Violation&lt;br /&gt;
| Improper operation or conduct with a weapon you are authorized with during green or blue alert.  This includes walking around with weapons un-holstered or discharging weapons during non-emergencies.&lt;br /&gt;
| Warning for first offense (always)&lt;br /&gt;
| 5 Minutes AND confiscation of weapon&lt;br /&gt;
|- &lt;br /&gt;
| Unauthorized Weapon&lt;br /&gt;
| Possession of a weapon you are not authorized during a non-emergency situation, detailed as code levels in the &#039;&#039;Weapon Usage for Crew&#039;&#039; section above. As code levels decrease in threat, weapons should be stored appropriately and not kept on-person or in personal areas.&lt;br /&gt;
| Warning; confiscation of contraband items.&lt;br /&gt;
| 30 Minutes; confiscation of contraband items.&lt;br /&gt;
|- &lt;br /&gt;
| Assault&lt;br /&gt;
| To threaten or use physical force against someone without intent to kill. &lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Neglect of duty&lt;br /&gt;
| Failure to perform their role to an acceptable standard. For example, a Commander failing to properly organize and ensure his personnel are given orders.&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 25 minutes; Demotion/removal of command&lt;br /&gt;
|- &lt;br /&gt;
| Assault with a deadly weapon&lt;br /&gt;
| To enact physical force against someone with a lethal weapon, such as a sidearm, blade, or rifle.&lt;br /&gt;
| 20 minutes&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
|- &lt;br /&gt;
| Manslaughter&lt;br /&gt;
| Killing someone &#039;&#039;without malicious intent&#039;&#039;.&lt;br /&gt;
| 20 minutes; Demotion&lt;br /&gt;
| 45 Minutes; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Murder or Unauthorized Execution&lt;br /&gt;
| Killing someone &#039;&#039;with malicious intent&#039;&#039;. Executions are only authorized with permission from and in the presence of the acting Commander.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Mutiny&lt;br /&gt;
| To attempt or succeed at overpowering or overthrowing a commanding officer.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Terrorist Collaboration&lt;br /&gt;
| To act as an enemy to the USCM or engage in acts that attempt to hurt or endanger the USCM.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Sexual assault&lt;br /&gt;
| To attempt to or succeed in the acts of assaulting another person sexually, including rape.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Conduct Unbecoming of an Officer&lt;br /&gt;
| Breaking any laws when you are an [[rank | officer]] will always result in this added to the penalty.  You are an officer and expected to act with dignity, honor, and respect at all times.&lt;br /&gt;
| Double Brig Time&lt;br /&gt;
| Double Brig Time; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Repeat Offender&lt;br /&gt;
| To repeat a previous crime you have been convicted or and released from.&lt;br /&gt;
| Double time (stacks with conduct unbecoming of an officer)&lt;br /&gt;
| Permanent Confinement&lt;br /&gt;
|- &lt;br /&gt;
| False Arrest&lt;br /&gt;
| To order the arrest of a Marine who is then found to be innocent.  Does NOT stack with Conduct Unbecoming of an Officer&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military Officers and military law enforcement agents are expected to use their best discretion when applying sentences and apprehending those who violate the above laws. Failure to do so will result in immediate contract termination at the discretion of Central Command military officials.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Apophis775</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=6874</id>
		<title>Marine Law</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=6874"/>
		<updated>2018-02-27T05:15:29Z</updated>

		<summary type="html">&lt;p&gt;Apophis775: /* Special Provisions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;United States Colonial Marines&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Uniform Code of Military Justice&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  The Commander of the USS Almayer and all its crew are not above UCMJ, Procedures, or Code of Conduct.  UCMJ also applies to all personnel who are in the vicinity of a USCM Operation or on board a ship.  The only exceptions are Diplomatically Immune Weyland-Yutani Executives (not including the on-board Liaison) and specially dispatched officials from High Command who have exception to authority for emergency matters.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Foreword=&lt;br /&gt;
The United States Colonial Marines Uniform Code of Military Justice is enforced by the Office of the Provost Marshal.  On ships and USCM colonies this duty falls to the Military Police and Chief MP.  They operate outside the authority of the command when enforcing the Law.  The Chief MP has the final say on law enforcement within his operational area, unless overseen by higher ranking members of the Provost Marshal.  Local Colonial Marshals are expected to fully co-operate with the Chief MPs and MPs when they are operating within their jurisdiction.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Arrest Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; If a suspect is injured or wounded, alert Medbay to have a doctor sent to the brig.  Unless the suspect&#039;s life is IMMEDIATELY in danger, they are to be brought to the Brig and treated there.&amp;lt;/small&amp;gt; &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Compliant Suspect (not resisting or running)===&lt;br /&gt;
# Verbally inform the suspect you are taking them into custody and the charge.&lt;br /&gt;
# Order the suspect to the ground.&lt;br /&gt;
# Handcuff the suspect.&lt;br /&gt;
# Bring the suspect to the Brig for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Non-Compliant Suspect (resisting or running)===&lt;br /&gt;
# Prepare a non-lethal method of neutralization&lt;br /&gt;
# Apply until they are no longer resisting&lt;br /&gt;
# Secure the suspect and Inform the suspect of their charge&lt;br /&gt;
# Bring the suspect to the brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Dangerous Suspect (has used a lethal weapon against law enforcement)===&lt;br /&gt;
# Ensure you have a non-lethal response prepared&lt;br /&gt;
# Engage the suspect and attempt to subdue them.  Minimize collateral damage.&lt;br /&gt;
#* If the suspect cannot be subdued with non-lethal force, the Chief MP or acting commander may authorize a lethal force response in extreme situations, primarily when Marine lives and/or the safety of the ship are at risk.&lt;br /&gt;
# Secure the suspect and any weapons they had and inform them of their charges.&lt;br /&gt;
# Bring the suspect to the Brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Search Procedure=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If you take an ID to get access somewhere for a search, you must ensure the ID gets back to them when you are finished (or with their belongings if they are detained&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Personnel==&lt;br /&gt;
# Inform the person you are conducting and of your intent (i.e. contraband, stolen items).&lt;br /&gt;
# If possible, conduct the search in the Brig or an isolated area so nothing is stolen.&lt;br /&gt;
# Begin the search and confiscate any illegal items.&lt;br /&gt;
## If they comply, you do not need to restrain them.&lt;br /&gt;
## If they resist, you may use non-lethal force to restrain them.&lt;br /&gt;
#If illegal items are found, follow Arrest and Brig procedures, otherwise release them.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Unsecured Area==&lt;br /&gt;
# Secure the area with Police Tape.  If none is available, have additional MPs help secure the area.&lt;br /&gt;
# Search any locations, lockers, crates, and personnel within the area, following the above rule for Personnel.&lt;br /&gt;
# Take any recovered illicit items to the brig and store them in the Evidence area for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Secured Area==&lt;br /&gt;
# Request someone responsible for the secured area to be present.&lt;br /&gt;
# Declare your intent and reason for the search.&lt;br /&gt;
# Request access from whoever is responsible for the area.  &lt;br /&gt;
## If the person responsible is the person you are investigating or the search is relative too, you may restrain them and use their ID temporarily for access.  Ensure an MP guards them.&lt;br /&gt;
## If no one is available, request either the CE or an MT to over-ride the door.  In a pinch, any combat engineer will do.  Ensure the area is re-secured after you leave.&lt;br /&gt;
# Search the area for whatever evidence or whatever you are expecting to find.&lt;br /&gt;
# Ensure that no unauthorized personnel other than the individuals executing the search enter.  Detain anyone unauthorized.&lt;br /&gt;
# Ensure nothing is stolen, and anything taken is relevant to the search.  This is not an excuse to loot.&lt;br /&gt;
# Anything taken in the search is to be brought the Brig and stored in Evidence for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Detainment and Brig Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If the prisoner is removed from his cell for ANY REASON the timer is PAUSED.  Time spent outside a cell does NOT count towards time being served for the crime, even if he is in medbay.  Also, Prisoners should NEVER be left with their ID on.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
# Inform the prisoner of the charge and set the timer&lt;br /&gt;
# Remove all equipment from the prisoner and place it into their locker.  Weapons may be secured in the MP armory if you wish.&lt;br /&gt;
# Conduct a thorough search of all their belongings.&lt;br /&gt;
# Remove and store all their equipment inside a locker.  Dress them in an orange jumpsuit, boots, and give them a standard headset.  If they are abusing a headset, it may be removed.&lt;br /&gt;
# Buckle the prisoner to the bed.&lt;br /&gt;
# Flash the prisoner and remove their handcuffs.  If the prisoner is potentially a threat to themself or others, you may secure them with a straight jacket.&lt;br /&gt;
# Recover your handcuffs and any equipment and leave the cell.&lt;br /&gt;
# For the duration that there are prisoners in the Brig, the Chief MP or a regular MP must be in security AT ALL TIMES (unless it&#039;s an emergency).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Prisoner Rights=&lt;br /&gt;
The following is a list of basic rights the prisoners have.  They can NOT be denied, except in an extreme situation and only then with authorization from the Chief MP.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Medical Treatment===&lt;br /&gt;
All treatment must take place in the brig if possible.  If not, an MP may escort a prisoner to medbay for treatment.  The prisoner MUST have an orange jumpsuit and shoes, and will not be given their Radio or ID until they return.  Time spent in medical will NOT count against their sentence.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Access to a Radio===&lt;br /&gt;
Unless the prisoner has abused the radio, they are authorized their headset.  If any MP believes that it is being abused (including being used to co-ordinate a prison-break), this right can be denied.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Appeal Sentence in a timely manner===&lt;br /&gt;
The prisoner may request an appeal on his sentence from the Chief MP.  If the Chief MP is not available, he may appeal to the acting commander.  This right is rescinded during emergencies.  The Chief MP has the final say on all appeals, and can override the Commander if he feels it is in the best interest of the ship&#039;s safety.&lt;br /&gt;
====Appeals====&lt;br /&gt;
An appeal is primarily intended to determine guilt or innocence.  A Chief MP or Commander (if there is no Chief MP) is expected to review  the evidence of the suspects crimes, the report of the arresting officer, and the testimony of the suspect.  If the Chief MP concludes that the suspect is not guilty of a law violation, they are to be released.  If they are found to be guilty, then the punishment stands.  Under no circumstances may anyone be given a Pardon if there is evidence to show a crime was committed.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Protection from threats===&lt;br /&gt;
Prisoners must be kept safe, unharmed, and healthy during their confinement.  MPs must work to the best of their ability to ensure this.  Self-inflicting wounds will result in being straight-jacketed for the entire duration.  If the ship is at Red Alert, all MPs should return to the Brig to ensure the safety of prisoners.&lt;br /&gt;
====Release in the event of a catastrophe====&lt;br /&gt;
In the event of a Delta Alert (activation of self destruct) any prisoners may be released if the MPs believe that they will not be a threat to the crew.  A normal Red Alert, is not sufficient reason for a release unless the ship is being over-run by a large hostile force.  &amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; a small force of enemies on board is not &amp;quot;over-run by a large hostile force&amp;quot;.  You should ensure the prisoners are kept safe and alive as long as they are in your custody, and release them only if this becomes impossible to perform due to a large enemy force.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Execution Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;“The man who passes the sentence should swing the sword. If you would take a man&#039;s life, you owe it to him to look into his eyes and hear his final words. And if you cannot bear to do that, then perhaps the man does not deserve to die.”&amp;lt;br/&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
Executions of prisoners are authorized for crimes with execution as the maximum punishment.  Additionally, if the maximum amount of time to be served is greater than 1 hour, or for repeated offenders, the Chief MP or Acting Commander may request an execution.  Both must agree for an execution to be authorized.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Procedure===&lt;br /&gt;
# The Commander or Chief MP must make a ship-wide announcement from the CIC communication console informing the crew of the intent to execute the prisoner, why, and the execution method.  In a code Red or Code Delta situation, this procedure can be ignored.  (Example:  &amp;quot;I, Captain Erin Kowalski, hereby authorize the execution of Donald Cluwne on the charges of murder, assault, and damage to the ship.  He will be executed by firing squad in the briefing room.&amp;quot;)   Authorized methods of execution are either Firing Squad (handled by MPs) or Lethal Injection (handled by CMO).&lt;br /&gt;
# The Acting Commander OR Chief MP (whoever made the initial request) MUST be present at the execution.&lt;br /&gt;
# The Condemned MUST be given a chance to give any final words.  They may use a radio for this (even if their radio was taken for abuse).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Battlefield Execution===&lt;br /&gt;
The Commander &amp;amp; Admiral of the Almayer holds the authority to perform a Battlefield Execution (&amp;lt;span style=&amp;quot;color:red; font-weight:bold;&amp;quot;&amp;gt;Important: Only [http://www.colonial-marines.com/viewforum.php?f=141 whitelisted] Commanders have this authority&amp;lt;/span&amp;gt;). They may kill anyone under their command or on their ship without any warning or procedure if they feel they are a threat to the mission.  The CO/Admiral must state why the individual was executed and should the MPs have concerns, they may contact USCM High Command VIA FAX to inquire if the execution was reasonable afterwards.  (This is similar to the &amp;quot;Rule 0&amp;quot; rule which applies to admins - you&#039;re able to do this, but it&#039;s much better not to, since you are subject to the consequences of your actions and may be removed from the whitelist if your reasons aren&#039;t acceptable.).&amp;lt;br/&amp;gt;&lt;br /&gt;
This power can only be used on captured prisoners when it is not possible to perform standard execution procedures.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Incompetent Command=&lt;br /&gt;
As Military Police you are expected to enforce the Law and Procedures upon all members of the crew.  If the Commander, XO, or any command staff are in violation of UCMJ at any time, the Chief MP is authorized to remove them from command permanently and replace them with whoever is next in the Chain of Command.  However, this requires confirmation from Central Command before it is enacted (you can use the fax machine in the Chief MPs office).&lt;br /&gt;
If they are not going to be removed from command permanently, they can instead be placed into the brig to server their sentence and the next in command takes temporary command.  Central Command does not need to approve these cases and only needs to be alerted.  However, visiting executives and Admirals are NOT bound by this and can only be removed with Central Command approval.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Special Provisions=&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Mutinies===&lt;br /&gt;
Military Police are strictly forbidden from participating in mutinies against the legitimate Command staff.  If you are made aware of a mutiny, you must take all necessary actions to prevent it and protect the legal Command Staff.  If, the Chief MP believes that the legal command staff is unable to perform their duties for any reason, the Chief MP may contact Central Command for permission to relieve them of command and replace them with the next officer in the Chain of Command (using the fax machine in the Chief MP office).  If a Chief MP is not available, a consensus between the MPs can result in the same situation.  Mutinies are unlawful, however, and MPs must do everything in their power to prevent and suppress a Mutiny.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Command Requested Arrests===&lt;br /&gt;
If the Commander, Acting Commander, or a Staff Officer requests a marine to be arrested for a crime, you MUST arrest said marine.  You may hold the marine for a maximum of 10 minutes while evidence is gathered.  If the marine is proven innocent in the end, the requesting officer may be held liable for a False Arrest charge.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Crew Authorized Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Code Green&#039;&#039;&#039; - Authorized Weapons may be carried by deploying marines (any standard issue weapon or weapon ordered from requisitions), security (non-lethals only) and the Acting Commander (a special issue Mateba).  Other officers (the XO, Staff Officers, Chief Engineer, and Requisition Officer) are authorized either a M44 Combat Revolver or M4A3 Service Pistol as a sidearm.  If you have a weapon, you must keep it authorized at all times while on board the ship.  This applies to Deploying Marines as well.&lt;br /&gt;
*&#039;&#039;&#039;Code Blue&#039;&#039;&#039; - All crew (not visitors, refugees, or prisoners) are authorized pistols.  Unless there is an immediate threat, only Law Enforcement may have weapons unholstered.&lt;br /&gt;
*&#039;&#039;&#039;Code Red&#039;&#039;&#039; - No Weapon Restrictions (Except as explained in the Rules)&lt;br /&gt;
Exceptions: If you or someone you are responsible for are in immediate, life-threatening danger and the appropriate code-level has not been set.  (Note: Meta-gaming rules still apply and over-ride the exception)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Current Marine Laws=&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; It is the duty of the arresting marine, to determine the punishment, ranging from the Minimum to Maximum.  It is reccomended to make the severity of the punishment meet the crime and to minimize excessive punishments.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;EXCESSIVE TIME:&#039;&#039;&#039; If the total punishment is to exceed 60 minutes, the Chief MP can give special permission for permanent confinement, no matter the crime.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;  class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Charge&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! Minimum Punishment&lt;br /&gt;
! Maximum Punishment&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;sortable&amp;quot; | Disrespect to a superior&lt;br /&gt;
| Using offensive names, disobeying orders, or being directly disrespectful to someone of a higher rank or position.  Each offense stacks.  Punishment time is per offense.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Hooliganism&lt;br /&gt;
| Behavior that is generally disruptive to the ship and crew that classifies as low level shenanigans not deserving of more severe punishment.  Things such as slipping people with soap/water, excessive window knocking, and force-feeding other marines.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Improper Uniform&lt;br /&gt;
| Moving around the ship outside the Cryo/Cafeteria/Preparation areas without proper military uniform for your job during non-emergency situations.  Marines should always be wearing their uniform, boots, and armor at a minimum.  Regular crew should be wearing their uniform and boots/shoes without armor unless there is a direct threat.  MPs should not have riot armor except in riot situations.  Any headgear should be your properly assigned headgear or an approved military alternative.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Disorderly Conduct&lt;br /&gt;
| Directly and intentionally disrupting primary operations of the ship.  Fighting in the RO line, disrupting the briefing, or inciting rioting/mutiny. &lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Insubordination&lt;br /&gt;
| Failing to follow a lawful order from someone of a superior rank or position.&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Unsecured Equipment&lt;br /&gt;
| Failing to ensure your equipment for your department is properly secured.  Leaving unattended equipment is unsafe and illegal.  You may distribute equipment outside your department if you are giving it to a specific individual and not leaving it on the floor unattended.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Drinking on Duty&lt;br /&gt;
| Consumption of any alcohol or inhibiting chemicals during a military operation or while on active duty.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Damage to Government Property&lt;br /&gt;
| Damaging the ship or making any unauthorized modifications to it during peacetime.To get authorization, confirm with the department head the change falls under, the Chief Engineer, and the current commander.&lt;br /&gt;
| Return ship to it&#039;s exact previous state.&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Resisting Arrest&lt;br /&gt;
| To resist a lawful arrest by a Military Police officer (most people run, be fair).&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Interfering with an arrest&lt;br /&gt;
| To disrupt or interfere with a lawful arrest.&lt;br /&gt;
| Same punishment as accused&lt;br /&gt;
| Same punishment as accused&lt;br /&gt;
|- &lt;br /&gt;
| Jailbreak/Escape&lt;br /&gt;
| To escape, attempt escape, or be broken out.&lt;br /&gt;
| Double initial time is applied to all involved&lt;br /&gt;
| Permanent Confinement&lt;br /&gt;
|- &lt;br /&gt;
| Trespassing&lt;br /&gt;
| Unauthorized access of an area restricted by Command personnel or an area which a person does not have access to.&lt;br /&gt;
| 5 Minutes &lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Contraband&lt;br /&gt;
| To retain possession of, distribute, or use contraband items, including drugs and non-standard issued equipment.&lt;br /&gt;
| 10 minutes; confiscation of contraband items&lt;br /&gt;
| 30 minutes; confiscation of contraband items&lt;br /&gt;
|- &lt;br /&gt;
| Theft&lt;br /&gt;
| To retain possession of items belonging to another marine.&lt;br /&gt;
| 10 minutes; item returned to owner&lt;br /&gt;
| 45 minutes; item returned to owner&lt;br /&gt;
|- &lt;br /&gt;
| Drug Use&lt;br /&gt;
| Consuming either space drugs or medical compounds not authorized for distribution.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Drug Distribution&lt;br /&gt;
| Distribution of non-medicinal drugs (space-drugs, hallucinogens, alcohol) are never authorized.  This includes being mixed with medical drugs. &lt;br /&gt;
| 30 minutes; demotion from chemical access&lt;br /&gt;
| Permabrig&lt;br /&gt;
|- &lt;br /&gt;
| Practicing Medicine without a License&lt;br /&gt;
| Only authorized medical personnel should be performing treatments beyond bandages, ointments, or a tricordrazine autoinjector.  Any personnel not licensed who distribute medication for consumption or administer medication are considered practicing without a license.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Medication Distribution&lt;br /&gt;
| Medication can only be distributed to trained medical personnel.  Any distributions other than basic medications (found in labeled vendor pill bottles or autoinjectors) must be authorized on a case-by-case basis in written form signed by either the CMO or the Acting Commander.  Combination medications (more than one medication in a pill or bottle) may never be distributed to anyone below a Doctor.  &lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes ; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Combat Stimulants&lt;br /&gt;
| Combat Stimulants are illegal within all USCM territories.  Distribution for specific chemicals may only be authorized by a signature from both the Acting Commander and the Chief Medical Officer.&lt;br /&gt;
| 30 minutes&lt;br /&gt;
| Permabrig&lt;br /&gt;
|- &lt;br /&gt;
| Drunk on Duty&lt;br /&gt;
| This only applies to the Military side of USCM: Excessive drinking resulting in becoming drunk planetside, or while serving aboard the ship as a general crew member to the point you are unable to communicate properly or perform your job.&lt;br /&gt;
| Until Sober&lt;br /&gt;
| Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Drunk and Disorderly&lt;br /&gt;
| This only applies to Civilian jobs and Survivors:  Excessive drinking resulting in either being unable to communicate and perform your job correctly, or belligerent behavior&lt;br /&gt;
| Until Sober&lt;br /&gt;
| Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Operating Heavy Machinery while intoxicated&lt;br /&gt;
| It is unlawful for anyone to operate any heavy machinery or equipment while intoxicated.  This includes Dropships, Powerloaders, Autodocs, Cryotubes, Cargo elevators, and Cargo Tugs.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Minor Weapon Violation&lt;br /&gt;
| Improper operation or conduct with a weapon you are authorized with during green or blue alert.  This includes walking around with weapons un-holstered or discharging weapons during non-emergencies.&lt;br /&gt;
| Warning for first offense (always)&lt;br /&gt;
| 5 Minutes AND confiscation of weapon&lt;br /&gt;
|- &lt;br /&gt;
| Unauthorized Weapon&lt;br /&gt;
| Possession of a weapon you are not authorized during a non-emergency situation, detailed as code levels in the &#039;&#039;Weapon Usage for Crew&#039;&#039; section above. As code levels decrease in threat, weapons should be stored appropriately and not kept on-person or in personal areas.&lt;br /&gt;
| Warning; confiscation of contraband items.&lt;br /&gt;
| 30 Minutes; confiscation of contraband items.&lt;br /&gt;
|- &lt;br /&gt;
| Assault&lt;br /&gt;
| To threaten or use physical force against someone without intent to kill. &lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Neglect of duty&lt;br /&gt;
| Failure to perform their role to an acceptable standard. For example, a Commander failing to properly organize and ensure his personnel are given orders.&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 25 minutes; Demotion/removal of command&lt;br /&gt;
|- &lt;br /&gt;
| Assault with a deadly weapon&lt;br /&gt;
| To enact physical force against someone with a lethal weapon, such as a sidearm, blade, or rifle.&lt;br /&gt;
| 20 minutes&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
|- &lt;br /&gt;
| Manslaughter&lt;br /&gt;
| Killing someone &#039;&#039;without malicious intent&#039;&#039;.&lt;br /&gt;
| 20 minutes; Demotion&lt;br /&gt;
| 45 Minutes; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Murder or Unauthorized Execution&lt;br /&gt;
| Killing someone &#039;&#039;with malicious intent&#039;&#039;. Executions are only authorized with permission from and in the presence of the acting Commander.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Mutiny&lt;br /&gt;
| To attempt or succeed at overpowering or overthrowing a commanding officer.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Terrorist Collaboration&lt;br /&gt;
| To act as an enemy to the USCM or engage in acts that attempt to hurt or endanger the USCM.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Sexual assault&lt;br /&gt;
| To attempt to or succeed in the acts of assaulting another person sexually, including rape.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Conduct Unbecoming of an Officer&lt;br /&gt;
| Breaking any laws when you are an [[rank | officer]] will always result in this added to the penalty.  You are an officer and expected to act with dignity, honor, and respect at all times.&lt;br /&gt;
| Double Brig Time&lt;br /&gt;
| Double Brig Time; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Repeat Offender&lt;br /&gt;
| To repeat a previous crime you have been convicted or and released from.&lt;br /&gt;
| Double time (stacks with conduct unbecoming of an officer)&lt;br /&gt;
| Permanent Confinement&lt;br /&gt;
|- &lt;br /&gt;
| False Arrest&lt;br /&gt;
| To order the arrest of a Marine who is then found to be innocent.  Does NOT stack with Conduct Unbecoming of an Officer&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military Officers and military law enforcement agents are expected to use their best discretion when applying sentences and apprehending those who violate the above laws. Failure to do so will result in immediate contract termination at the discretion of Central Command military officials.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Apophis775</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=6873</id>
		<title>Marine Law</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=6873"/>
		<updated>2018-02-27T05:14:41Z</updated>

		<summary type="html">&lt;p&gt;Apophis775: /* Special Provisions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;United States Colonial Marines&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Uniform Code of Military Justice&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  The Commander of the USS Almayer and all its crew are not above UCMJ, Procedures, or Code of Conduct.  UCMJ also applies to all personnel who are in the vicinity of a USCM Operation or on board a ship.  The only exceptions are Diplomatically Immune Weyland-Yutani Executives (not including the on-board Liaison) and specially dispatched officials from High Command who have exception to authority for emergency matters.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Foreword=&lt;br /&gt;
The United States Colonial Marines Uniform Code of Military Justice is enforced by the Office of the Provost Marshal.  On ships and USCM colonies this duty falls to the Military Police and Chief MP.  They operate outside the authority of the command when enforcing the Law.  The Chief MP has the final say on law enforcement within his operational area, unless overseen by higher ranking members of the Provost Marshal.  Local Colonial Marshals are expected to fully co-operate with the Chief MPs and MPs when they are operating within their jurisdiction.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Arrest Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; If a suspect is injured or wounded, alert Medbay to have a doctor sent to the brig.  Unless the suspect&#039;s life is IMMEDIATELY in danger, they are to be brought to the Brig and treated there.&amp;lt;/small&amp;gt; &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Compliant Suspect (not resisting or running)===&lt;br /&gt;
# Verbally inform the suspect you are taking them into custody and the charge.&lt;br /&gt;
# Order the suspect to the ground.&lt;br /&gt;
# Handcuff the suspect.&lt;br /&gt;
# Bring the suspect to the Brig for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Non-Compliant Suspect (resisting or running)===&lt;br /&gt;
# Prepare a non-lethal method of neutralization&lt;br /&gt;
# Apply until they are no longer resisting&lt;br /&gt;
# Secure the suspect and Inform the suspect of their charge&lt;br /&gt;
# Bring the suspect to the brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Dangerous Suspect (has used a lethal weapon against law enforcement)===&lt;br /&gt;
# Ensure you have a non-lethal response prepared&lt;br /&gt;
# Engage the suspect and attempt to subdue them.  Minimize collateral damage.&lt;br /&gt;
#* If the suspect cannot be subdued with non-lethal force, the Chief MP or acting commander may authorize a lethal force response in extreme situations, primarily when Marine lives and/or the safety of the ship are at risk.&lt;br /&gt;
# Secure the suspect and any weapons they had and inform them of their charges.&lt;br /&gt;
# Bring the suspect to the Brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Search Procedure=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If you take an ID to get access somewhere for a search, you must ensure the ID gets back to them when you are finished (or with their belongings if they are detained&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Personnel==&lt;br /&gt;
# Inform the person you are conducting and of your intent (i.e. contraband, stolen items).&lt;br /&gt;
# If possible, conduct the search in the Brig or an isolated area so nothing is stolen.&lt;br /&gt;
# Begin the search and confiscate any illegal items.&lt;br /&gt;
## If they comply, you do not need to restrain them.&lt;br /&gt;
## If they resist, you may use non-lethal force to restrain them.&lt;br /&gt;
#If illegal items are found, follow Arrest and Brig procedures, otherwise release them.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Unsecured Area==&lt;br /&gt;
# Secure the area with Police Tape.  If none is available, have additional MPs help secure the area.&lt;br /&gt;
# Search any locations, lockers, crates, and personnel within the area, following the above rule for Personnel.&lt;br /&gt;
# Take any recovered illicit items to the brig and store them in the Evidence area for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Secured Area==&lt;br /&gt;
# Request someone responsible for the secured area to be present.&lt;br /&gt;
# Declare your intent and reason for the search.&lt;br /&gt;
# Request access from whoever is responsible for the area.  &lt;br /&gt;
## If the person responsible is the person you are investigating or the search is relative too, you may restrain them and use their ID temporarily for access.  Ensure an MP guards them.&lt;br /&gt;
## If no one is available, request either the CE or an MT to over-ride the door.  In a pinch, any combat engineer will do.  Ensure the area is re-secured after you leave.&lt;br /&gt;
# Search the area for whatever evidence or whatever you are expecting to find.&lt;br /&gt;
# Ensure that no unauthorized personnel other than the individuals executing the search enter.  Detain anyone unauthorized.&lt;br /&gt;
# Ensure nothing is stolen, and anything taken is relevant to the search.  This is not an excuse to loot.&lt;br /&gt;
# Anything taken in the search is to be brought the Brig and stored in Evidence for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Detainment and Brig Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If the prisoner is removed from his cell for ANY REASON the timer is PAUSED.  Time spent outside a cell does NOT count towards time being served for the crime, even if he is in medbay.  Also, Prisoners should NEVER be left with their ID on.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
# Inform the prisoner of the charge and set the timer&lt;br /&gt;
# Remove all equipment from the prisoner and place it into their locker.  Weapons may be secured in the MP armory if you wish.&lt;br /&gt;
# Conduct a thorough search of all their belongings.&lt;br /&gt;
# Remove and store all their equipment inside a locker.  Dress them in an orange jumpsuit, boots, and give them a standard headset.  If they are abusing a headset, it may be removed.&lt;br /&gt;
# Buckle the prisoner to the bed.&lt;br /&gt;
# Flash the prisoner and remove their handcuffs.  If the prisoner is potentially a threat to themself or others, you may secure them with a straight jacket.&lt;br /&gt;
# Recover your handcuffs and any equipment and leave the cell.&lt;br /&gt;
# For the duration that there are prisoners in the Brig, the Chief MP or a regular MP must be in security AT ALL TIMES (unless it&#039;s an emergency).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Prisoner Rights=&lt;br /&gt;
The following is a list of basic rights the prisoners have.  They can NOT be denied, except in an extreme situation and only then with authorization from the Chief MP.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Medical Treatment===&lt;br /&gt;
All treatment must take place in the brig if possible.  If not, an MP may escort a prisoner to medbay for treatment.  The prisoner MUST have an orange jumpsuit and shoes, and will not be given their Radio or ID until they return.  Time spent in medical will NOT count against their sentence.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Access to a Radio===&lt;br /&gt;
Unless the prisoner has abused the radio, they are authorized their headset.  If any MP believes that it is being abused (including being used to co-ordinate a prison-break), this right can be denied.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Appeal Sentence in a timely manner===&lt;br /&gt;
The prisoner may request an appeal on his sentence from the Chief MP.  If the Chief MP is not available, he may appeal to the acting commander.  This right is rescinded during emergencies.  The Chief MP has the final say on all appeals, and can override the Commander if he feels it is in the best interest of the ship&#039;s safety.&lt;br /&gt;
====Appeals====&lt;br /&gt;
An appeal is primarily intended to determine guilt or innocence.  A Chief MP or Commander (if there is no Chief MP) is expected to review  the evidence of the suspects crimes, the report of the arresting officer, and the testimony of the suspect.  If the Chief MP concludes that the suspect is not guilty of a law violation, they are to be released.  If they are found to be guilty, then the punishment stands.  Under no circumstances may anyone be given a Pardon if there is evidence to show a crime was committed.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Protection from threats===&lt;br /&gt;
Prisoners must be kept safe, unharmed, and healthy during their confinement.  MPs must work to the best of their ability to ensure this.  Self-inflicting wounds will result in being straight-jacketed for the entire duration.  If the ship is at Red Alert, all MPs should return to the Brig to ensure the safety of prisoners.&lt;br /&gt;
====Release in the event of a catastrophe====&lt;br /&gt;
In the event of a Delta Alert (activation of self destruct) any prisoners may be released if the MPs believe that they will not be a threat to the crew.  A normal Red Alert, is not sufficient reason for a release unless the ship is being over-run by a large hostile force.  &amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; a small force of enemies on board is not &amp;quot;over-run by a large hostile force&amp;quot;.  You should ensure the prisoners are kept safe and alive as long as they are in your custody, and release them only if this becomes impossible to perform due to a large enemy force.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Execution Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;“The man who passes the sentence should swing the sword. If you would take a man&#039;s life, you owe it to him to look into his eyes and hear his final words. And if you cannot bear to do that, then perhaps the man does not deserve to die.”&amp;lt;br/&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
Executions of prisoners are authorized for crimes with execution as the maximum punishment.  Additionally, if the maximum amount of time to be served is greater than 1 hour, or for repeated offenders, the Chief MP or Acting Commander may request an execution.  Both must agree for an execution to be authorized.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Procedure===&lt;br /&gt;
# The Commander or Chief MP must make a ship-wide announcement from the CIC communication console informing the crew of the intent to execute the prisoner, why, and the execution method.  In a code Red or Code Delta situation, this procedure can be ignored.  (Example:  &amp;quot;I, Captain Erin Kowalski, hereby authorize the execution of Donald Cluwne on the charges of murder, assault, and damage to the ship.  He will be executed by firing squad in the briefing room.&amp;quot;)   Authorized methods of execution are either Firing Squad (handled by MPs) or Lethal Injection (handled by CMO).&lt;br /&gt;
# The Acting Commander OR Chief MP (whoever made the initial request) MUST be present at the execution.&lt;br /&gt;
# The Condemned MUST be given a chance to give any final words.  They may use a radio for this (even if their radio was taken for abuse).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Battlefield Execution===&lt;br /&gt;
The Commander &amp;amp; Admiral of the Almayer holds the authority to perform a Battlefield Execution (&amp;lt;span style=&amp;quot;color:red; font-weight:bold;&amp;quot;&amp;gt;Important: Only [http://www.colonial-marines.com/viewforum.php?f=141 whitelisted] Commanders have this authority&amp;lt;/span&amp;gt;). They may kill anyone under their command or on their ship without any warning or procedure if they feel they are a threat to the mission.  The CO/Admiral must state why the individual was executed and should the MPs have concerns, they may contact USCM High Command VIA FAX to inquire if the execution was reasonable afterwards.  (This is similar to the &amp;quot;Rule 0&amp;quot; rule which applies to admins - you&#039;re able to do this, but it&#039;s much better not to, since you are subject to the consequences of your actions and may be removed from the whitelist if your reasons aren&#039;t acceptable.).&amp;lt;br/&amp;gt;&lt;br /&gt;
This power can only be used on captured prisoners when it is not possible to perform standard execution procedures.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Incompetent Command=&lt;br /&gt;
As Military Police you are expected to enforce the Law and Procedures upon all members of the crew.  If the Commander, XO, or any command staff are in violation of UCMJ at any time, the Chief MP is authorized to remove them from command permanently and replace them with whoever is next in the Chain of Command.  However, this requires confirmation from Central Command before it is enacted (you can use the fax machine in the Chief MPs office).&lt;br /&gt;
If they are not going to be removed from command permanently, they can instead be placed into the brig to server their sentence and the next in command takes temporary command.  Central Command does not need to approve these cases and only needs to be alerted.  However, visiting executives and Admirals are NOT bound by this and can only be removed with Central Command approval.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Special Provisions=&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Mutinies===&lt;br /&gt;
Military Police are strictly forbidden from participating in mutinies against the legitimate Command staff.  If you are made aware of a mutiny, you must take all necessary actions to prevent it and protect the legal Command Staff.  If, the Chief MP believes that the legal command staff is unable to perform their duties for any reason, the Chief MP may contact Central Command for permission to relieve them of command and replace them with the next officer in the Chain of Command (using the fax machine in the Chief MP office).  If a Chief MP is not available, a consensus between the MPs can result in the same situation.  Mutinies are unlawful, however, and MPs must do everything in their power to prevent and suppress a Mutiny.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Command Requested Arrests===&lt;br /&gt;
If the Commander, Acting Commander, or a Staff Officer requests a marine to be arrested for a crime, you MUST arrest said marine.  You may hold the marine for a maximum of 10 minutes while evidence is gathered.  If the marine is proven innocent in the end, the requesting officer may be held liable for a False Arrest charge.&lt;br /&gt;
===Crew Authorized Weapons===&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Code Green&#039;&#039;&#039; - Authorized Weapons may be carried by deploying marines (any standard issue weapon or weapon ordered from requisitions), security (non-lethals only) and the Acting Commander (a special issue Mateba).  Other officers (the XO, Staff Officers, Chief Engineer, and Requisition Officer) are authorized either a M44 Combat Revolver or M4A3 Service Pistol as a sidearm.  If you have a weapon, you must keep it authorized at all times while on board the ship.  This applies to Deploying Marines as well.&lt;br /&gt;
*&#039;&#039;&#039;Code Blue&#039;&#039;&#039; - All crew (not visitors, refugees, or prisoners) are authorized pistols.  Unless there is an immediate threat, only Law Enforcement may have weapons unholstered.&lt;br /&gt;
*&#039;&#039;&#039;Code Red&#039;&#039;&#039; - No Weapon Restrictions (Except as explained in the Rules)&lt;br /&gt;
Exceptions: If you or someone you are responsible for are in immediate, life-threatening danger and the appropriate code-level has not been set.  (Note: Meta-gaming rules still apply and over-ride the exception)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Current Marine Laws=&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; It is the duty of the arresting marine, to determine the punishment, ranging from the Minimum to Maximum.  It is reccomended to make the severity of the punishment meet the crime and to minimize excessive punishments.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;EXCESSIVE TIME:&#039;&#039;&#039; If the total punishment is to exceed 60 minutes, the Chief MP can give special permission for permanent confinement, no matter the crime.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;  class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Charge&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! Minimum Punishment&lt;br /&gt;
! Maximum Punishment&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;sortable&amp;quot; | Disrespect to a superior&lt;br /&gt;
| Using offensive names, disobeying orders, or being directly disrespectful to someone of a higher rank or position.  Each offense stacks.  Punishment time is per offense.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Hooliganism&lt;br /&gt;
| Behavior that is generally disruptive to the ship and crew that classifies as low level shenanigans not deserving of more severe punishment.  Things such as slipping people with soap/water, excessive window knocking, and force-feeding other marines.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Improper Uniform&lt;br /&gt;
| Moving around the ship outside the Cryo/Cafeteria/Preparation areas without proper military uniform for your job during non-emergency situations.  Marines should always be wearing their uniform, boots, and armor at a minimum.  Regular crew should be wearing their uniform and boots/shoes without armor unless there is a direct threat.  MPs should not have riot armor except in riot situations.  Any headgear should be your properly assigned headgear or an approved military alternative.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Disorderly Conduct&lt;br /&gt;
| Directly and intentionally disrupting primary operations of the ship.  Fighting in the RO line, disrupting the briefing, or inciting rioting/mutiny. &lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Insubordination&lt;br /&gt;
| Failing to follow a lawful order from someone of a superior rank or position.&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Unsecured Equipment&lt;br /&gt;
| Failing to ensure your equipment for your department is properly secured.  Leaving unattended equipment is unsafe and illegal.  You may distribute equipment outside your department if you are giving it to a specific individual and not leaving it on the floor unattended.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Drinking on Duty&lt;br /&gt;
| Consumption of any alcohol or inhibiting chemicals during a military operation or while on active duty.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Damage to Government Property&lt;br /&gt;
| Damaging the ship or making any unauthorized modifications to it during peacetime.To get authorization, confirm with the department head the change falls under, the Chief Engineer, and the current commander.&lt;br /&gt;
| Return ship to it&#039;s exact previous state.&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Resisting Arrest&lt;br /&gt;
| To resist a lawful arrest by a Military Police officer (most people run, be fair).&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Interfering with an arrest&lt;br /&gt;
| To disrupt or interfere with a lawful arrest.&lt;br /&gt;
| Same punishment as accused&lt;br /&gt;
| Same punishment as accused&lt;br /&gt;
|- &lt;br /&gt;
| Jailbreak/Escape&lt;br /&gt;
| To escape, attempt escape, or be broken out.&lt;br /&gt;
| Double initial time is applied to all involved&lt;br /&gt;
| Permanent Confinement&lt;br /&gt;
|- &lt;br /&gt;
| Trespassing&lt;br /&gt;
| Unauthorized access of an area restricted by Command personnel or an area which a person does not have access to.&lt;br /&gt;
| 5 Minutes &lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Contraband&lt;br /&gt;
| To retain possession of, distribute, or use contraband items, including drugs and non-standard issued equipment.&lt;br /&gt;
| 10 minutes; confiscation of contraband items&lt;br /&gt;
| 30 minutes; confiscation of contraband items&lt;br /&gt;
|- &lt;br /&gt;
| Theft&lt;br /&gt;
| To retain possession of items belonging to another marine.&lt;br /&gt;
| 10 minutes; item returned to owner&lt;br /&gt;
| 45 minutes; item returned to owner&lt;br /&gt;
|- &lt;br /&gt;
| Drug Use&lt;br /&gt;
| Consuming either space drugs or medical compounds not authorized for distribution.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Drug Distribution&lt;br /&gt;
| Distribution of non-medicinal drugs (space-drugs, hallucinogens, alcohol) are never authorized.  This includes being mixed with medical drugs. &lt;br /&gt;
| 30 minutes; demotion from chemical access&lt;br /&gt;
| Permabrig&lt;br /&gt;
|- &lt;br /&gt;
| Practicing Medicine without a License&lt;br /&gt;
| Only authorized medical personnel should be performing treatments beyond bandages, ointments, or a tricordrazine autoinjector.  Any personnel not licensed who distribute medication for consumption or administer medication are considered practicing without a license.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Medication Distribution&lt;br /&gt;
| Medication can only be distributed to trained medical personnel.  Any distributions other than basic medications (found in labeled vendor pill bottles or autoinjectors) must be authorized on a case-by-case basis in written form signed by either the CMO or the Acting Commander.  Combination medications (more than one medication in a pill or bottle) may never be distributed to anyone below a Doctor.  &lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes ; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Combat Stimulants&lt;br /&gt;
| Combat Stimulants are illegal within all USCM territories.  Distribution for specific chemicals may only be authorized by a signature from both the Acting Commander and the Chief Medical Officer.&lt;br /&gt;
| 30 minutes&lt;br /&gt;
| Permabrig&lt;br /&gt;
|- &lt;br /&gt;
| Drunk on Duty&lt;br /&gt;
| This only applies to the Military side of USCM: Excessive drinking resulting in becoming drunk planetside, or while serving aboard the ship as a general crew member to the point you are unable to communicate properly or perform your job.&lt;br /&gt;
| Until Sober&lt;br /&gt;
| Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Drunk and Disorderly&lt;br /&gt;
| This only applies to Civilian jobs and Survivors:  Excessive drinking resulting in either being unable to communicate and perform your job correctly, or belligerent behavior&lt;br /&gt;
| Until Sober&lt;br /&gt;
| Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Operating Heavy Machinery while intoxicated&lt;br /&gt;
| It is unlawful for anyone to operate any heavy machinery or equipment while intoxicated.  This includes Dropships, Powerloaders, Autodocs, Cryotubes, Cargo elevators, and Cargo Tugs.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Minor Weapon Violation&lt;br /&gt;
| Improper operation or conduct with a weapon you are authorized with during green or blue alert.  This includes walking around with weapons un-holstered or discharging weapons during non-emergencies.&lt;br /&gt;
| Warning for first offense (always)&lt;br /&gt;
| 5 Minutes AND confiscation of weapon&lt;br /&gt;
|- &lt;br /&gt;
| Unauthorized Weapon&lt;br /&gt;
| Possession of a weapon you are not authorized during a non-emergency situation, detailed as code levels in the &#039;&#039;Weapon Usage for Crew&#039;&#039; section above. As code levels decrease in threat, weapons should be stored appropriately and not kept on-person or in personal areas.&lt;br /&gt;
| Warning; confiscation of contraband items.&lt;br /&gt;
| 30 Minutes; confiscation of contraband items.&lt;br /&gt;
|- &lt;br /&gt;
| Assault&lt;br /&gt;
| To threaten or use physical force against someone without intent to kill. &lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Neglect of duty&lt;br /&gt;
| Failure to perform their role to an acceptable standard. For example, a Commander failing to properly organize and ensure his personnel are given orders.&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 25 minutes; Demotion/removal of command&lt;br /&gt;
|- &lt;br /&gt;
| Assault with a deadly weapon&lt;br /&gt;
| To enact physical force against someone with a lethal weapon, such as a sidearm, blade, or rifle.&lt;br /&gt;
| 20 minutes&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
|- &lt;br /&gt;
| Manslaughter&lt;br /&gt;
| Killing someone &#039;&#039;without malicious intent&#039;&#039;.&lt;br /&gt;
| 20 minutes; Demotion&lt;br /&gt;
| 45 Minutes; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Murder or Unauthorized Execution&lt;br /&gt;
| Killing someone &#039;&#039;with malicious intent&#039;&#039;. Executions are only authorized with permission from and in the presence of the acting Commander.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Mutiny&lt;br /&gt;
| To attempt or succeed at overpowering or overthrowing a commanding officer.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Terrorist Collaboration&lt;br /&gt;
| To act as an enemy to the USCM or engage in acts that attempt to hurt or endanger the USCM.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Sexual assault&lt;br /&gt;
| To attempt to or succeed in the acts of assaulting another person sexually, including rape.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Conduct Unbecoming of an Officer&lt;br /&gt;
| Breaking any laws when you are an [[rank | officer]] will always result in this added to the penalty.  You are an officer and expected to act with dignity, honor, and respect at all times.&lt;br /&gt;
| Double Brig Time&lt;br /&gt;
| Double Brig Time; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Repeat Offender&lt;br /&gt;
| To repeat a previous crime you have been convicted or and released from.&lt;br /&gt;
| Double time (stacks with conduct unbecoming of an officer)&lt;br /&gt;
| Permanent Confinement&lt;br /&gt;
|- &lt;br /&gt;
| False Arrest&lt;br /&gt;
| To order the arrest of a Marine who is then found to be innocent.  Does NOT stack with Conduct Unbecoming of an Officer&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military Officers and military law enforcement agents are expected to use their best discretion when applying sentences and apprehending those who violate the above laws. Failure to do so will result in immediate contract termination at the discretion of Central Command military officials.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Apophis775</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=6543</id>
		<title>Marine Law</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=6543"/>
		<updated>2018-02-13T21:53:53Z</updated>

		<summary type="html">&lt;p&gt;Apophis775: /* Detainment and Brig Procedures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;United States Colonial Marines&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Uniform Code of Military Justice&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  The Commander of the USS Almayer and all its crew are not above UCMJ, Procedures, or Code of Conduct.  UCMJ also applies to all personnel who are in the vicinity of a USCM Operation or on board a ship.  The only exceptions are Diplomatically Immune Weyland-Yutani Executives (not including the on-board Liaison) and specially dispatched officials from High Command who have exception to authority for emergency matters.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Foreword=&lt;br /&gt;
The United States Colonial Marines Uniform Code of Military Justice is enforced by the Office of the Provost Marshal.  On ships and USCM colonies this duty falls to the Military Police and Chief MP.  They operate outside the authority of the command when enforcing the Law.  The Chief MP has the final say on law enforcement within his operational area, unless overseen by higher ranking members of the Provost Marshal.  Local Colonial Marshals are expected to fully co-operate with the Chief MPs and MPs when they are operating within their jurisdiction.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Arrest Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; If a suspect is injured or wounded, alert Medbay to have a doctor sent to the brig.  Unless the suspect&#039;s life is IMMEDIATELY in danger, they are to be brought to the Brig and treated there.&amp;lt;/small&amp;gt; &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Compliant Suspect (not resisting or running)===&lt;br /&gt;
# Verbally inform the suspect you are taking them into custody and the charge.&lt;br /&gt;
# Order the suspect to the ground.&lt;br /&gt;
# Handcuff the suspect.&lt;br /&gt;
# Bring the suspect to the Brig for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Non-Compliant Suspect (resisting or running)===&lt;br /&gt;
# Prepare a non-lethal method of neutralization&lt;br /&gt;
# Apply until they are no longer resisting&lt;br /&gt;
# Secure the suspect and Inform the suspect of their charge&lt;br /&gt;
# Bring the suspect to the brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Dangerous Suspect (has used a lethal weapon against law enforcement)===&lt;br /&gt;
# Ensure you have a non-lethal response prepared&lt;br /&gt;
# Engage the suspect and attempt to subdue them.  Minimize collateral damage.&lt;br /&gt;
#* If the suspect cannot be subdued with non-lethal force, the Chief MP or acting commander may authorize a lethal force response in extreme situations, primarily when Marine lives and/or the safety of the ship are at risk.&lt;br /&gt;
# Secure the suspect and any weapons they had and inform them of their charges.&lt;br /&gt;
# Bring the suspect to the Brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Search Procedure=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If you take an ID to get access somewhere for a search, you must ensure the ID gets back to them when you are finished (or with their belongings if they are detained&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Personnel==&lt;br /&gt;
# Inform the person you are conducting and of your intent (i.e. contraband, stolen items).&lt;br /&gt;
# If possible, conduct the search in the Brig or an isolated area so nothing is stolen.&lt;br /&gt;
# Begin the search and confiscate any illegal items.&lt;br /&gt;
## If they comply, you do not need to restrain them.&lt;br /&gt;
## If they resist, you may use non-lethal force to restrain them.&lt;br /&gt;
#If illegal items are found, follow Arrest and Brig procedures, otherwise release them.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Unsecured Area==&lt;br /&gt;
# Secure the area with Police Tape.  If none is available, have additional MPs help secure the area.&lt;br /&gt;
# Search any locations, lockers, crates, and personnel within the area, following the above rule for Personnel.&lt;br /&gt;
# Take any recovered illicit items to the brig and store them in the Evidence area for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Secured Area==&lt;br /&gt;
# Request someone responsible for the secured area to be present.&lt;br /&gt;
# Declare your intent and reason for the search.&lt;br /&gt;
# Request access from whoever is responsible for the area.  &lt;br /&gt;
## If the person responsible is the person you are investigating or the search is relative too, you may restrain them and use their ID temporarily for access.  Ensure an MP guards them.&lt;br /&gt;
## If no one is available, request either the CE or an MT to over-ride the door.  In a pinch, any combat engineer will do.  Ensure the area is re-secured after you leave.&lt;br /&gt;
# Search the area for whatever evidence or whatever you are expecting to find.&lt;br /&gt;
# Ensure that no unauthorized personnel other than the individuals executing the search enter.  Detain anyone unauthorized.&lt;br /&gt;
# Ensure nothing is stolen, and anything taken is relevant to the search.  This is not an excuse to loot.&lt;br /&gt;
# Anything taken in the search is to be brought the Brig and stored in Evidence for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Detainment and Brig Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If the prisoner is removed from his cell for ANY REASON the timer is PAUSED.  Time spent outside a cell does NOT count towards time being served for the crime, even if he is in medbay.  Also, Prisoners should NEVER be left with their ID on.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
# Inform the prisoner of the charge and set the timer&lt;br /&gt;
# Remove all equipment from the prisoner and place it into their locker.  Weapons may be secured in the MP armory if you wish.&lt;br /&gt;
# Conduct a thorough search of all their belongings.&lt;br /&gt;
# Remove and store all their equipment inside a locker.  Dress them in an orange jumpsuit, boots, and give them a standard headset.  If they are abusing a headset, it may be removed.&lt;br /&gt;
# Buckle the prisoner to the bed.&lt;br /&gt;
# Flash the prisoner and remove their handcuffs.  If the prisoner is potentially a threat to themself or others, you may secure them with a straight jacket.&lt;br /&gt;
# Recover your handcuffs and any equipment and leave the cell.&lt;br /&gt;
# For the duration that there are prisoners in the Brig, the Chief MP or a regular MP must be in security AT ALL TIMES (unless it&#039;s an emergency).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Prisoner Rights=&lt;br /&gt;
The following is a list of basic rights the prisoners have.  They can NOT be denied, except in an extreme situation and only then with authorization from the Chief MP.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Medical Treatment===&lt;br /&gt;
All treatment must take place in the brig if possible.  If not, an MP may escort a prisoner to medbay for treatment.  The prisoner MUST have an orange jumpsuit and shoes, and will not be given their Radio or ID until they return.  Time spent in medical will NOT count against their sentence.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Access to a Radio===&lt;br /&gt;
Unless the prisoner has abused the radio, they are authorized their headset.  If any MP believes that it is being abused (including being used to co-ordinate a prison-break), this right can be denied.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Appeal Sentence in a timely manner===&lt;br /&gt;
The prisoner may request an appeal on his sentence from the Chief MP.  If the Chief MP is not available, he may appeal to the acting commander.  This right is rescinded during emergencies.  The Chief MP has the final say on all appeals, and can override the Commander if he feels it is in the best interest of the ship&#039;s safety.&lt;br /&gt;
====Appeals====&lt;br /&gt;
An appeal is primarily intended to determine guilt or innocence.  A Chief MP or Commander (if there is no Chief MP) is expected to review  the evidence of the suspects crimes, the report of the arresting officer, and the testimony of the suspect.  If the Chief MP concludes that the suspect is not guilty of a law violation, they are to be released.  If they are found to be guilty, then the punishment stands.  Under no circumstances may anyone be given a Pardon if there is evidence to show a crime was committed.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Protection from threats===&lt;br /&gt;
Prisoners must be kept safe, unharmed, and healthy during their confinement.  MPs must work to the best of their ability to ensure this.  Self-inflicting wounds will result in being straight-jacketed for the entire duration.  If the ship is at Red Alert, all MPs should return to the Brig to ensure the safety of prisoners.&lt;br /&gt;
====Release in the event of a catastrophe====&lt;br /&gt;
In the event of a Delta Alert (activation of self destruct) any prisoners may be released if the MPs believe that they will not be a threat to the crew.  A normal Red Alert, is not sufficient reason for a release unless the ship is being over-run by a large hostile force.  &amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; a small force of enemies on board is not &amp;quot;over-run by a large hostile force&amp;quot;.  You should ensure the prisoners are kept safe and alive as long as they are in your custody, and release them only if this becomes impossible to perform due to a large enemy force.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Execution Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;“The man who passes the sentence should swing the sword. If you would take a man&#039;s life, you owe it to him to look into his eyes and hear his final words. And if you cannot bear to do that, then perhaps the man does not deserve to die.”&amp;lt;br/&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
Executions of prisoners are authorized for crimes with execution as the maximum punishment.  Additionally, if the maximum amount of time to be served is greater than 1 hour, or for repeated offenders, the Chief MP or Acting Commander may request an execution.  Both must agree for an execution to be authorized.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Procedure===&lt;br /&gt;
# The Commander or Chief MP must make a ship-wide announcement from the CIC communication console informing the crew of the intent to execute the prisoner, why, and the execution method.  In a code Red or Code Delta situation, this procedure can be ignored.  (Example:  &amp;quot;I, Captain Erin Kowalski, hereby authorize the execution of Donald Cluwne on the charges of murder, assault, and damage to the ship.  He will be executed by firing squad in the briefing room.&amp;quot;)   Authorized methods of execution are either Firing Squad (handled by MPs) or Lethal Injection (handled by CMO).&lt;br /&gt;
# The Acting Commander OR Chief MP (whoever made the initial request) MUST be present at the execution.&lt;br /&gt;
# The Condemned MUST be given a chance to give any final words.  They may use a radio for this (even if their radio was taken for abuse).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Battlefield Execution===&lt;br /&gt;
The Commander &amp;amp; Admiral of the Almayer holds the authority to perform a Battlefield Execution (&amp;lt;span style=&amp;quot;color:red; font-weight:bold;&amp;quot;&amp;gt;Important: Only [http://www.colonial-marines.com/viewforum.php?f=141 whitelisted] Commanders have this authority&amp;lt;/span&amp;gt;). They may kill anyone under their command or on their ship without any warning or procedure if they feel they are a threat to the mission.  The CO/Admiral must state why the individual was executed and should the MPs have concerns, they may contact USCM High Command VIA FAX to inquire if the execution was reasonable afterwards.  (This is similar to the &amp;quot;Rule 0&amp;quot; rule which applies to admins - you&#039;re able to do this, but it&#039;s much better not to, since you are subject to the consequences of your actions and may be removed from the whitelist if your reasons aren&#039;t acceptable.).&amp;lt;br/&amp;gt;&lt;br /&gt;
This power can only be used on captured prisoners when it is not possible to perform standard execution procedures.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Incompetent Command=&lt;br /&gt;
As Military Police you are expected to enforce the Law and Procedures upon all members of the crew.  If the Commander, XO, or any command staff are in violation of UCMJ at any time, the Chief MP is authorized to remove them from command permanently and replace them with whoever is next in the Chain of Command.  However, this requires confirmation from Central Command before it is enacted (you can use the fax machine in the Chief MPs office).&lt;br /&gt;
If they are not going to be removed from command permanently, they can instead be placed into the brig to server their sentence and the next in command takes temporary command.  Central Command does not need to approve these cases and only needs to be alerted.  However, visiting executives and Admirals are NOT bound by this and can only be removed with Central Command approval.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Special Provisions=&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Mutinies===&lt;br /&gt;
Military Police are strictly forbidden from participating in mutinies against the legitimate Command staff.  If you are made aware of a mutiny, you must take all necessary actions to prevent it and protect the legal Command Staff.  If, the Chief MP believes that the legal command staff is unable to perform their duties for any reason, the Chief MP may contact Central Command for permission to relieve them of command and replace them with the next officer in the Chain of Command (using the fax machine in the Chief MP office).  If a Chief MP is not available, a consensus between the MPs can result in the same situation.  Mutinies are unlawful, however, and MPs must do everything in their power to prevent and suppress a Mutiny.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Command Requested Arrests===&lt;br /&gt;
If the Commander, Acting Commander, or a Staff Officer requests a marine to be arrested for a crime, you MUST arrest said marine.  You may hold the marine for a maximum of 10 minutes while evidence is gathered.  If the marine is proven innocent in the end, the requesting officer may be held liable for a False Arrest charge.&lt;br /&gt;
===Crew Authorized Weapons===&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Code Green&#039;&#039;&#039; - Authorized Weapons may be carried by deploying marines, security (non-lethals only), the Acting Commander, XO, Staff Officers, and Requisitions Officer.  If you have a weapon, you must keep it holstered at all times while on the ship.  This applies to Deploying Marines as well.&lt;br /&gt;
*&#039;&#039;&#039;Code Blue&#039;&#039;&#039; - All crew (not visitors, refugees, or prisoners) are authorized pistols.  Unless there is an immediate threat, only Law Enforcement may have weapons unholstered.&lt;br /&gt;
*&#039;&#039;&#039;Code Red&#039;&#039;&#039; - No Weapon Restrictions (Except as explained in the Rules)&lt;br /&gt;
Exceptions: If you or someone you are responsible for are in immediate, life-threatening danger and the appropriate code-level has not been set.  (Note: Meta-gaming rules still apply and over-ride the exception)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Current Marine Laws=&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; It is the duty of the arresting marine, to determine the punishment, ranging from the Minimum to Maximum.  It is reccomended to make the severity of the punishment meet the crime and to minimize excessive punishments.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;EXCESSIVE TIME:&#039;&#039;&#039; If the total punishment is to exceed 60 minutes, the Chief MP can give special permission for permanent confinement, no matter the crime.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;  class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Charge&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! Minimum Punishment&lt;br /&gt;
! Maximum Punishment&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;sortable&amp;quot; | Disrespect to a superior&lt;br /&gt;
| Using offensive names, disobeying orders, or being directly disrespectful to someone of a higher rank or position.  Each offense stacks.  Punishment time is per offense.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Hooliganism&lt;br /&gt;
| Behavior that is generally disruptive to the ship and crew that classifies as low level shenanigans not deserving of more severe punishment.  Things such as slipping people with soap/water, excessive window knocking, and force-feeding other marines.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Improper Uniform&lt;br /&gt;
| Moving around the ship outside the Cryo/Cafeteria/Preparation areas without proper military uniform for your job during non-emergency situations.  Marines should always be wearing their uniform, boots, and armor at a minimum.  Regular crew should be wearing their uniform and boots/shoes without armor unless there is a direct threat.  MPs should not have riot armor except in riot situations.  Any headgear should be your properly assigned headgear or an approved military alternative.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Disorderly Conduct&lt;br /&gt;
| Directly and intentionally disrupting primary operations of the ship.  Fighting in the RO line, disrupting the briefing, or inciting rioting/mutiny. &lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Insubordination&lt;br /&gt;
| Failing to follow a lawful order from someone of a superior rank or position.&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Unsecured Equipment&lt;br /&gt;
| Failing to ensure your equipment for your department is properly secured.  Leaving unattended equipment is unsafe and illegal.  You may distribute equipment outside your department if you are giving it to a specific individual and not leaving it on the floor unattended.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Drinking on Duty&lt;br /&gt;
| Consumption of any alcohol or inhibiting chemicals during a military operation or while on active duty.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Damage to Government Property&lt;br /&gt;
| Damaging the ship or making any unauthorized modifications to it during peacetime.To get authorization, confirm with the department head the change falls under, the Chief Engineer, and the current commander.&lt;br /&gt;
| Return ship to it&#039;s exact previous state.&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Resisting Arrest&lt;br /&gt;
| To resist a lawful arrest by a Military Police officer (most people run, be fair).&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Interfering with an arrest&lt;br /&gt;
| To disrupt or interfere with a lawful arrest.&lt;br /&gt;
| Same punishment as accused&lt;br /&gt;
| Same punishment as accused&lt;br /&gt;
|- &lt;br /&gt;
| Jailbreak/Escape&lt;br /&gt;
| To escape, attempt escape, or be broken out.&lt;br /&gt;
| Double initial time is applied to all involved&lt;br /&gt;
| Permanent Confinement&lt;br /&gt;
|- &lt;br /&gt;
| Trespassing&lt;br /&gt;
| Unauthorized access of an area restricted by Command personnel or an area which a person does not have access to.&lt;br /&gt;
| 5 Minutes &lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Contraband&lt;br /&gt;
| To retain possession of, distribute, or use contraband items, including drugs and non-standard issued equipment.&lt;br /&gt;
| 10 minutes; confiscation of contraband items&lt;br /&gt;
| 30 minutes; confiscation of contraband items&lt;br /&gt;
|- &lt;br /&gt;
| Theft&lt;br /&gt;
| To retain possession of items belonging to another marine.&lt;br /&gt;
| 10 minutes; item returned to owner&lt;br /&gt;
| 45 minutes; item returned to owner&lt;br /&gt;
|- &lt;br /&gt;
| Drug Use&lt;br /&gt;
| Consuming either space drugs or medical compounds not authorized for distribution.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Drug Distribution&lt;br /&gt;
| Distribution of non-medicinal drugs (space-drugs, hallucinogens, alcohol) are never authorized.  This includes being mixed with medical drugs. &lt;br /&gt;
| 30 minutes; demotion from chemical access&lt;br /&gt;
| Permabrig&lt;br /&gt;
|- &lt;br /&gt;
| Practicing Medicine without a License&lt;br /&gt;
| Only authorized medical personnel should be performing treatments beyond bandages, ointments, or a tricordrazine autoinjector.  Any personnel not licensed who distribute medication for consumption or administer medication are considered practicing without a license.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Medication Distribution&lt;br /&gt;
| Medication can only be distributed to trained medical personnel.  Any distributions other than basic medications (found in labeled vendor pill bottles or autoinjectors) must be authorized on a case-by-case basis in written form signed by either the CMO or the Acting Commander.  Combination medications (more than one medication in a pill or bottle) may never be distributed to anyone below a Doctor.  &lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes ; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Combat Stimulants&lt;br /&gt;
| Combat Stimulants are illegal within all USCM territories.  Distribution for specific chemicals may only be authorized by a signature from both the Acting Commander and the Chief Medical Officer.&lt;br /&gt;
| 30 minutes&lt;br /&gt;
| Permabrig&lt;br /&gt;
|- &lt;br /&gt;
| Drunk on Duty&lt;br /&gt;
| This only applies to the Military side of USCM: Excessive drinking resulting in becoming drunk planetside, or while serving aboard the ship as a general crew member to the point you are unable to communicate properly or perform your job.&lt;br /&gt;
| Until Sober&lt;br /&gt;
| Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Drunk and Disorderly&lt;br /&gt;
| This only applies to Civilian jobs and Survivors:  Excessive drinking resulting in either being unable to communicate and perform your job correctly, or belligerent behavior&lt;br /&gt;
| Until Sober&lt;br /&gt;
| Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Operating Heavy Machinery while intoxicated&lt;br /&gt;
| It is unlawful for anyone to operate any heavy machinery or equipment while intoxicated.  This includes Dropships, Powerloaders, Autodocs, Cryotubes, Cargo elevators, and Cargo Tugs.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Minor Weapon Violation&lt;br /&gt;
| Improper operation or conduct with a weapon you are authorized with during green or blue alert.  This includes walking around with weapons un-holstered or discharging weapons during non-emergencies.&lt;br /&gt;
| Warning for first offense (always)&lt;br /&gt;
| 5 Minutes AND confiscation of weapon&lt;br /&gt;
|- &lt;br /&gt;
| Unauthorized Weapon&lt;br /&gt;
| Possession of a weapon you are not authorized during a non-emergency situation, detailed as code levels in the &#039;&#039;Weapon Usage for Crew&#039;&#039; section above. As code levels decrease in threat, weapons should be stored appropriately and not kept on-person or in personal areas.&lt;br /&gt;
| Warning; confiscation of contraband items.&lt;br /&gt;
| 30 Minutes; confiscation of contraband items.&lt;br /&gt;
|- &lt;br /&gt;
| Assault&lt;br /&gt;
| To threaten or use physical force against someone without intent to kill. &lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Neglect of duty&lt;br /&gt;
| Failure to perform their role to an acceptable standard. For example, a Commander failing to properly organize and ensure his personnel are given orders.&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 25 minutes; Demotion/removal of command&lt;br /&gt;
|- &lt;br /&gt;
| Assault with a deadly weapon&lt;br /&gt;
| To enact physical force against someone with a lethal weapon, such as a sidearm, blade, or rifle.&lt;br /&gt;
| 20 minutes&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
|- &lt;br /&gt;
| Manslaughter&lt;br /&gt;
| Killing someone &#039;&#039;without malicious intent&#039;&#039;.&lt;br /&gt;
| 20 minutes; Demotion&lt;br /&gt;
| 45 Minutes; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Murder or Unauthorized Execution&lt;br /&gt;
| Killing someone &#039;&#039;with malicious intent&#039;&#039;. Executions are only authorized with permission from and in the presence of the acting Commander.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Mutiny&lt;br /&gt;
| To attempt or succeed at overpowering or overthrowing a commanding officer.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Terrorist Collaboration&lt;br /&gt;
| To act as an enemy to the USCM or engage in acts that attempt to hurt or endanger the USCM.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Sexual assault&lt;br /&gt;
| To attempt to or succeed in the acts of assaulting another person sexually, including rape.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Conduct Unbecoming of an Officer&lt;br /&gt;
| Breaking any laws when you are an [[rank | officer]] will always result in this added to the penalty.  You are an officer and expected to act with dignity, honor, and respect at all times.&lt;br /&gt;
| Double Brig Time&lt;br /&gt;
| Double Brig Time; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Repeat Offender&lt;br /&gt;
| To repeat a previous crime you have been convicted or and released from.&lt;br /&gt;
| Double time (stacks with conduct unbecoming of an officer)&lt;br /&gt;
| Permanent Confinement&lt;br /&gt;
|- &lt;br /&gt;
| False Arrest&lt;br /&gt;
| To order the arrest of a Marine who is then found to be innocent.  Does NOT stack with Conduct Unbecoming of an Officer&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military Officers and military law enforcement agents are expected to use their best discretion when applying sentences and apprehending those who violate the above laws. Failure to do so will result in immediate contract termination at the discretion of Central Command military officials.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Apophis775</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=6542</id>
		<title>Marine Law</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=6542"/>
		<updated>2018-02-13T21:51:13Z</updated>

		<summary type="html">&lt;p&gt;Apophis775: /* Detainment and Brig Procedures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;United States Colonial Marines&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Uniform Code of Military Justice&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  The Commander of the USS Almayer and all its crew are not above UCMJ, Procedures, or Code of Conduct.  UCMJ also applies to all personnel who are in the vicinity of a USCM Operation or on board a ship.  The only exceptions are Diplomatically Immune Weyland-Yutani Executives (not including the on-board Liaison) and specially dispatched officials from High Command who have exception to authority for emergency matters.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Foreword=&lt;br /&gt;
The United States Colonial Marines Uniform Code of Military Justice is enforced by the Office of the Provost Marshal.  On ships and USCM colonies this duty falls to the Military Police and Chief MP.  They operate outside the authority of the command when enforcing the Law.  The Chief MP has the final say on law enforcement within his operational area, unless overseen by higher ranking members of the Provost Marshal.  Local Colonial Marshals are expected to fully co-operate with the Chief MPs and MPs when they are operating within their jurisdiction.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Arrest Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; If a suspect is injured or wounded, alert Medbay to have a doctor sent to the brig.  Unless the suspect&#039;s life is IMMEDIATELY in danger, they are to be brought to the Brig and treated there.&amp;lt;/small&amp;gt; &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Compliant Suspect (not resisting or running)===&lt;br /&gt;
# Verbally inform the suspect you are taking them into custody and the charge.&lt;br /&gt;
# Order the suspect to the ground.&lt;br /&gt;
# Handcuff the suspect.&lt;br /&gt;
# Bring the suspect to the Brig for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Non-Compliant Suspect (resisting or running)===&lt;br /&gt;
# Prepare a non-lethal method of neutralization&lt;br /&gt;
# Apply until they are no longer resisting&lt;br /&gt;
# Secure the suspect and Inform the suspect of their charge&lt;br /&gt;
# Bring the suspect to the brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Dangerous Suspect (has used a lethal weapon against law enforcement)===&lt;br /&gt;
# Ensure you have a non-lethal response prepared&lt;br /&gt;
# Engage the suspect and attempt to subdue them.  Minimize collateral damage.&lt;br /&gt;
#* If the suspect cannot be subdued with non-lethal force, the Chief MP or acting commander may authorize a lethal force response in extreme situations, primarily when Marine lives and/or the safety of the ship are at risk.&lt;br /&gt;
# Secure the suspect and any weapons they had and inform them of their charges.&lt;br /&gt;
# Bring the suspect to the Brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Search Procedure=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If you take an ID to get access somewhere for a search, you must ensure the ID gets back to them when you are finished (or with their belongings if they are detained&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Personnel==&lt;br /&gt;
# Inform the person you are conducting and of your intent (i.e. contraband, stolen items).&lt;br /&gt;
# If possible, conduct the search in the Brig or an isolated area so nothing is stolen.&lt;br /&gt;
# Begin the search and confiscate any illegal items.&lt;br /&gt;
## If they comply, you do not need to restrain them.&lt;br /&gt;
## If they resist, you may use non-lethal force to restrain them.&lt;br /&gt;
#If illegal items are found, follow Arrest and Brig procedures, otherwise release them.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Unsecured Area==&lt;br /&gt;
# Secure the area with Police Tape.  If none is available, have additional MPs help secure the area.&lt;br /&gt;
# Search any locations, lockers, crates, and personnel within the area, following the above rule for Personnel.&lt;br /&gt;
# Take any recovered illicit items to the brig and store them in the Evidence area for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Secured Area==&lt;br /&gt;
# Request someone responsible for the secured area to be present.&lt;br /&gt;
# Declare your intent and reason for the search.&lt;br /&gt;
# Request access from whoever is responsible for the area.  &lt;br /&gt;
## If the person responsible is the person you are investigating or the search is relative too, you may restrain them and use their ID temporarily for access.  Ensure an MP guards them.&lt;br /&gt;
## If no one is available, request either the CE or an MT to over-ride the door.  In a pinch, any combat engineer will do.  Ensure the area is re-secured after you leave.&lt;br /&gt;
# Search the area for whatever evidence or whatever you are expecting to find.&lt;br /&gt;
# Ensure that no unauthorized personnel other than the individuals executing the search enter.  Detain anyone unauthorized.&lt;br /&gt;
# Ensure nothing is stolen, and anything taken is relevant to the search.  This is not an excuse to loot.&lt;br /&gt;
# Anything taken in the search is to be brought the Brig and stored in Evidence for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Detainment and Brig Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If the prisoner is removed from his cell for ANY REASON the timer is PAUSED.  Time spent outside a cell does NOT count towards time being served for the crime, even if he is in medbay.  Also, Prisoners should NEVER be left with their ID on.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
# Inform the prisoner of the charge and set the timer&lt;br /&gt;
# Remove all equipment from the prisoner and place it into their locker.  Weapons may be secured in the MP armory if you wish.&lt;br /&gt;
# Conduct a thorough search of all their belongings.&lt;br /&gt;
## If the suspect is being held for less than 10 minutes for a non-violent offense, remove all of their equipment with the exception of their boots, jumpsuit, and radio.&lt;br /&gt;
## If the suspect is being held for more than 10 minutes, is considered an escape risk, has committed a violent offense, or presents a danger to himself or others, then remove all their equipment and dress them in an orange jumpsuit and boots.  Return their radio, unless they are abusing it.&lt;br /&gt;
# Buckle the prisoner to the bed.&lt;br /&gt;
# Flash the prisoner and remove their handcuffs.&lt;br /&gt;
# Recover your handcuffs and any equipment and leave the cell.&lt;br /&gt;
# For the duration that there are prisoners in the Brig, the Chief MP or a regular MP must be in security AT ALL TIMES (unless it&#039;s an emergency).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Prisoner Rights=&lt;br /&gt;
The following is a list of basic rights the prisoners have.  They can NOT be denied, except in an extreme situation and only then with authorization from the Chief MP.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Medical Treatment===&lt;br /&gt;
All treatment must take place in the brig if possible.  If not, an MP may escort a prisoner to medbay for treatment.  The prisoner MUST have an orange jumpsuit and shoes, and will not be given their Radio or ID until they return.  Time spent in medical will NOT count against their sentence.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Access to a Radio===&lt;br /&gt;
Unless the prisoner has abused the radio, they are authorized their headset.  If any MP believes that it is being abused (including being used to co-ordinate a prison-break), this right can be denied.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Appeal Sentence in a timely manner===&lt;br /&gt;
The prisoner may request an appeal on his sentence from the Chief MP.  If the Chief MP is not available, he may appeal to the acting commander.  This right is rescinded during emergencies.  The Chief MP has the final say on all appeals, and can override the Commander if he feels it is in the best interest of the ship&#039;s safety.&lt;br /&gt;
====Appeals====&lt;br /&gt;
An appeal is primarily intended to determine guilt or innocence.  A Chief MP or Commander (if there is no Chief MP) is expected to review  the evidence of the suspects crimes, the report of the arresting officer, and the testimony of the suspect.  If the Chief MP concludes that the suspect is not guilty of a law violation, they are to be released.  If they are found to be guilty, then the punishment stands.  Under no circumstances may anyone be given a Pardon if there is evidence to show a crime was committed.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Protection from threats===&lt;br /&gt;
Prisoners must be kept safe, unharmed, and healthy during their confinement.  MPs must work to the best of their ability to ensure this.  Self-inflicting wounds will result in being straight-jacketed for the entire duration.  If the ship is at Red Alert, all MPs should return to the Brig to ensure the safety of prisoners.&lt;br /&gt;
====Release in the event of a catastrophe====&lt;br /&gt;
In the event of a Delta Alert (activation of self destruct) any prisoners may be released if the MPs believe that they will not be a threat to the crew.  A normal Red Alert, is not sufficient reason for a release unless the ship is being over-run by a large hostile force.  &amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; a small force of enemies on board is not &amp;quot;over-run by a large hostile force&amp;quot;.  You should ensure the prisoners are kept safe and alive as long as they are in your custody, and release them only if this becomes impossible to perform due to a large enemy force.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Execution Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;“The man who passes the sentence should swing the sword. If you would take a man&#039;s life, you owe it to him to look into his eyes and hear his final words. And if you cannot bear to do that, then perhaps the man does not deserve to die.”&amp;lt;br/&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
Executions of prisoners are authorized for crimes with execution as the maximum punishment.  Additionally, if the maximum amount of time to be served is greater than 1 hour, or for repeated offenders, the Chief MP or Acting Commander may request an execution.  Both must agree for an execution to be authorized.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Procedure===&lt;br /&gt;
# The Commander or Chief MP must make a ship-wide announcement from the CIC communication console informing the crew of the intent to execute the prisoner, why, and the execution method.  In a code Red or Code Delta situation, this procedure can be ignored.  (Example:  &amp;quot;I, Captain Erin Kowalski, hereby authorize the execution of Donald Cluwne on the charges of murder, assault, and damage to the ship.  He will be executed by firing squad in the briefing room.&amp;quot;)   Authorized methods of execution are either Firing Squad (handled by MPs) or Lethal Injection (handled by CMO).&lt;br /&gt;
# The Acting Commander OR Chief MP (whoever made the initial request) MUST be present at the execution.&lt;br /&gt;
# The Condemned MUST be given a chance to give any final words.  They may use a radio for this (even if their radio was taken for abuse).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Battlefield Execution===&lt;br /&gt;
The Commander &amp;amp; Admiral of the Almayer holds the authority to perform a Battlefield Execution (&amp;lt;span style=&amp;quot;color:red; font-weight:bold;&amp;quot;&amp;gt;Important: Only [http://www.colonial-marines.com/viewforum.php?f=141 whitelisted] Commanders have this authority&amp;lt;/span&amp;gt;). They may kill anyone under their command or on their ship without any warning or procedure if they feel they are a threat to the mission.  The CO/Admiral must state why the individual was executed and should the MPs have concerns, they may contact USCM High Command VIA FAX to inquire if the execution was reasonable afterwards.  (This is similar to the &amp;quot;Rule 0&amp;quot; rule which applies to admins - you&#039;re able to do this, but it&#039;s much better not to, since you are subject to the consequences of your actions and may be removed from the whitelist if your reasons aren&#039;t acceptable.).&amp;lt;br/&amp;gt;&lt;br /&gt;
This power can only be used on captured prisoners when it is not possible to perform standard execution procedures.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Incompetent Command=&lt;br /&gt;
As Military Police you are expected to enforce the Law and Procedures upon all members of the crew.  If the Commander, XO, or any command staff are in violation of UCMJ at any time, the Chief MP is authorized to remove them from command permanently and replace them with whoever is next in the Chain of Command.  However, this requires confirmation from Central Command before it is enacted (you can use the fax machine in the Chief MPs office).&lt;br /&gt;
If they are not going to be removed from command permanently, they can instead be placed into the brig to server their sentence and the next in command takes temporary command.  Central Command does not need to approve these cases and only needs to be alerted.  However, visiting executives and Admirals are NOT bound by this and can only be removed with Central Command approval.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Special Provisions=&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Mutinies===&lt;br /&gt;
Military Police are strictly forbidden from participating in mutinies against the legitimate Command staff.  If you are made aware of a mutiny, you must take all necessary actions to prevent it and protect the legal Command Staff.  If, the Chief MP believes that the legal command staff is unable to perform their duties for any reason, the Chief MP may contact Central Command for permission to relieve them of command and replace them with the next officer in the Chain of Command (using the fax machine in the Chief MP office).  If a Chief MP is not available, a consensus between the MPs can result in the same situation.  Mutinies are unlawful, however, and MPs must do everything in their power to prevent and suppress a Mutiny.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Command Requested Arrests===&lt;br /&gt;
If the Commander, Acting Commander, or a Staff Officer requests a marine to be arrested for a crime, you MUST arrest said marine.  You may hold the marine for a maximum of 10 minutes while evidence is gathered.  If the marine is proven innocent in the end, the requesting officer may be held liable for a False Arrest charge.&lt;br /&gt;
===Crew Authorized Weapons===&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Code Green&#039;&#039;&#039; - Authorized Weapons may be carried by deploying marines, security (non-lethals only), the Acting Commander, XO, Staff Officers, and Requisitions Officer.  If you have a weapon, you must keep it holstered at all times while on the ship.  This applies to Deploying Marines as well.&lt;br /&gt;
*&#039;&#039;&#039;Code Blue&#039;&#039;&#039; - All crew (not visitors, refugees, or prisoners) are authorized pistols.  Unless there is an immediate threat, only Law Enforcement may have weapons unholstered.&lt;br /&gt;
*&#039;&#039;&#039;Code Red&#039;&#039;&#039; - No Weapon Restrictions (Except as explained in the Rules)&lt;br /&gt;
Exceptions: If you or someone you are responsible for are in immediate, life-threatening danger and the appropriate code-level has not been set.  (Note: Meta-gaming rules still apply and over-ride the exception)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Current Marine Laws=&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; It is the duty of the arresting marine, to determine the punishment, ranging from the Minimum to Maximum.  It is reccomended to make the severity of the punishment meet the crime and to minimize excessive punishments.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;EXCESSIVE TIME:&#039;&#039;&#039; If the total punishment is to exceed 60 minutes, the Chief MP can give special permission for permanent confinement, no matter the crime.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;  class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Charge&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! Minimum Punishment&lt;br /&gt;
! Maximum Punishment&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;sortable&amp;quot; | Disrespect to a superior&lt;br /&gt;
| Using offensive names, disobeying orders, or being directly disrespectful to someone of a higher rank or position.  Each offense stacks.  Punishment time is per offense.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Hooliganism&lt;br /&gt;
| Behavior that is generally disruptive to the ship and crew that classifies as low level shenanigans not deserving of more severe punishment.  Things such as slipping people with soap/water, excessive window knocking, and force-feeding other marines.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Improper Uniform&lt;br /&gt;
| Moving around the ship outside the Cryo/Cafeteria/Preparation areas without proper military uniform for your job during non-emergency situations.  Marines should always be wearing their uniform, boots, and armor at a minimum.  Regular crew should be wearing their uniform and boots/shoes without armor unless there is a direct threat.  MPs should not have riot armor except in riot situations.  Any headgear should be your properly assigned headgear or an approved military alternative.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Disorderly Conduct&lt;br /&gt;
| Directly and intentionally disrupting primary operations of the ship.  Fighting in the RO line, disrupting the briefing, or inciting rioting/mutiny. &lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Insubordination&lt;br /&gt;
| Failing to follow a lawful order from someone of a superior rank or position.&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Unsecured Equipment&lt;br /&gt;
| Failing to ensure your equipment for your department is properly secured.  Leaving unattended equipment is unsafe and illegal.  You may distribute equipment outside your department if you are giving it to a specific individual and not leaving it on the floor unattended.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Drinking on Duty&lt;br /&gt;
| Consumption of any alcohol or inhibiting chemicals during a military operation or while on active duty.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Damage to Government Property&lt;br /&gt;
| Damaging the ship or making any unauthorized modifications to it during peacetime.To get authorization, confirm with the department head the change falls under, the Chief Engineer, and the current commander.&lt;br /&gt;
| Return ship to it&#039;s exact previous state.&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Resisting Arrest&lt;br /&gt;
| To resist a lawful arrest by a Military Police officer (most people run, be fair).&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Interfering with an arrest&lt;br /&gt;
| To disrupt or interfere with a lawful arrest.&lt;br /&gt;
| Same punishment as accused&lt;br /&gt;
| Same punishment as accused&lt;br /&gt;
|- &lt;br /&gt;
| Jailbreak/Escape&lt;br /&gt;
| To escape, attempt escape, or be broken out.&lt;br /&gt;
| Double initial time is applied to all involved&lt;br /&gt;
| Permanent Confinement&lt;br /&gt;
|- &lt;br /&gt;
| Trespassing&lt;br /&gt;
| Unauthorized access of an area restricted by Command personnel or an area which a person does not have access to.&lt;br /&gt;
| 5 Minutes &lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Contraband&lt;br /&gt;
| To retain possession of, distribute, or use contraband items, including drugs and non-standard issued equipment.&lt;br /&gt;
| 10 minutes; confiscation of contraband items&lt;br /&gt;
| 30 minutes; confiscation of contraband items&lt;br /&gt;
|- &lt;br /&gt;
| Theft&lt;br /&gt;
| To retain possession of items belonging to another marine.&lt;br /&gt;
| 10 minutes; item returned to owner&lt;br /&gt;
| 45 minutes; item returned to owner&lt;br /&gt;
|- &lt;br /&gt;
| Drug Use&lt;br /&gt;
| Consuming either space drugs or medical compounds not authorized for distribution.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Drug Distribution&lt;br /&gt;
| Distribution of non-medicinal drugs (space-drugs, hallucinogens, alcohol) are never authorized.  This includes being mixed with medical drugs. &lt;br /&gt;
| 30 minutes; demotion from chemical access&lt;br /&gt;
| Permabrig&lt;br /&gt;
|- &lt;br /&gt;
| Practicing Medicine without a License&lt;br /&gt;
| Only authorized medical personnel should be performing treatments beyond bandages, ointments, or a tricordrazine autoinjector.  Any personnel not licensed who distribute medication for consumption or administer medication are considered practicing without a license.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Medication Distribution&lt;br /&gt;
| Medication can only be distributed to trained medical personnel.  Any distributions other than basic medications (found in labeled vendor pill bottles or autoinjectors) must be authorized on a case-by-case basis in written form signed by either the CMO or the Acting Commander.  Combination medications (more than one medication in a pill or bottle) may never be distributed to anyone below a Doctor.  &lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes ; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Combat Stimulants&lt;br /&gt;
| Combat Stimulants are illegal within all USCM territories.  Distribution for specific chemicals may only be authorized by a signature from both the Acting Commander and the Chief Medical Officer.&lt;br /&gt;
| 30 minutes&lt;br /&gt;
| Permabrig&lt;br /&gt;
|- &lt;br /&gt;
| Drunk on Duty&lt;br /&gt;
| This only applies to the Military side of USCM: Excessive drinking resulting in becoming drunk planetside, or while serving aboard the ship as a general crew member to the point you are unable to communicate properly or perform your job.&lt;br /&gt;
| Until Sober&lt;br /&gt;
| Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Drunk and Disorderly&lt;br /&gt;
| This only applies to Civilian jobs and Survivors:  Excessive drinking resulting in either being unable to communicate and perform your job correctly, or belligerent behavior&lt;br /&gt;
| Until Sober&lt;br /&gt;
| Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Operating Heavy Machinery while intoxicated&lt;br /&gt;
| It is unlawful for anyone to operate any heavy machinery or equipment while intoxicated.  This includes Dropships, Powerloaders, Autodocs, Cryotubes, Cargo elevators, and Cargo Tugs.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Minor Weapon Violation&lt;br /&gt;
| Improper operation or conduct with a weapon you are authorized with during green or blue alert.  This includes walking around with weapons un-holstered or discharging weapons during non-emergencies.&lt;br /&gt;
| Warning for first offense (always)&lt;br /&gt;
| 5 Minutes AND confiscation of weapon&lt;br /&gt;
|- &lt;br /&gt;
| Unauthorized Weapon&lt;br /&gt;
| Possession of a weapon you are not authorized during a non-emergency situation, detailed as code levels in the &#039;&#039;Weapon Usage for Crew&#039;&#039; section above. As code levels decrease in threat, weapons should be stored appropriately and not kept on-person or in personal areas.&lt;br /&gt;
| Warning; confiscation of contraband items.&lt;br /&gt;
| 30 Minutes; confiscation of contraband items.&lt;br /&gt;
|- &lt;br /&gt;
| Assault&lt;br /&gt;
| To threaten or use physical force against someone without intent to kill. &lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Neglect of duty&lt;br /&gt;
| Failure to perform their role to an acceptable standard. For example, a Commander failing to properly organize and ensure his personnel are given orders.&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 25 minutes; Demotion/removal of command&lt;br /&gt;
|- &lt;br /&gt;
| Assault with a deadly weapon&lt;br /&gt;
| To enact physical force against someone with a lethal weapon, such as a sidearm, blade, or rifle.&lt;br /&gt;
| 20 minutes&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
|- &lt;br /&gt;
| Manslaughter&lt;br /&gt;
| Killing someone &#039;&#039;without malicious intent&#039;&#039;.&lt;br /&gt;
| 20 minutes; Demotion&lt;br /&gt;
| 45 Minutes; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Murder or Unauthorized Execution&lt;br /&gt;
| Killing someone &#039;&#039;with malicious intent&#039;&#039;. Executions are only authorized with permission from and in the presence of the acting Commander.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Mutiny&lt;br /&gt;
| To attempt or succeed at overpowering or overthrowing a commanding officer.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Terrorist Collaboration&lt;br /&gt;
| To act as an enemy to the USCM or engage in acts that attempt to hurt or endanger the USCM.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Sexual assault&lt;br /&gt;
| To attempt to or succeed in the acts of assaulting another person sexually, including rape.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Conduct Unbecoming of an Officer&lt;br /&gt;
| Breaking any laws when you are an [[rank | officer]] will always result in this added to the penalty.  You are an officer and expected to act with dignity, honor, and respect at all times.&lt;br /&gt;
| Double Brig Time&lt;br /&gt;
| Double Brig Time; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Repeat Offender&lt;br /&gt;
| To repeat a previous crime you have been convicted or and released from.&lt;br /&gt;
| Double time (stacks with conduct unbecoming of an officer)&lt;br /&gt;
| Permanent Confinement&lt;br /&gt;
|- &lt;br /&gt;
| False Arrest&lt;br /&gt;
| To order the arrest of a Marine who is then found to be innocent.  Does NOT stack with Conduct Unbecoming of an Officer&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military Officers and military law enforcement agents are expected to use their best discretion when applying sentences and apprehending those who violate the above laws. Failure to do so will result in immediate contract termination at the discretion of Central Command military officials.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Apophis775</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=6541</id>
		<title>Marine Law</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=6541"/>
		<updated>2018-02-13T21:46:40Z</updated>

		<summary type="html">&lt;p&gt;Apophis775: /* Current Marine Laws */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;United States Colonial Marines&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Uniform Code of Military Justice&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  The Commander of the USS Almayer and all its crew are not above UCMJ, Procedures, or Code of Conduct.  UCMJ also applies to all personnel who are in the vicinity of a USCM Operation or on board a ship.  The only exceptions are Diplomatically Immune Weyland-Yutani Executives (not including the on-board Liaison) and specially dispatched officials from High Command who have exception to authority for emergency matters.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Foreword=&lt;br /&gt;
The United States Colonial Marines Uniform Code of Military Justice is enforced by the Office of the Provost Marshal.  On ships and USCM colonies this duty falls to the Military Police and Chief MP.  They operate outside the authority of the command when enforcing the Law.  The Chief MP has the final say on law enforcement within his operational area, unless overseen by higher ranking members of the Provost Marshal.  Local Colonial Marshals are expected to fully co-operate with the Chief MPs and MPs when they are operating within their jurisdiction.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Arrest Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; If a suspect is injured or wounded, alert Medbay to have a doctor sent to the brig.  Unless the suspect&#039;s life is IMMEDIATELY in danger, they are to be brought to the Brig and treated there.&amp;lt;/small&amp;gt; &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Compliant Suspect (not resisting or running)===&lt;br /&gt;
# Verbally inform the suspect you are taking them into custody and the charge.&lt;br /&gt;
# Order the suspect to the ground.&lt;br /&gt;
# Handcuff the suspect.&lt;br /&gt;
# Bring the suspect to the Brig for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Non-Compliant Suspect (resisting or running)===&lt;br /&gt;
# Prepare a non-lethal method of neutralization&lt;br /&gt;
# Apply until they are no longer resisting&lt;br /&gt;
# Secure the suspect and Inform the suspect of their charge&lt;br /&gt;
# Bring the suspect to the brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Dangerous Suspect (has used a lethal weapon against law enforcement)===&lt;br /&gt;
# Ensure you have a non-lethal response prepared&lt;br /&gt;
# Engage the suspect and attempt to subdue them.  Minimize collateral damage.&lt;br /&gt;
#* If the suspect cannot be subdued with non-lethal force, the Chief MP or acting commander may authorize a lethal force response in extreme situations, primarily when Marine lives and/or the safety of the ship are at risk.&lt;br /&gt;
# Secure the suspect and any weapons they had and inform them of their charges.&lt;br /&gt;
# Bring the suspect to the Brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Search Procedure=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If you take an ID to get access somewhere for a search, you must ensure the ID gets back to them when you are finished (or with their belongings if they are detained&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Personnel==&lt;br /&gt;
# Inform the person you are conducting and of your intent (i.e. contraband, stolen items).&lt;br /&gt;
# If possible, conduct the search in the Brig or an isolated area so nothing is stolen.&lt;br /&gt;
# Begin the search and confiscate any illegal items.&lt;br /&gt;
## If they comply, you do not need to restrain them.&lt;br /&gt;
## If they resist, you may use non-lethal force to restrain them.&lt;br /&gt;
#If illegal items are found, follow Arrest and Brig procedures, otherwise release them.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Unsecured Area==&lt;br /&gt;
# Secure the area with Police Tape.  If none is available, have additional MPs help secure the area.&lt;br /&gt;
# Search any locations, lockers, crates, and personnel within the area, following the above rule for Personnel.&lt;br /&gt;
# Take any recovered illicit items to the brig and store them in the Evidence area for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Secured Area==&lt;br /&gt;
# Request someone responsible for the secured area to be present.&lt;br /&gt;
# Declare your intent and reason for the search.&lt;br /&gt;
# Request access from whoever is responsible for the area.  &lt;br /&gt;
## If the person responsible is the person you are investigating or the search is relative too, you may restrain them and use their ID temporarily for access.  Ensure an MP guards them.&lt;br /&gt;
## If no one is available, request either the CE or an MT to over-ride the door.  In a pinch, any combat engineer will do.  Ensure the area is re-secured after you leave.&lt;br /&gt;
# Search the area for whatever evidence or whatever you are expecting to find.&lt;br /&gt;
# Ensure that no unauthorized personnel other than the individuals executing the search enter.  Detain anyone unauthorized.&lt;br /&gt;
# Ensure nothing is stolen, and anything taken is relevant to the search.  This is not an excuse to loot.&lt;br /&gt;
# Anything taken in the search is to be brought the Brig and stored in Evidence for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Detainment and Brig Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If the prisoner is removed from his cell for ANY REASON the timer is PAUSED.  Time spent outside a cell does NOT count towards time being served for the crime, even if he is in medbay.  Also, Prisoners should NEVER be left with their ID on.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
# Inform the prisoner of the charge and set the timer&lt;br /&gt;
# Remove all equipment from the prisoner and place it into their locker.  Weapons may be secured in the MP armory if you wish.&lt;br /&gt;
# Conduct a thorough search of all their belongings.&lt;br /&gt;
## If the suspect is being held for less than 30 minutes for a non-violent offense, remove all of their equipment with the exception of their boots, jumpsuit, and radio.&lt;br /&gt;
## If the suspect is being held for more than 30 minutes, is considered an escape risk, has committed a violent offense, or presents a danger to himself or others, then remove all their equipment and dress them in an orange jumpsuit and boots.  Return their radio, unless they are abusing it.&lt;br /&gt;
# Buckle the prisoner to the bed.&lt;br /&gt;
# Flash the prisoner and remove their handcuffs.&lt;br /&gt;
# Recover your handcuffs and any equipment and leave the cell.&lt;br /&gt;
# For the duration that there are prisoners in the Brig, the Chief MP or a regular MP must be in security AT ALL TIMES (unless it&#039;s an emergency).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Prisoner Rights=&lt;br /&gt;
The following is a list of basic rights the prisoners have.  They can NOT be denied, except in an extreme situation and only then with authorization from the Chief MP.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Medical Treatment===&lt;br /&gt;
All treatment must take place in the brig if possible.  If not, an MP may escort a prisoner to medbay for treatment.  The prisoner MUST have an orange jumpsuit and shoes, and will not be given their Radio or ID until they return.  Time spent in medical will NOT count against their sentence.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Access to a Radio===&lt;br /&gt;
Unless the prisoner has abused the radio, they are authorized their headset.  If any MP believes that it is being abused (including being used to co-ordinate a prison-break), this right can be denied.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Appeal Sentence in a timely manner===&lt;br /&gt;
The prisoner may request an appeal on his sentence from the Chief MP.  If the Chief MP is not available, he may appeal to the acting commander.  This right is rescinded during emergencies.  The Chief MP has the final say on all appeals, and can override the Commander if he feels it is in the best interest of the ship&#039;s safety.&lt;br /&gt;
====Appeals====&lt;br /&gt;
An appeal is primarily intended to determine guilt or innocence.  A Chief MP or Commander (if there is no Chief MP) is expected to review  the evidence of the suspects crimes, the report of the arresting officer, and the testimony of the suspect.  If the Chief MP concludes that the suspect is not guilty of a law violation, they are to be released.  If they are found to be guilty, then the punishment stands.  Under no circumstances may anyone be given a Pardon if there is evidence to show a crime was committed.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Protection from threats===&lt;br /&gt;
Prisoners must be kept safe, unharmed, and healthy during their confinement.  MPs must work to the best of their ability to ensure this.  Self-inflicting wounds will result in being straight-jacketed for the entire duration.  If the ship is at Red Alert, all MPs should return to the Brig to ensure the safety of prisoners.&lt;br /&gt;
====Release in the event of a catastrophe====&lt;br /&gt;
In the event of a Delta Alert (activation of self destruct) any prisoners may be released if the MPs believe that they will not be a threat to the crew.  A normal Red Alert, is not sufficient reason for a release unless the ship is being over-run by a large hostile force.  &amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; a small force of enemies on board is not &amp;quot;over-run by a large hostile force&amp;quot;.  You should ensure the prisoners are kept safe and alive as long as they are in your custody, and release them only if this becomes impossible to perform due to a large enemy force.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Execution Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;“The man who passes the sentence should swing the sword. If you would take a man&#039;s life, you owe it to him to look into his eyes and hear his final words. And if you cannot bear to do that, then perhaps the man does not deserve to die.”&amp;lt;br/&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
Executions of prisoners are authorized for crimes with execution as the maximum punishment.  Additionally, if the maximum amount of time to be served is greater than 1 hour, or for repeated offenders, the Chief MP or Acting Commander may request an execution.  Both must agree for an execution to be authorized.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Procedure===&lt;br /&gt;
# The Commander or Chief MP must make a ship-wide announcement from the CIC communication console informing the crew of the intent to execute the prisoner, why, and the execution method.  In a code Red or Code Delta situation, this procedure can be ignored.  (Example:  &amp;quot;I, Captain Erin Kowalski, hereby authorize the execution of Donald Cluwne on the charges of murder, assault, and damage to the ship.  He will be executed by firing squad in the briefing room.&amp;quot;)   Authorized methods of execution are either Firing Squad (handled by MPs) or Lethal Injection (handled by CMO).&lt;br /&gt;
# The Acting Commander OR Chief MP (whoever made the initial request) MUST be present at the execution.&lt;br /&gt;
# The Condemned MUST be given a chance to give any final words.  They may use a radio for this (even if their radio was taken for abuse).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Battlefield Execution===&lt;br /&gt;
The Commander &amp;amp; Admiral of the Almayer holds the authority to perform a Battlefield Execution (&amp;lt;span style=&amp;quot;color:red; font-weight:bold;&amp;quot;&amp;gt;Important: Only [http://www.colonial-marines.com/viewforum.php?f=141 whitelisted] Commanders have this authority&amp;lt;/span&amp;gt;). They may kill anyone under their command or on their ship without any warning or procedure if they feel they are a threat to the mission.  The CO/Admiral must state why the individual was executed and should the MPs have concerns, they may contact USCM High Command VIA FAX to inquire if the execution was reasonable afterwards.  (This is similar to the &amp;quot;Rule 0&amp;quot; rule which applies to admins - you&#039;re able to do this, but it&#039;s much better not to, since you are subject to the consequences of your actions and may be removed from the whitelist if your reasons aren&#039;t acceptable.).&amp;lt;br/&amp;gt;&lt;br /&gt;
This power can only be used on captured prisoners when it is not possible to perform standard execution procedures.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Incompetent Command=&lt;br /&gt;
As Military Police you are expected to enforce the Law and Procedures upon all members of the crew.  If the Commander, XO, or any command staff are in violation of UCMJ at any time, the Chief MP is authorized to remove them from command permanently and replace them with whoever is next in the Chain of Command.  However, this requires confirmation from Central Command before it is enacted (you can use the fax machine in the Chief MPs office).&lt;br /&gt;
If they are not going to be removed from command permanently, they can instead be placed into the brig to server their sentence and the next in command takes temporary command.  Central Command does not need to approve these cases and only needs to be alerted.  However, visiting executives and Admirals are NOT bound by this and can only be removed with Central Command approval.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Special Provisions=&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Mutinies===&lt;br /&gt;
Military Police are strictly forbidden from participating in mutinies against the legitimate Command staff.  If you are made aware of a mutiny, you must take all necessary actions to prevent it and protect the legal Command Staff.  If, the Chief MP believes that the legal command staff is unable to perform their duties for any reason, the Chief MP may contact Central Command for permission to relieve them of command and replace them with the next officer in the Chain of Command (using the fax machine in the Chief MP office).  If a Chief MP is not available, a consensus between the MPs can result in the same situation.  Mutinies are unlawful, however, and MPs must do everything in their power to prevent and suppress a Mutiny.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Command Requested Arrests===&lt;br /&gt;
If the Commander, Acting Commander, or a Staff Officer requests a marine to be arrested for a crime, you MUST arrest said marine.  You may hold the marine for a maximum of 10 minutes while evidence is gathered.  If the marine is proven innocent in the end, the requesting officer may be held liable for a False Arrest charge.&lt;br /&gt;
===Crew Authorized Weapons===&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Code Green&#039;&#039;&#039; - Authorized Weapons may be carried by deploying marines, security (non-lethals only), the Acting Commander, XO, Staff Officers, and Requisitions Officer.  If you have a weapon, you must keep it holstered at all times while on the ship.  This applies to Deploying Marines as well.&lt;br /&gt;
*&#039;&#039;&#039;Code Blue&#039;&#039;&#039; - All crew (not visitors, refugees, or prisoners) are authorized pistols.  Unless there is an immediate threat, only Law Enforcement may have weapons unholstered.&lt;br /&gt;
*&#039;&#039;&#039;Code Red&#039;&#039;&#039; - No Weapon Restrictions (Except as explained in the Rules)&lt;br /&gt;
Exceptions: If you or someone you are responsible for are in immediate, life-threatening danger and the appropriate code-level has not been set.  (Note: Meta-gaming rules still apply and over-ride the exception)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Current Marine Laws=&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; It is the duty of the arresting marine, to determine the punishment, ranging from the Minimum to Maximum.  It is reccomended to make the severity of the punishment meet the crime and to minimize excessive punishments.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;EXCESSIVE TIME:&#039;&#039;&#039; If the total punishment is to exceed 60 minutes, the Chief MP can give special permission for permanent confinement, no matter the crime.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;  class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Charge&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! Minimum Punishment&lt;br /&gt;
! Maximum Punishment&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;sortable&amp;quot; | Disrespect to a superior&lt;br /&gt;
| Using offensive names, disobeying orders, or being directly disrespectful to someone of a higher rank or position.  Each offense stacks.  Punishment time is per offense.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Hooliganism&lt;br /&gt;
| Behavior that is generally disruptive to the ship and crew that classifies as low level shenanigans not deserving of more severe punishment.  Things such as slipping people with soap/water, excessive window knocking, and force-feeding other marines.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Improper Uniform&lt;br /&gt;
| Moving around the ship outside the Cryo/Cafeteria/Preparation areas without proper military uniform for your job during non-emergency situations.  Marines should always be wearing their uniform, boots, and armor at a minimum.  Regular crew should be wearing their uniform and boots/shoes without armor unless there is a direct threat.  MPs should not have riot armor except in riot situations.  Any headgear should be your properly assigned headgear or an approved military alternative.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Disorderly Conduct&lt;br /&gt;
| Directly and intentionally disrupting primary operations of the ship.  Fighting in the RO line, disrupting the briefing, or inciting rioting/mutiny. &lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Insubordination&lt;br /&gt;
| Failing to follow a lawful order from someone of a superior rank or position.&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Unsecured Equipment&lt;br /&gt;
| Failing to ensure your equipment for your department is properly secured.  Leaving unattended equipment is unsafe and illegal.  You may distribute equipment outside your department if you are giving it to a specific individual and not leaving it on the floor unattended.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Drinking on Duty&lt;br /&gt;
| Consumption of any alcohol or inhibiting chemicals during a military operation or while on active duty.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Damage to Government Property&lt;br /&gt;
| Damaging the ship or making any unauthorized modifications to it during peacetime.To get authorization, confirm with the department head the change falls under, the Chief Engineer, and the current commander.&lt;br /&gt;
| Return ship to it&#039;s exact previous state.&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Resisting Arrest&lt;br /&gt;
| To resist a lawful arrest by a Military Police officer (most people run, be fair).&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Interfering with an arrest&lt;br /&gt;
| To disrupt or interfere with a lawful arrest.&lt;br /&gt;
| Same punishment as accused&lt;br /&gt;
| Same punishment as accused&lt;br /&gt;
|- &lt;br /&gt;
| Jailbreak/Escape&lt;br /&gt;
| To escape, attempt escape, or be broken out.&lt;br /&gt;
| Double initial time is applied to all involved&lt;br /&gt;
| Permanent Confinement&lt;br /&gt;
|- &lt;br /&gt;
| Trespassing&lt;br /&gt;
| Unauthorized access of an area restricted by Command personnel or an area which a person does not have access to.&lt;br /&gt;
| 5 Minutes &lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Contraband&lt;br /&gt;
| To retain possession of, distribute, or use contraband items, including drugs and non-standard issued equipment.&lt;br /&gt;
| 10 minutes; confiscation of contraband items&lt;br /&gt;
| 30 minutes; confiscation of contraband items&lt;br /&gt;
|- &lt;br /&gt;
| Theft&lt;br /&gt;
| To retain possession of items belonging to another marine.&lt;br /&gt;
| 10 minutes; item returned to owner&lt;br /&gt;
| 45 minutes; item returned to owner&lt;br /&gt;
|- &lt;br /&gt;
| Drug Use&lt;br /&gt;
| Consuming either space drugs or medical compounds not authorized for distribution.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Drug Distribution&lt;br /&gt;
| Distribution of non-medicinal drugs (space-drugs, hallucinogens, alcohol) are never authorized.  This includes being mixed with medical drugs. &lt;br /&gt;
| 30 minutes; demotion from chemical access&lt;br /&gt;
| Permabrig&lt;br /&gt;
|- &lt;br /&gt;
| Practicing Medicine without a License&lt;br /&gt;
| Only authorized medical personnel should be performing treatments beyond bandages, ointments, or a tricordrazine autoinjector.  Any personnel not licensed who distribute medication for consumption or administer medication are considered practicing without a license.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Medication Distribution&lt;br /&gt;
| Medication can only be distributed to trained medical personnel.  Any distributions other than basic medications (found in labeled vendor pill bottles or autoinjectors) must be authorized on a case-by-case basis in written form signed by either the CMO or the Acting Commander.  Combination medications (more than one medication in a pill or bottle) may never be distributed to anyone below a Doctor.  &lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes ; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Combat Stimulants&lt;br /&gt;
| Combat Stimulants are illegal within all USCM territories.  Distribution for specific chemicals may only be authorized by a signature from both the Acting Commander and the Chief Medical Officer.&lt;br /&gt;
| 30 minutes&lt;br /&gt;
| Permabrig&lt;br /&gt;
|- &lt;br /&gt;
| Drunk on Duty&lt;br /&gt;
| This only applies to the Military side of USCM: Excessive drinking resulting in becoming drunk planetside, or while serving aboard the ship as a general crew member to the point you are unable to communicate properly or perform your job.&lt;br /&gt;
| Until Sober&lt;br /&gt;
| Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Drunk and Disorderly&lt;br /&gt;
| This only applies to Civilian jobs and Survivors:  Excessive drinking resulting in either being unable to communicate and perform your job correctly, or belligerent behavior&lt;br /&gt;
| Until Sober&lt;br /&gt;
| Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Operating Heavy Machinery while intoxicated&lt;br /&gt;
| It is unlawful for anyone to operate any heavy machinery or equipment while intoxicated.  This includes Dropships, Powerloaders, Autodocs, Cryotubes, Cargo elevators, and Cargo Tugs.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Minor Weapon Violation&lt;br /&gt;
| Improper operation or conduct with a weapon you are authorized with during green or blue alert.  This includes walking around with weapons un-holstered or discharging weapons during non-emergencies.&lt;br /&gt;
| Warning for first offense (always)&lt;br /&gt;
| 5 Minutes AND confiscation of weapon&lt;br /&gt;
|- &lt;br /&gt;
| Unauthorized Weapon&lt;br /&gt;
| Possession of a weapon you are not authorized during a non-emergency situation, detailed as code levels in the &#039;&#039;Weapon Usage for Crew&#039;&#039; section above. As code levels decrease in threat, weapons should be stored appropriately and not kept on-person or in personal areas.&lt;br /&gt;
| Warning; confiscation of contraband items.&lt;br /&gt;
| 30 Minutes; confiscation of contraband items.&lt;br /&gt;
|- &lt;br /&gt;
| Assault&lt;br /&gt;
| To threaten or use physical force against someone without intent to kill. &lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Neglect of duty&lt;br /&gt;
| Failure to perform their role to an acceptable standard. For example, a Commander failing to properly organize and ensure his personnel are given orders.&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 25 minutes; Demotion/removal of command&lt;br /&gt;
|- &lt;br /&gt;
| Assault with a deadly weapon&lt;br /&gt;
| To enact physical force against someone with a lethal weapon, such as a sidearm, blade, or rifle.&lt;br /&gt;
| 20 minutes&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
|- &lt;br /&gt;
| Manslaughter&lt;br /&gt;
| Killing someone &#039;&#039;without malicious intent&#039;&#039;.&lt;br /&gt;
| 20 minutes; Demotion&lt;br /&gt;
| 45 Minutes; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Murder or Unauthorized Execution&lt;br /&gt;
| Killing someone &#039;&#039;with malicious intent&#039;&#039;. Executions are only authorized with permission from and in the presence of the acting Commander.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Mutiny&lt;br /&gt;
| To attempt or succeed at overpowering or overthrowing a commanding officer.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Terrorist Collaboration&lt;br /&gt;
| To act as an enemy to the USCM or engage in acts that attempt to hurt or endanger the USCM.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Sexual assault&lt;br /&gt;
| To attempt to or succeed in the acts of assaulting another person sexually, including rape.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Conduct Unbecoming of an Officer&lt;br /&gt;
| Breaking any laws when you are an [[rank | officer]] will always result in this added to the penalty.  You are an officer and expected to act with dignity, honor, and respect at all times.&lt;br /&gt;
| Double Brig Time&lt;br /&gt;
| Double Brig Time; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Repeat Offender&lt;br /&gt;
| To repeat a previous crime you have been convicted or and released from.&lt;br /&gt;
| Double time (stacks with conduct unbecoming of an officer)&lt;br /&gt;
| Permanent Confinement&lt;br /&gt;
|- &lt;br /&gt;
| False Arrest&lt;br /&gt;
| To order the arrest of a Marine who is then found to be innocent.  Does NOT stack with Conduct Unbecoming of an Officer&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military Officers and military law enforcement agents are expected to use their best discretion when applying sentences and apprehending those who violate the above laws. Failure to do so will result in immediate contract termination at the discretion of Central Command military officials.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Apophis775</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=6408</id>
		<title>Marine Law</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=6408"/>
		<updated>2018-02-06T21:37:42Z</updated>

		<summary type="html">&lt;p&gt;Apophis775: /* Battlefield Execution */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;United States Colonial Marines&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Uniform Code of Military Justice&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  The Commander of the USS Almayer and all its crew are not above UCMJ, Procedures, or Code of Conduct.  UCMJ also applies to all personnel who are in the vicinity of a USCM Operation or on board a ship.  The only exceptions are Diplomatically Immune Weyland-Yutani Executives (not including the on-board Liaison) and specially dispatched officials from High Command who have exception to authority for emergency matters.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Foreword=&lt;br /&gt;
The United States Colonial Marines Uniform Code of Military Justice is enforced by the Office of the Provost Marshal.  On ships and USCM colonies this duty falls to the Military Police and Chief MP.  They operate outside the authority of the command when enforcing the Law.  The Chief MP has the final say on law enforcement within his operational area, unless overseen by higher ranking members of the Provost Marshal.  Local Colonial Marshals are expected to fully co-operate with the Chief MPs and MPs when they are operating within their jurisdiction.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Arrest Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; If a suspect is injured or wounded, alert Medbay to have a doctor sent to the brig.  Unless the suspect&#039;s life is IMMEDIATELY in danger, they are to be brought to the Brig and treated there.&amp;lt;/small&amp;gt; &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Compliant Suspect (not resisting or running)===&lt;br /&gt;
# Verbally inform the suspect you are taking them into custody and the charge.&lt;br /&gt;
# Order the suspect to the ground.&lt;br /&gt;
# Handcuff the suspect.&lt;br /&gt;
# Bring the suspect to the Brig for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Non-Compliant Suspect (resisting or running)===&lt;br /&gt;
# Prepare a non-lethal method of neutralization&lt;br /&gt;
# Apply until they are no longer resisting&lt;br /&gt;
# Secure the suspect and Inform the suspect of their charge&lt;br /&gt;
# Bring the suspect to the brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Dangerous Suspect (has used a lethal weapon against law enforcement)===&lt;br /&gt;
# Ensure you have a non-lethal response prepared&lt;br /&gt;
# Engage the suspect and attempt to subdue them.  Minimize collateral damage.&lt;br /&gt;
#* If the suspect cannot be subdued with non-lethal force, the Chief MP or acting commander may authorize a lethal force response in extreme situations, primarily when Marine lives and/or the safety of the ship are at risk.&lt;br /&gt;
# Secure the suspect and any weapons they had and inform them of their charges.&lt;br /&gt;
# Bring the suspect to the Brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Search Procedure=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If you take an ID to get access somewhere for a search, you must ensure the ID gets back to them when you are finished (or with their belongings if they are detained&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Personnel==&lt;br /&gt;
# Inform the person you are conducting and of your intent (i.e. contraband, stolen items).&lt;br /&gt;
# If possible, conduct the search in the Brig or an isolated area so nothing is stolen.&lt;br /&gt;
# Begin the search and confiscate any illegal items.&lt;br /&gt;
## If they comply, you do not need to restrain them.&lt;br /&gt;
## If they resist, you may use non-lethal force to restrain them.&lt;br /&gt;
#If illegal items are found, follow Arrest and Brig procedures, otherwise release them.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Unsecured Area==&lt;br /&gt;
# Secure the area with Police Tape.  If none is available, have additional MPs help secure the area.&lt;br /&gt;
# Search any locations, lockers, crates, and personnel within the area, following the above rule for Personnel.&lt;br /&gt;
# Take any recovered illicit items to the brig and store them in the Evidence area for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Secured Area==&lt;br /&gt;
# Request someone responsible for the secured area to be present.&lt;br /&gt;
# Declare your intent and reason for the search.&lt;br /&gt;
# Request access from whoever is responsible for the area.  &lt;br /&gt;
## If the person responsible is the person you are investigating or the search is relative too, you may restrain them and use their ID temporarily for access.  Ensure an MP guards them.&lt;br /&gt;
## If no one is available, request either the CE or an MT to over-ride the door.  In a pinch, any combat engineer will do.  Ensure the area is re-secured after you leave.&lt;br /&gt;
# Search the area for whatever evidence or whatever you are expecting to find.&lt;br /&gt;
# Ensure that no unauthorized personnel other than the individuals executing the search enter.  Detain anyone unauthorized.&lt;br /&gt;
# Ensure nothing is stolen, and anything taken is relevant to the search.  This is not an excuse to loot.&lt;br /&gt;
# Anything taken in the search is to be brought the Brig and stored in Evidence for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Detainment and Brig Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If the prisoner is removed from his cell for ANY REASON the timer is PAUSED.  Time spent outside a cell does NOT count towards time being served for the crime, even if he is in medbay.  Also, Prisoners should NEVER be left with their ID on.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
# Inform the prisoner of the charge and set the timer&lt;br /&gt;
# Remove all equipment from the prisoner and place it into their locker.  Weapons may be secured in the MP armory if you wish.&lt;br /&gt;
# Conduct a thorough search of all their belongings.&lt;br /&gt;
## If the suspect is being held for less than 30 minutes for a non-violent offense, remove all of their equipment with the exception of their boots, jumpsuit, and radio.&lt;br /&gt;
## If the suspect is being held for more than 30 minutes, is considered an escape risk, has committed a violent offense, or presents a danger to himself or others, then remove all their equipment and dress them in an orange jumpsuit and boots.  Return their radio, unless they are abusing it.&lt;br /&gt;
# Buckle the prisoner to the bed.&lt;br /&gt;
# Flash the prisoner and remove their handcuffs.&lt;br /&gt;
# Recover your handcuffs and any equipment and leave the cell.&lt;br /&gt;
# For the duration that there are prisoners in the Brig, the Chief MP or a regular MP must be in security AT ALL TIMES (unless it&#039;s an emergency).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Prisoner Rights=&lt;br /&gt;
The following is a list of basic rights the prisoners have.  They can NOT be denied, except in an extreme situation and only then with authorization from the Chief MP.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Medical Treatment===&lt;br /&gt;
All treatment must take place in the brig if possible.  If not, an MP may escort a prisoner to medbay for treatment.  The prisoner MUST have an orange jumpsuit and shoes, and will not be given their Radio or ID until they return.  Time spent in medical will NOT count against their sentence.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Access to a Radio===&lt;br /&gt;
Unless the prisoner has abused the radio, they are authorized their headset.  If any MP believes that it is being abused (including being used to co-ordinate a prison-break), this right can be denied.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Appeal Sentence in a timely manner===&lt;br /&gt;
The prisoner may request an appeal on his sentence from the Chief MP.  If the Chief MP is not available, he may appeal to the acting commander.  This right is rescinded during emergencies.  The Chief MP has the final say on all appeals, and can override the Commander if he feels it is in the best interest of the ship&#039;s safety.&lt;br /&gt;
====Appeals====&lt;br /&gt;
An appeal is primarily intended to determine guilt or innocence.  A Chief MP or Commander (if there is no Chief MP) is expected to review  the evidence of the suspects crimes, the report of the arresting officer, and the testimony of the suspect.  If the Chief MP concludes that the suspect is not guilty of a law violation, they are to be released.  If they are found to be guilty, then the punishment stands.  Under no circumstances may anyone be given a Pardon if there is evidence to show a crime was committed.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Protection from threats===&lt;br /&gt;
Prisoners must be kept safe, unharmed, and healthy during their confinement.  MPs must work to the best of their ability to ensure this.  Self-inflicting wounds will result in being straight-jacketed for the entire duration.  If the ship is at Red Alert, all MPs should return to the Brig to ensure the safety of prisoners.&lt;br /&gt;
====Release in the event of a catastrophe====&lt;br /&gt;
In the event of a Delta Alert (activation of self destruct) any prisoners may be released if the MPs believe that they will not be a threat to the crew.  A normal Red Alert, is not sufficient reason for a release unless the ship is being over-run by a large hostile force.  &amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; a small force of enemies on board is not &amp;quot;over-run by a large hostile force&amp;quot;.  You should ensure the prisoners are kept safe and alive as long as they are in your custody, and release them only if this becomes impossible to perform due to a large enemy force.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Execution Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;“The man who passes the sentence should swing the sword. If you would take a man&#039;s life, you owe it to him to look into his eyes and hear his final words. And if you cannot bear to do that, then perhaps the man does not deserve to die.”&amp;lt;br/&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
Executions of prisoners are authorized for crimes with execution as the maximum punishment.  Additionally, if the maximum amount of time to be served is greater than 1 hour, or for repeated offenders, the Chief MP or Acting Commander may request an execution.  Both must agree for an execution to be authorized.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Procedure===&lt;br /&gt;
# The Commander or Chief MP must make a ship-wide announcement from the CIC communication console informing the crew of the intent to execute the prisoner, why, and the execution method.  In a code Red or Code Delta situation, this procedure can be ignored.  (Example:  &amp;quot;I, Captain Erin Kowalski, hereby authorize the execution of Donald Cluwne on the charges of murder, assault, and damage to the ship.  He will be executed by firing squad in the briefing room.&amp;quot;)   Authorized methods of execution are either Firing Squad (handled by MPs) or Lethal Injection (handled by CMO).&lt;br /&gt;
# The Acting Commander OR Chief MP (whoever made the initial request) MUST be present at the execution.&lt;br /&gt;
# The Condemned MUST be given a chance to give any final words.  They may use a radio for this (even if their radio was taken for abuse).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Battlefield Execution===&lt;br /&gt;
The Commander &amp;amp; Admiral of the Almayer holds the authority to perform a Battlefield Execution (&amp;lt;span style=&amp;quot;color:red; font-weight:bold;&amp;quot;&amp;gt;Important: Only [http://www.colonial-marines.com/viewforum.php?f=141 whitelisted] Commanders have this authority&amp;lt;/span&amp;gt;). They may kill anyone under their command or on their ship without any warning or procedure if they feel they are a threat to the mission.  The CO/Admiral must state why the individual was executed and should the MPs have concerns, they may contact USCM High Command VIA FAX to inquire if the execution was reasonable afterwards.  (This is similar to the &amp;quot;Rule 0&amp;quot; rule which applies to admins - you&#039;re able to do this, but it&#039;s much better not to, since you are subject to the consequences of your actions and may be removed from the whitelist if your reasons aren&#039;t acceptable.).&amp;lt;br/&amp;gt;&lt;br /&gt;
This power can only be used on captured prisoners when it is not possible to perform standard execution procedures.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Incompetent Command=&lt;br /&gt;
As Military Police you are expected to enforce the Law and Procedures upon all members of the crew.  If the Commander, XO, or any command staff are in violation of UCMJ at any time, the Chief MP is authorized to remove them from command permanently and replace them with whoever is next in the Chain of Command.  However, this requires confirmation from Central Command before it is enacted (you can use the fax machine in the Chief MPs office).&lt;br /&gt;
If they are not going to be removed from command permanently, they can instead be placed into the brig to server their sentence and the next in command takes temporary command.  Central Command does not need to approve these cases and only needs to be alerted.  However, visiting executives and Admirals are NOT bound by this and can only be removed with Central Command approval.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Special Provisions=&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Mutinies===&lt;br /&gt;
Military Police are strictly forbidden from participating in mutinies against the legitimate Command staff.  If you are made aware of a mutiny, you must take all necessary actions to prevent it and protect the legal Command Staff.  If, the Chief MP believes that the legal command staff is unable to perform their duties for any reason, the Chief MP may contact Central Command for permission to relieve them of command and replace them with the next officer in the Chain of Command (using the fax machine in the Chief MP office).  If a Chief MP is not available, a consensus between the MPs can result in the same situation.  Mutinies are unlawful, however, and MPs must do everything in their power to prevent and suppress a Mutiny.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Command Requested Arrests===&lt;br /&gt;
If the Commander, Acting Commander, or a Staff Officer requests a marine to be arrested for a crime, you MUST arrest said marine.  You may hold the marine for a maximum of 10 minutes while evidence is gathered.  If the marine is proven innocent in the end, the requesting officer may be held liable for a False Arrest charge.&lt;br /&gt;
===Crew Authorized Weapons===&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Code Green&#039;&#039;&#039; - Authorized Weapons may be carried by deploying marines, security (non-lethals only), the Acting Commander, XO, Staff Officers, and Requisitions Officer.  If you have a weapon, you must keep it holstered at all times while on the ship.  This applies to Deploying Marines as well.&lt;br /&gt;
*&#039;&#039;&#039;Code Blue&#039;&#039;&#039; - All crew (not visitors, refugees, or prisoners) are authorized pistols.  Unless there is an immediate threat, only Law Enforcement may have weapons unholstered.&lt;br /&gt;
*&#039;&#039;&#039;Code Red&#039;&#039;&#039; - No Weapon Restrictions (Except as explained in the Rules)&lt;br /&gt;
Exceptions: If you or someone you are responsible for are in immediate, life-threatening danger and the appropriate code-level has not been set.  (Note: Meta-gaming rules still apply and over-ride the exception)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Current Marine Laws=&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; It is the duty of the arresting marine, to determine the punishment, ranging from the Minimum to Maximum.  It is reccomended to make the severity of the punishment meet the crime and to minimize excessive punishments.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;EXCESSIVE TIME:&#039;&#039;&#039; If the total punishment is to exceed 60 minutes, the Chief MP can give special permission for permanent confinement, no matter the crime.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;  class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Charge&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! Minimum Punishment&lt;br /&gt;
! Maximum Punishment&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;sortable&amp;quot; | Disrespect to a superior&lt;br /&gt;
| Using offensive names, disobeying orders, or being directly disrespectful to someone of a higher rank or position.  Each offense stacks.  Punishment time is per offense.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Hooliganism&lt;br /&gt;
| Behavior that is generally disruptive to the ship and crew that classifies as low level shenanigans not deserving of more severe punishment.  Things such as slipping people with soap/water, excessive window knocking, and force-feeding other marines.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Improper Uniform&lt;br /&gt;
| Moving around the ship outside the Cryo/Cafeteria/Preparation areas without proper military uniform for your job during non-emergency situations.  Marines should always be wearing their uniform, boots, and armor at a minimum.  Regular crew should be wearing their uniform and boots/shoes without armor unless there is a direct threat.  MPs should not have riot armor except in riot situations.  Any headgear should be your properly assigned headgear or an approved military alternative.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Disorderly Conduct&lt;br /&gt;
| Directly and intentionally disrupting primary operations of the ship.  Fighting in the RO line, disrupting the briefing, or inciting rioting/mutiny. &lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Insubordination&lt;br /&gt;
| Failing to follow a lawful order from someone of a superior rank or position.&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Drinking on Duty&lt;br /&gt;
| Consumption of any alcohol or inhibiting chemicals during a military operation or while on active duty.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Damage to Government Property&lt;br /&gt;
| Damaging the ship or making any unauthorized modifications to it during peacetime.To get authorization, confirm with the department head the change falls under, the Chief Engineer, and the current commander.&lt;br /&gt;
| Return ship to it&#039;s exact previous state.&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Resisting Arrest&lt;br /&gt;
| To resist a lawful arrest by a Military Police officer (most people run, be fair).&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Interfering with an arrest&lt;br /&gt;
| To disrupt or interfere with a lawful arrest.&lt;br /&gt;
| Same punishment as accused&lt;br /&gt;
| Same punishment as accused&lt;br /&gt;
|- &lt;br /&gt;
| Jailbreak/Escape&lt;br /&gt;
| To escape, attempt escape, or be broken out.&lt;br /&gt;
| Double initial time is applied to all involved&lt;br /&gt;
| Permanent Confinement&lt;br /&gt;
|- &lt;br /&gt;
| Trespassing&lt;br /&gt;
| Unauthorized access of an area restricted by Command personnel or an area which a person does not have access to.&lt;br /&gt;
| 5 Minutes &lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Contraband&lt;br /&gt;
| To retain possession of, distribute, or use contraband items, including drugs and non-standard issued equipment.&lt;br /&gt;
| 10 minutes; confiscation of contraband items&lt;br /&gt;
| 30 minutes; confiscation of contraband items&lt;br /&gt;
|- &lt;br /&gt;
| Theft&lt;br /&gt;
| To retain possession of items belonging to another marine.&lt;br /&gt;
| 10 minutes; item returned to owner&lt;br /&gt;
| 45 minutes; item returned to owner&lt;br /&gt;
|- &lt;br /&gt;
| Drug Use&lt;br /&gt;
| Consuming either space drugs or medical compounds not authorized for distribution.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Drug Distribution&lt;br /&gt;
| Distribution of medical compounds (including combat stimulants) without authorization from the CMO and Acting Commander.  Includes space drugs, which are never authorized to be distributed.  &lt;br /&gt;
| 15 minutes&lt;br /&gt;
| 30 minutes; demotion from chemical access&lt;br /&gt;
|- &lt;br /&gt;
| Drunk on Duty&lt;br /&gt;
| This only applies to the Military side of USCM: Excessive drinking resulting in becoming drunk planetside, or while serving aboard the ship as a general crew member to the point you are unable to communicate properly or perform your job.&lt;br /&gt;
| Until Sober&lt;br /&gt;
| Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Drunk and Disorderly&lt;br /&gt;
| This only applies to Civilian jobs and Survivors:  Excessive drinking resulting in either being unable to communicate and perform your job correctly, or belligerent behavior&lt;br /&gt;
| Until Sober&lt;br /&gt;
| Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Operating Heavy Machinery while intoxicated&lt;br /&gt;
| It is unlawful for anyone to operate any heavy machinery or equipment while intoxicated.  This includes Dropships, Powerloaders, Autodocs, Cryotubes, Cargo elevators, and Cargo Tugs.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Minor Weapon Violation&lt;br /&gt;
| Improper operation or conduct with a weapon you are authorized with during green or blue alert.  This includes walking around with weapons un-holstered or discharging weapons during non-emergencies.&lt;br /&gt;
| Warning for first offense (always)&lt;br /&gt;
| 5 Minutes AND confiscation of weapon&lt;br /&gt;
|- &lt;br /&gt;
| Unauthorized Weapon&lt;br /&gt;
| Possession of a weapon you are not authorized during a non-emergency situation, detailed as code levels in the &#039;&#039;Weapon Usage for Crew&#039;&#039; section above. As code levels decrease in threat, weapons should be stored appropriately and not kept on-person or in personal areas.&lt;br /&gt;
| Warning; confiscation of contraband items.&lt;br /&gt;
| 30 Minutes; confiscation of contraband items.&lt;br /&gt;
|- &lt;br /&gt;
| Assault&lt;br /&gt;
| To threaten or use physical force against someone without intent to kill. &lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Neglect of duty&lt;br /&gt;
| Failure to perform their role to an acceptable standard. For example, a Commander failing to properly organize and ensure his personnel are given orders.&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 25 minutes; Demotion/removal of command&lt;br /&gt;
|- &lt;br /&gt;
| Assault with a deadly weapon&lt;br /&gt;
| To enact physical force against someone with a lethal weapon, such as a sidearm, blade, or rifle.&lt;br /&gt;
| 20 minutes&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
|- &lt;br /&gt;
| Manslaughter&lt;br /&gt;
| Killing someone &#039;&#039;without malicious intent&#039;&#039;.&lt;br /&gt;
| 20 minutes; Demotion&lt;br /&gt;
| 45 Minutes; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Murder or Unauthorized Execution&lt;br /&gt;
| Killing someone &#039;&#039;with malicious intent&#039;&#039;. Executions are only authorized with permission from and in the presence of the acting Commander.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Mutiny&lt;br /&gt;
| To attempt or succeed at overpowering or overthrowing a commanding officer.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Terrorist Collaboration&lt;br /&gt;
| To act as an enemy to the USCM or engage in acts that attempt to hurt or endanger the USCM.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Sexual assault&lt;br /&gt;
| To attempt to or succeed in the acts of assaulting another person sexually, including rape.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Conduct Unbecoming of an Officer&lt;br /&gt;
| Breaking any laws when you are an [[rank | officer]] will always result in this added to the penalty.  You are an officer and expected to act with dignity, honor, and respect at all times.&lt;br /&gt;
| Double Brig Time&lt;br /&gt;
| Double Brig Time; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Repeat Offender&lt;br /&gt;
| To repeat a previous crime you have been convicted or and released from.&lt;br /&gt;
| Double time (stacks with conduct unbecoming of an officer)&lt;br /&gt;
| Permanent Confinement&lt;br /&gt;
|- &lt;br /&gt;
| False Arrest&lt;br /&gt;
| To order the arrest of a Marine who is then found to be innocent.  Does NOT stack with Conduct Unbecoming of an Officer&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military Officers and military law enforcement agents are expected to use their best discretion when applying sentences and apprehending those who violate the above laws. Failure to do so will result in immediate contract termination at the discretion of Central Command military officials.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Apophis775</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=6403</id>
		<title>Marine Law</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=6403"/>
		<updated>2018-02-05T23:12:07Z</updated>

		<summary type="html">&lt;p&gt;Apophis775: /* Current Marine Laws */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;United States Colonial Marines&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Uniform Code of Military Justice&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  The Commander of the USS Almayer and all its crew are not above UCMJ, Procedures, or Code of Conduct.  UCMJ also applies to all personnel who are in the vicinity of a USCM Operation or on board a ship.  The only exceptions are Diplomatically Immune Weyland-Yutani Executives (not including the on-board Liaison) and specially dispatched officials from High Command who have exception to authority for emergency matters.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Foreword=&lt;br /&gt;
The United States Colonial Marines Uniform Code of Military Justice is enforced by the Office of the Provost Marshal.  On ships and USCM colonies this duty falls to the Military Police and Chief MP.  They operate outside the authority of the command when enforcing the Law.  The Chief MP has the final say on law enforcement within his operational area, unless overseen by higher ranking members of the Provost Marshal.  Local Colonial Marshals are expected to fully co-operate with the Chief MPs and MPs when they are operating within their jurisdiction.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Arrest Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; If a suspect is injured or wounded, alert Medbay to have a doctor sent to the brig.  Unless the suspect&#039;s life is IMMEDIATELY in danger, they are to be brought to the Brig and treated there.&amp;lt;/small&amp;gt; &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Compliant Suspect (not resisting or running)===&lt;br /&gt;
# Verbally inform the suspect you are taking them into custody and the charge.&lt;br /&gt;
# Order the suspect to the ground.&lt;br /&gt;
# Handcuff the suspect.&lt;br /&gt;
# Bring the suspect to the Brig for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Non-Compliant Suspect (resisting or running)===&lt;br /&gt;
# Prepare a non-lethal method of neutralization&lt;br /&gt;
# Apply until they are no longer resisting&lt;br /&gt;
# Secure the suspect and Inform the suspect of their charge&lt;br /&gt;
# Bring the suspect to the brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Dangerous Suspect (has used a lethal weapon against law enforcement)===&lt;br /&gt;
# Ensure you have a non-lethal response prepared&lt;br /&gt;
# Engage the suspect and attempt to subdue them.  Minimize collateral damage.&lt;br /&gt;
#* If the suspect cannot be subdued with non-lethal force, the Chief MP or acting commander may authorize a lethal force response in extreme situations, primarily when Marine lives and/or the safety of the ship are at risk.&lt;br /&gt;
# Secure the suspect and any weapons they had and inform them of their charges.&lt;br /&gt;
# Bring the suspect to the Brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Search Procedure=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If you take an ID to get access somewhere for a search, you must ensure the ID gets back to them when you are finished (or with their belongings if they are detained&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Personnel==&lt;br /&gt;
# Inform the person you are conducting and of your intent (i.e. contraband, stolen items).&lt;br /&gt;
# If possible, conduct the search in the Brig or an isolated area so nothing is stolen.&lt;br /&gt;
# Begin the search and confiscate any illegal items.&lt;br /&gt;
## If they comply, you do not need to restrain them.&lt;br /&gt;
## If they resist, you may use non-lethal force to restrain them.&lt;br /&gt;
#If illegal items are found, follow Arrest and Brig procedures, otherwise release them.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Unsecured Area==&lt;br /&gt;
# Secure the area with Police Tape.  If none is available, have additional MPs help secure the area.&lt;br /&gt;
# Search any locations, lockers, crates, and personnel within the area, following the above rule for Personnel.&lt;br /&gt;
# Take any recovered illicit items to the brig and store them in the Evidence area for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Secured Area==&lt;br /&gt;
# Request someone responsible for the secured area to be present.&lt;br /&gt;
# Declare your intent and reason for the search.&lt;br /&gt;
# Request access from whoever is responsible for the area.  &lt;br /&gt;
## If the person responsible is the person you are investigating or the search is relative too, you may restrain them and use their ID temporarily for access.  Ensure an MP guards them.&lt;br /&gt;
## If no one is available, request either the CE or an MT to over-ride the door.  In a pinch, any combat engineer will do.  Ensure the area is re-secured after you leave.&lt;br /&gt;
# Search the area for whatever evidence or whatever you are expecting to find.&lt;br /&gt;
# Ensure that no unauthorized personnel other than the individuals executing the search enter.  Detain anyone unauthorized.&lt;br /&gt;
# Ensure nothing is stolen, and anything taken is relevant to the search.  This is not an excuse to loot.&lt;br /&gt;
# Anything taken in the search is to be brought the Brig and stored in Evidence for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Detainment and Brig Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If the prisoner is removed from his cell for ANY REASON the timer is PAUSED.  Time spent outside a cell does NOT count towards time being served for the crime, even if he is in medbay.  Also, Prisoners should NEVER be left with their ID on.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
# Inform the prisoner of the charge and set the timer&lt;br /&gt;
# Remove all equipment from the prisoner and place it into their locker.  Weapons may be secured in the MP armory if you wish.&lt;br /&gt;
# Conduct a thorough search of all their belongings.&lt;br /&gt;
## If the suspect is being held for less than 30 minutes for a non-violent offense, remove all of their equipment with the exception of their boots, jumpsuit, and radio.&lt;br /&gt;
## If the suspect is being held for more than 30 minutes, is considered an escape risk, has committed a violent offense, or presents a danger to himself or others, then remove all their equipment and dress them in an orange jumpsuit and boots.  Return their radio, unless they are abusing it.&lt;br /&gt;
# Buckle the prisoner to the bed.&lt;br /&gt;
# Flash the prisoner and remove their handcuffs.&lt;br /&gt;
# Recover your handcuffs and any equipment and leave the cell.&lt;br /&gt;
# For the duration that there are prisoners in the Brig, the Chief MP or a regular MP must be in security AT ALL TIMES (unless it&#039;s an emergency).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Prisoner Rights=&lt;br /&gt;
The following is a list of basic rights the prisoners have.  They can NOT be denied, except in an extreme situation and only then with authorization from the Chief MP.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Medical Treatment===&lt;br /&gt;
All treatment must take place in the brig if possible.  If not, an MP may escort a prisoner to medbay for treatment.  The prisoner MUST have an orange jumpsuit and shoes, and will not be given their Radio or ID until they return.  Time spent in medical will NOT count against their sentence.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Access to a Radio===&lt;br /&gt;
Unless the prisoner has abused the radio, they are authorized their headset.  If any MP believes that it is being abused (including being used to co-ordinate a prison-break), this right can be denied.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Appeal Sentence in a timely manner===&lt;br /&gt;
The prisoner may request an appeal on his sentence from the Chief MP.  If the Chief MP is not available, he may appeal to the acting commander.  This right is rescinded during emergencies.  The Chief MP has the final say on all appeals, and can override the Commander if he feels it is in the best interest of the ship&#039;s safety.&lt;br /&gt;
====Appeals====&lt;br /&gt;
An appeal is primarily intended to determine guilt or innocence.  A Chief MP or Commander (if there is no Chief MP) is expected to review  the evidence of the suspects crimes, the report of the arresting officer, and the testimony of the suspect.  If the Chief MP concludes that the suspect is not guilty of a law violation, they are to be released.  If they are found to be guilty, then the punishment stands.  Under no circumstances may anyone be given a Pardon if there is evidence to show a crime was committed.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Protection from threats===&lt;br /&gt;
Prisoners must be kept safe, unharmed, and healthy during their confinement.  MPs must work to the best of their ability to ensure this.  Self-inflicting wounds will result in being straight-jacketed for the entire duration.  If the ship is at Red Alert, all MPs should return to the Brig to ensure the safety of prisoners.&lt;br /&gt;
====Release in the event of a catastrophe====&lt;br /&gt;
In the event of a Delta Alert (activation of self destruct) any prisoners may be released if the MPs believe that they will not be a threat to the crew.  A normal Red Alert, is not sufficient reason for a release unless the ship is being over-run by a large hostile force.  &amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; a small force of enemies on board is not &amp;quot;over-run by a large hostile force&amp;quot;.  You should ensure the prisoners are kept safe and alive as long as they are in your custody, and release them only if this becomes impossible to perform due to a large enemy force.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Execution Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;“The man who passes the sentence should swing the sword. If you would take a man&#039;s life, you owe it to him to look into his eyes and hear his final words. And if you cannot bear to do that, then perhaps the man does not deserve to die.”&amp;lt;br/&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
Executions of prisoners are authorized for crimes with execution as the maximum punishment.  Additionally, if the maximum amount of time to be served is greater than 1 hour, or for repeated offenders, the Chief MP or Acting Commander may request an execution.  Both must agree for an execution to be authorized.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Procedure===&lt;br /&gt;
# The Commander or Chief MP must make a ship-wide announcement from the CIC communication console informing the crew of the intent to execute the prisoner, why, and the execution method.  In a code Red or Code Delta situation, this procedure can be ignored.  (Example:  &amp;quot;I, Captain Erin Kowalski, hereby authorize the execution of Donald Cluwne on the charges of murder, assault, and damage to the ship.  He will be executed by firing squad in the briefing room.&amp;quot;)   Authorized methods of execution are either Firing Squad (handled by MPs) or Lethal Injection (handled by CMO).&lt;br /&gt;
# The Acting Commander OR Chief MP (whoever made the initial request) MUST be present at the execution.&lt;br /&gt;
# The Condemned MUST be given a chance to give any final words.  They may use a radio for this (even if their radio was taken for abuse).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Battlefield Execution===&lt;br /&gt;
The Commander &amp;amp; Admiral of the Almayer holds the authority to perform a Battlefield Execution (&amp;lt;span style=&amp;quot;color:red; font-weight:bold;&amp;quot;&amp;gt;Important: Only [http://www.colonial-marines.com/viewforum.php?f=141 whitelisted] Commanders have this authority&amp;lt;/span&amp;gt;). They may kill anyone under their command or on their ship without any warning or procedure if they feel they are a threat to the mission.  The CO/Admiral must state why the individual was executed and should the MPs have concerns, they may contact USCM High Command VIA FAX to inquire if the execution was reasonable afterwards.  (This is similar to the &amp;quot;Rule 0&amp;quot; rule which applies to admins - you&#039;re able to do this, but it&#039;s much better not to, since you are subject to the consequences of your actions and may be removed from the whitelist if your reasons aren&#039;t acceptable.).&amp;lt;br/&amp;gt;&lt;br /&gt;
This power can only be used on captured prisoners when it is not possible to perform standard execution procedures.&amp;lt;br/&amp;gt;&lt;br /&gt;
(This is similar to the &amp;quot;Rule 0&amp;quot; rule which applies to admins - you&#039;re able to do this, but it&#039;s much better not to, since you are subject to the consequences of your actions and may be removed from the whitelist if your reasons aren&#039;t acceptable.)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Incompetent Command=&lt;br /&gt;
As Military Police you are expected to enforce the Law and Procedures upon all members of the crew.  If the Commander, XO, or any command staff are in violation of UCMJ at any time, the Chief MP is authorized to remove them from command permanently and replace them with whoever is next in the Chain of Command.  However, this requires confirmation from Central Command before it is enacted (you can use the fax machine in the Chief MPs office).&lt;br /&gt;
If they are not going to be removed from command permanently, they can instead be placed into the brig to server their sentence and the next in command takes temporary command.  Central Command does not need to approve these cases and only needs to be alerted.  However, visiting executives and Admirals are NOT bound by this and can only be removed with Central Command approval.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Special Provisions=&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Mutinies===&lt;br /&gt;
Military Police are strictly forbidden from participating in mutinies against the legitimate Command staff.  If you are made aware of a mutiny, you must take all necessary actions to prevent it and protect the legal Command Staff.  If, the Chief MP believes that the legal command staff is unable to perform their duties for any reason, the Chief MP may contact Central Command for permission to relieve them of command and replace them with the next officer in the Chain of Command (using the fax machine in the Chief MP office).  If a Chief MP is not available, a consensus between the MPs can result in the same situation.  Mutinies are unlawful, however, and MPs must do everything in their power to prevent and suppress a Mutiny.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Command Requested Arrests===&lt;br /&gt;
If the Commander, Acting Commander, or a Staff Officer requests a marine to be arrested for a crime, you MUST arrest said marine.  You may hold the marine for a maximum of 10 minutes while evidence is gathered.  If the marine is proven innocent in the end, the requesting officer may be held liable for a False Arrest charge.&lt;br /&gt;
===Crew Authorized Weapons===&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Code Green&#039;&#039;&#039; - Authorized Weapons may be carried by deploying marines, security (non-lethals only), the Acting Commander, XO, Staff Officers, and Requisitions Officer.  If you have a weapon, you must keep it holstered at all times while on the ship.  This applies to Deploying Marines as well.&lt;br /&gt;
*&#039;&#039;&#039;Code Blue&#039;&#039;&#039; - All crew (not visitors, refugees, or prisoners) are authorized pistols.  Unless there is an immediate threat, only Law Enforcement may have weapons unholstered.&lt;br /&gt;
*&#039;&#039;&#039;Code Red&#039;&#039;&#039; - No Weapon Restrictions (Except as explained in the Rules)&lt;br /&gt;
Exceptions: If you or someone you are responsible for are in immediate, life-threatening danger and the appropriate code-level has not been set.  (Note: Meta-gaming rules still apply and over-ride the exception)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Current Marine Laws=&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; It is the duty of the arresting marine, to determine the punishment, ranging from the Minimum to Maximum.  It is reccomended to make the severity of the punishment meet the crime and to minimize excessive punishments.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;EXCESSIVE TIME:&#039;&#039;&#039; If the total punishment is to exceed 60 minutes, the Chief MP can give special permission for permanent confinement, no matter the crime.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;  class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Charge&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! Minimum Punishment&lt;br /&gt;
! Maximum Punishment&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;sortable&amp;quot; | Disrespect to a superior&lt;br /&gt;
| Using offensive names, disobeying orders, or being directly disrespectful to someone of a higher rank or position.  Each offense stacks.  Punishment time is per offense.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Hooliganism&lt;br /&gt;
| Behavior that is generally disruptive to the ship and crew that classifies as low level shenanigans not deserving of more severe punishment.  Things such as slipping people with soap/water, excessive window knocking, and force-feeding other marines.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Improper Uniform&lt;br /&gt;
| Moving around the ship outside the Cryo/Cafeteria/Preparation areas without proper military uniform for your job during non-emergency situations.  Marines should always be wearing their uniform, boots, and armor at a minimum.  Regular crew should be wearing their uniform and boots/shoes without armor unless there is a direct threat.  MPs should not have riot armor except in riot situations.  Any headgear should be your properly assigned headgear or an approved military alternative.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Disorderly Conduct&lt;br /&gt;
| Directly and intentionally disrupting primary operations of the ship.  Fighting in the RO line, disrupting the briefing, or inciting rioting/mutiny. &lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Insubordination&lt;br /&gt;
| Failing to follow a lawful order from someone of a superior rank or position.&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Drinking on Duty&lt;br /&gt;
| Consumption of any alcohol or inhibiting chemicals during a military operation or while on active duty.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Damage to Government Property&lt;br /&gt;
| Damaging the ship or making any unauthorized modifications to it during peacetime.To get authorization, confirm with the department head the change falls under, the Chief Engineer, and the current commander.&lt;br /&gt;
| Return ship to it&#039;s exact previous state.&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Resisting Arrest&lt;br /&gt;
| To resist a lawful arrest by a Military Police officer (most people run, be fair).&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Interfering with an arrest&lt;br /&gt;
| To disrupt or interfere with a lawful arrest.&lt;br /&gt;
| Same punishment as accused&lt;br /&gt;
| Same punishment as accused&lt;br /&gt;
|- &lt;br /&gt;
| Jailbreak/Escape&lt;br /&gt;
| To escape, attempt escape, or be broken out.&lt;br /&gt;
| Double initial time is applied to all involved&lt;br /&gt;
| Permanent Confinement&lt;br /&gt;
|- &lt;br /&gt;
| Trespassing&lt;br /&gt;
| Unauthorized access of an area restricted by Command personnel or an area which a person does not have access to.&lt;br /&gt;
| 5 Minutes &lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Contraband&lt;br /&gt;
| To retain possession of, distribute, or use contraband items, including drugs and non-standard issued equipment.&lt;br /&gt;
| 10 minutes; confiscation of contraband items&lt;br /&gt;
| 30 minutes; confiscation of contraband items&lt;br /&gt;
|- &lt;br /&gt;
| Theft&lt;br /&gt;
| To retain possession of items belonging to another marine.&lt;br /&gt;
| 10 minutes; item returned to owner&lt;br /&gt;
| 45 minutes; item returned to owner&lt;br /&gt;
|- &lt;br /&gt;
| Drug Use&lt;br /&gt;
| Consuming either space drugs or medical compounds not authorized for distribution.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Drug Distribution&lt;br /&gt;
| Distribution of medical compounds (including combat stimulants) without authorization from the CMO and Acting Commander.  Includes space drugs, which are never authorized to be distributed.  &lt;br /&gt;
| 15 minutes&lt;br /&gt;
| 30 minutes; demotion from chemical access&lt;br /&gt;
|- &lt;br /&gt;
| Drunk on Duty&lt;br /&gt;
| This only applies to the Military side of USCM: Excessive drinking resulting in becoming drunk planetside, or while serving aboard the ship as a general crew member to the point you are unable to communicate properly or perform your job.&lt;br /&gt;
| Until Sober&lt;br /&gt;
| Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Drunk and Disorderly&lt;br /&gt;
| This only applies to Civilian jobs and Survivors:  Excessive drinking resulting in either being unable to communicate and perform your job correctly, or belligerent behavior&lt;br /&gt;
| Until Sober&lt;br /&gt;
| Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Operating Heavy Machinery while intoxicated&lt;br /&gt;
| It is unlawful for anyone to operate any heavy machinery or equipment while intoxicated.  This includes Dropships, Powerloaders, Autodocs, Cryotubes, Cargo elevators, and Cargo Tugs.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Minor Weapon Violation&lt;br /&gt;
| Improper operation or conduct with a weapon you are authorized with during green or blue alert.  This includes walking around with weapons un-holstered or discharging weapons during non-emergencies.&lt;br /&gt;
| Warning for first offense (always)&lt;br /&gt;
| 5 Minutes AND confiscation of weapon&lt;br /&gt;
|- &lt;br /&gt;
| Unauthorized Weapon&lt;br /&gt;
| Possession of a weapon you are not authorized during a non-emergency situation, detailed as code levels in the &#039;&#039;Weapon Usage for Crew&#039;&#039; section above. As code levels decrease in threat, weapons should be stored appropriately and not kept on-person or in personal areas.&lt;br /&gt;
| Warning; confiscation of contraband items.&lt;br /&gt;
| 30 Minutes; confiscation of contraband items.&lt;br /&gt;
|- &lt;br /&gt;
| Assault&lt;br /&gt;
| To threaten or use physical force against someone without intent to kill. &lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Neglect of duty&lt;br /&gt;
| Failure to perform their role to an acceptable standard. For example, a Commander failing to properly organize and ensure his personnel are given orders.&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 25 minutes; Demotion/removal of command&lt;br /&gt;
|- &lt;br /&gt;
| Assault with a deadly weapon&lt;br /&gt;
| To enact physical force against someone with a lethal weapon, such as a sidearm, blade, or rifle.&lt;br /&gt;
| 20 minutes&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
|- &lt;br /&gt;
| Manslaughter&lt;br /&gt;
| Killing someone &#039;&#039;without malicious intent&#039;&#039;.&lt;br /&gt;
| 20 minutes; Demotion&lt;br /&gt;
| 45 Minutes; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Murder or Unauthorized Execution&lt;br /&gt;
| Killing someone &#039;&#039;with malicious intent&#039;&#039;. Executions are only authorized with permission from and in the presence of the acting Commander.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Mutiny&lt;br /&gt;
| To attempt or succeed at overpowering or overthrowing a commanding officer.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Terrorist Collaboration&lt;br /&gt;
| To act as an enemy to the USCM or engage in acts that attempt to hurt or endanger the USCM.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Sexual assault&lt;br /&gt;
| To attempt to or succeed in the acts of assaulting another person sexually, including rape.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Conduct Unbecoming of an Officer&lt;br /&gt;
| Breaking any laws when you are an [[rank | officer]] will always result in this added to the penalty.  You are an officer and expected to act with dignity, honor, and respect at all times.&lt;br /&gt;
| Double Brig Time&lt;br /&gt;
| Double Brig Time; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Repeat Offender&lt;br /&gt;
| To repeat a previous crime you have been convicted or and released from.&lt;br /&gt;
| Double time (stacks with conduct unbecoming of an officer)&lt;br /&gt;
| Permanent Confinement&lt;br /&gt;
|- &lt;br /&gt;
| False Arrest&lt;br /&gt;
| To order the arrest of a Marine who is then found to be innocent.  Does NOT stack with Conduct Unbecoming of an Officer&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military Officers and military law enforcement agents are expected to use their best discretion when applying sentences and apprehending those who violate the above laws. Failure to do so will result in immediate contract termination at the discretion of Central Command military officials.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Apophis775</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Rank&amp;diff=6356</id>
		<title>Rank</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Rank&amp;diff=6356"/>
		<updated>2018-01-30T02:50:51Z</updated>

		<summary type="html">&lt;p&gt;Apophis775: /* Full USCM Ranks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Succession/Chain of Command==&lt;br /&gt;
This is the list of the order in which command passes due to Death, SSD, Imprisonment, or anything else that makes someone unfit to command.  Note:  You do not assume their title or rank, only their responsibilities.&lt;br /&gt;
&lt;br /&gt;
# Commander&lt;br /&gt;
# Executive Officer&lt;br /&gt;
# Staff Officer (If there is more then one, the outgoing acting Commander will pick one or they will discuss among themselves who takes charge)&lt;br /&gt;
# Chief Engineer&lt;br /&gt;
# Pilot Officer&lt;br /&gt;
# Requisitions Officer&lt;br /&gt;
# Chief MP&lt;br /&gt;
# Military Police (If there is more then one, the outgoing acting Commander will pick one or they will discuss among themselves who takes charge)&lt;br /&gt;
# Squad Leader (Starting at Alpha goes through the squads)&lt;br /&gt;
# Cargo/Maint Tech (If there is more then one, the outgoing acting Commander will pick one or they will discuss among themselves who takes charge)&lt;br /&gt;
# Any MILITARY personnel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Departments and Ranks ==&lt;br /&gt;
These are the departments which make up the USCM.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command:&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:400px&amp;quot;&lt;br /&gt;
! Job&lt;br /&gt;
! Rank&lt;br /&gt;
|-&lt;br /&gt;
| [[Commander]]&lt;br /&gt;
| Commander&lt;br /&gt;
|-&lt;br /&gt;
| [[Executive Officer]]&lt;br /&gt;
| Lieutenant Commander&lt;br /&gt;
|-&lt;br /&gt;
| [[Staff Officer]]&lt;br /&gt;
| Lieutenant&lt;br /&gt;
|-&lt;br /&gt;
| [[Pilot Officer]]&lt;br /&gt;
| Ensign&lt;br /&gt;
|-&lt;br /&gt;
| [[Chief MP]]&lt;br /&gt;
| Warrant Officer&lt;br /&gt;
|-&lt;br /&gt;
| [[Military Police]]&lt;br /&gt;
| Staff Sergeant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Support:&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:400px&amp;quot;&lt;br /&gt;
! Job&lt;br /&gt;
! Rank&lt;br /&gt;
|-&lt;br /&gt;
| [[Chief Engineer]]&lt;br /&gt;
| Lieutenant Commander&lt;br /&gt;
|-&lt;br /&gt;
| [[Requisitions Officer]]&lt;br /&gt;
| Ensign&lt;br /&gt;
|-&lt;br /&gt;
| [[Maintenance Technician]]&lt;br /&gt;
| Technical Sergeant&lt;br /&gt;
|-&lt;br /&gt;
| [[Cargo Technician]]&lt;br /&gt;
| Sergeant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:400px&amp;quot;&lt;br /&gt;
! Job&lt;br /&gt;
! Rank&lt;br /&gt;
|-&lt;br /&gt;
| [[Squad Leader]]&lt;br /&gt;
| Staff Sergeant&lt;br /&gt;
|-&lt;br /&gt;
| [[Squad Specialist]]&lt;br /&gt;
| Sergeant&lt;br /&gt;
|-&lt;br /&gt;
| [[Squad Medic]]&lt;br /&gt;
| Corporal&lt;br /&gt;
|-&lt;br /&gt;
| [[Squad Engineer]]&lt;br /&gt;
| Corporal&lt;br /&gt;
|-&lt;br /&gt;
| [[Squad Smartgunner]]&lt;br /&gt;
| Lance Corporal&lt;br /&gt;
|-&lt;br /&gt;
| [[Squad Marine]]&lt;br /&gt;
| Private&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Civilian:&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:400px&amp;quot;&lt;br /&gt;
! Job&lt;br /&gt;
! Rank&lt;br /&gt;
|-&lt;br /&gt;
| [[Chief Medical Officer]]&lt;br /&gt;
| Civilian&lt;br /&gt;
|-&lt;br /&gt;
| [[Doctor]]&lt;br /&gt;
| Civilian&lt;br /&gt;
|-&lt;br /&gt;
| [[Researcher]]&lt;br /&gt;
| Civilian&lt;br /&gt;
|-&lt;br /&gt;
| [[Corporate Liaison]]&lt;br /&gt;
| Civilian&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Full USCM Ranks==&lt;br /&gt;
&lt;br /&gt;
===Officers===&lt;br /&gt;
&lt;br /&gt;
*Skymarshall of the USSF (United States Space Forces)&lt;br /&gt;
*Fleet Admiral &lt;br /&gt;
*Admiral&lt;br /&gt;
*Rear Admiral&lt;br /&gt;
*Captain&lt;br /&gt;
*Commander&lt;br /&gt;
*Lieutenant Commander&lt;br /&gt;
*Lieutenant&lt;br /&gt;
*Ensign&lt;br /&gt;
&lt;br /&gt;
===Enlisted===&lt;br /&gt;
*Command Sergeant Major of the USSF (United States Space Forces)&lt;br /&gt;
*Sergeant Major&lt;br /&gt;
*Master Sergeant/First Sergeant&lt;br /&gt;
*Sergeant First Class &lt;br /&gt;
*Staff Sergeant&lt;br /&gt;
*Technical Sergeant&lt;br /&gt;
*Sergeant&lt;br /&gt;
*Corporal&lt;br /&gt;
*Lance Corporal&lt;br /&gt;
*Private First Class&lt;br /&gt;
*Private&lt;br /&gt;
&lt;br /&gt;
===Warrant Officers===&lt;br /&gt;
Warrant Officers are separate from both the officer and enlisted ranks within the USCM.  Their commissions is issued through &amp;quot;Warrant&amp;quot; within their specific field as recognition of their expertise, opposed to a standard officers commission.  Generally, they are considered to outrank all enlisted personnel, and are treated with the effective rank of Lieutenant Commander.  They must still follow the orders of those above them, however, in situations such as Law Enforcement they typically function as the ultimate authority in the areas of their specific expertise.&lt;/div&gt;</summary>
		<author><name>Apophis775</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=6344</id>
		<title>Marine Law</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=6344"/>
		<updated>2018-01-29T00:06:55Z</updated>

		<summary type="html">&lt;p&gt;Apophis775: /* Current Marine Laws */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;United States Colonial Marines&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Uniform Code of Military Justice&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  The Commander of the USS Almayer and all its crew are not above UCMJ, Procedures, or Code of Conduct.  UCMJ also applies to all personnel who are in the vicinity of a USCM Operation or on board a ship.  The only exceptions are Diplomatically Immune Weyland-Yutani Executives (not including the on-board Liaison) and specially dispatched officials from High Command who have exception to authority for emergency matters.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Foreword=&lt;br /&gt;
The United States Colonial Marines Uniform Code of Military Justice is enforced by the Office of the Provost Marshal.  On ships and USCM colonies this duty falls to the Military Police and Chief MP.  They operate outside the authority of the command when enforcing the Law.  The Chief MP has the final say on law enforcement within his operational area, unless overseen by higher ranking members of the Provost Marshal.  Local Colonial Marshals are expected to fully co-operate with the Chief MPs and MPs when they are operating within their jurisdiction.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Arrest Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; If a suspect is injured or wounded, alert Medbay to have a doctor sent to the brig.  Unless the suspect&#039;s life is IMMEDIATELY in danger, they are to be brought to the Brig and treated there.&amp;lt;/small&amp;gt; &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Compliant Suspect (not resisting or running)===&lt;br /&gt;
# Verbally inform the suspect you are taking them into custody and the charge.&lt;br /&gt;
# Order the suspect to the ground.&lt;br /&gt;
# Handcuff the suspect.&lt;br /&gt;
# Bring the suspect to the Brig for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Non-Compliant Suspect (resisting or running)===&lt;br /&gt;
# Prepare a non-lethal method of neutralization&lt;br /&gt;
# Apply until they are no longer resisting&lt;br /&gt;
# Secure the suspect and Inform the suspect of their charge&lt;br /&gt;
# Bring the suspect to the brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Dangerous Suspect (has used a lethal weapon against law enforcement)===&lt;br /&gt;
# Ensure you have a non-lethal response prepared&lt;br /&gt;
# Engage the suspect and attempt to subdue them.  Minimize collateral damage.&lt;br /&gt;
#* If the suspect cannot be subdued with non-lethal force, the Chief MP or acting commander may authorize a lethal force response in extreme situations, primarily when Marine lives and/or the safety of the ship are at risk.&lt;br /&gt;
# Secure the suspect and any weapons they had and inform them of their charges.&lt;br /&gt;
# Bring the suspect to the Brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Search Procedure=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If you take an ID to get access somewhere for a search, you must ensure the ID gets back to them when you are finished (or with their belongings if they are detained&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Personnel==&lt;br /&gt;
# Inform the person you are conducting and of your intent (i.e. contraband, stolen items).&lt;br /&gt;
# If possible, conduct the search in the Brig or an isolated area so nothing is stolen.&lt;br /&gt;
# Begin the search and confiscate any illegal items.&lt;br /&gt;
## If they comply, you do not need to restrain them.&lt;br /&gt;
## If they resist, you may use non-lethal force to restrain them.&lt;br /&gt;
#If illegal items are found, follow Arrest and Brig procedures, otherwise release them.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Unsecured Area==&lt;br /&gt;
# Secure the area with Police Tape.  If none is available, have additional MPs help secure the area.&lt;br /&gt;
# Search any locations, lockers, crates, and personnel within the area, following the above rule for Personnel.&lt;br /&gt;
# Take any recovered illicit items to the brig and store them in the Evidence area for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Secured Area==&lt;br /&gt;
# Request someone responsible for the secured area to be present.&lt;br /&gt;
# Declare your intent and reason for the search.&lt;br /&gt;
# Request access from whoever is responsible for the area.  &lt;br /&gt;
## If the person responsible is the person you are investigating or the search is relative too, you may restrain them and use their ID temporarily for access.  Ensure an MP guards them.&lt;br /&gt;
## If no one is available, request either the CE or an MT to over-ride the door.  In a pinch, any combat engineer will do.  Ensure the area is re-secured after you leave.&lt;br /&gt;
# Search the area for whatever evidence or whatever you are expecting to find.&lt;br /&gt;
# Ensure that no unauthorized personnel other than the individuals executing the search enter.  Detain anyone unauthorized.&lt;br /&gt;
# Ensure nothing is stolen, and anything taken is relevant to the search.  This is not an excuse to loot.&lt;br /&gt;
# Anything taken in the search is to be brought the Brig and stored in Evidence for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Detainment and Brig Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If the prisoner is removed from his cell for ANY REASON the timer is PAUSED.  Time spent outside a cell does NOT count towards time being served for the crime, even if he is in medbay.  Also, Prisoners should NEVER be left with their ID on.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
# Inform the prisoner of the charge and set the timer&lt;br /&gt;
# Remove all equipment from the prisoner and place it into their locker.  Weapons may be secured in the MP armory if you wish.&lt;br /&gt;
# Conduct a thorough search of all their belongings.&lt;br /&gt;
## If the suspect is being held for less than 30 minutes for a non-violent offense, remove all of their equipment with the exception of their boots, jumpsuit, and radio.&lt;br /&gt;
## If the suspect is being held for more than 30 minutes, is considered an escape risk, has committed a violent offense, or presents a danger to himself or others, then remove all their equipment and dress them in an orange jumpsuit and boots.  Return their radio, unless they are abusing it.&lt;br /&gt;
# Buckle the prisoner to the bed.&lt;br /&gt;
# Flash the prisoner and remove their handcuffs.&lt;br /&gt;
# Recover your handcuffs and any equipment and leave the cell.&lt;br /&gt;
# For the duration that there are prisoners in the Brig, the Chief MP or a regular MP must be in security AT ALL TIMES (unless it&#039;s an emergency).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Prisoner Rights=&lt;br /&gt;
The following is a list of basic rights the prisoners have.  They can NOT be denied, except in an extreme situation and only then with authorization from the Chief MP.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Medical Treatment===&lt;br /&gt;
All treatment must take place in the brig if possible.  If not, an MP may escort a prisoner to medbay for treatment.  The prisoner MUST have an orange jumpsuit and shoes, and will not be given their Radio or ID until they return.  Time spent in medical will NOT count against their sentence.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Access to a Radio===&lt;br /&gt;
Unless the prisoner has abused the radio, they are authorized their headset.  If any MP believes that it is being abused (including being used to co-ordinate a prison-break), this right can be denied.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Appeal Sentence in a timely manner===&lt;br /&gt;
The prisoner may request an appeal on his sentence from the Chief MP.  If the Chief MP is not available, he may appeal to the acting commander.  This right is rescinded during emergencies.  The Chief MP has the final say on all appeals, and can override the Commander if he feels it is in the best interest of the ship&#039;s safety.&lt;br /&gt;
====Appeals====&lt;br /&gt;
An appeal is primarily intended to determine guilt or innocence.  A Chief MP or Commander (if there is no Chief MP) is expected to review  the evidence of the suspects crimes, the report of the arresting officer, and the testimony of the suspect.  If the Chief MP concludes that the suspect is not guilty of a law violation, they are to be released.  If they are found to be guilty, then the punishment stands.  Under no circumstances may anyone be given a Pardon if there is evidence to show a crime was committed.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Protection from threats===&lt;br /&gt;
Prisoners must be kept safe, unharmed, and healthy during their confinement.  MPs must work to the best of their ability to ensure this.  Self-inflicting wounds will result in being straight-jacketed for the entire duration.  If the ship is at Red Alert, all MPs should return to the Brig to ensure the safety of prisoners.&lt;br /&gt;
====Release in the event of a catastrophe====&lt;br /&gt;
In the event of a Delta Alert (activation of self destruct) any prisoners may be released if the MPs believe that they will not be a threat to the crew.  A normal Red Alert, is not sufficient reason for a release unless the ship is being over-run by a large hostile force.  &amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; a small force of enemies on board is not &amp;quot;over-run by a large hostile force&amp;quot;.  You should ensure the prisoners are kept safe and alive as long as they are in your custody, and release them only if this becomes impossible to perform due to a large enemy force.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Execution Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;“The man who passes the sentence should swing the sword. If you would take a man&#039;s life, you owe it to him to look into his eyes and hear his final words. And if you cannot bear to do that, then perhaps the man does not deserve to die.”&amp;lt;br/&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
Executions of prisoners are authorized for crimes with execution as the maximum punishment.  Additionally, if the maximum amount of time to be served is greater than 1 hour, or for repeated offenders, the Chief MP or Acting Commander may request an execution.  Both must agree for an execution to be authorized.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Procedure===&lt;br /&gt;
# The Commander or Chief MP must make a ship-wide announcement from the CIC communication console informing the crew of the intent to execute the prisoner, why, and the execution method.  In a code Red or Code Delta situation, this procedure can be ignored.  (Example:  &amp;quot;I, Captain Erin Kowalski, hereby authorize the execution of Donald Cluwne on the charges of murder, assault, and damage to the ship.  He will be executed by firing squad in the briefing room.&amp;quot;)   Authorized methods of execution are either Firing Squad (handled by MPs) or Lethal Injection (handled by CMO).&lt;br /&gt;
# The Acting Commander OR Chief MP (whoever made the initial request) MUST be present at the execution.&lt;br /&gt;
# The Condemned MUST be given a chance to give any final words.  They may use a radio for this (even if their radio was taken for abuse).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Battlefield Execution===&lt;br /&gt;
The Commander &amp;amp; Admiral of the Almayer holds the authority to perform a Battlefield Execution (&amp;lt;span style=&amp;quot;color:red; font-weight:bold;&amp;quot;&amp;gt;Important: Only [http://www.colonial-marines.com/viewforum.php?f=141 whitelisted] Commanders have this authority&amp;lt;/span&amp;gt;). They may kill anyone under their command or on their ship without any warning or procedure if they feel they are a threat to the mission.  The CO/Admiral must state why the individual was executed and should the MPs have concerns, they may contact USCM High Command VIA FAX to inquire if the execution was reasonable afterwards.  (This is similar to the &amp;quot;Rule 0&amp;quot; rule which applies to admins - you&#039;re able to do this, but it&#039;s much better not to, since you are subject to the consequences of your actions and may be removed from the whitelist if your reasons aren&#039;t acceptable.).&amp;lt;br/&amp;gt;&lt;br /&gt;
This power can only be used on captured prisoners when it is not possible to perform standard execution procedures.&amp;lt;br/&amp;gt;&lt;br /&gt;
(This is similar to the &amp;quot;Rule 0&amp;quot; rule which applies to admins - you&#039;re able to do this, but it&#039;s much better not to, since you are subject to the consequences of your actions and may be removed from the whitelist if your reasons aren&#039;t acceptable.)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Incompetent Command=&lt;br /&gt;
As Military Police you are expected to enforce the Law and Procedures upon all members of the crew.  If the Commander, XO, or any command staff are in violation of UCMJ at any time, the Chief MP is authorized to remove them from command permanently and replace them with whoever is next in the Chain of Command.  However, this requires confirmation from Central Command before it is enacted (you can use the fax machine in the Chief MPs office).&lt;br /&gt;
If they are not going to be removed from command permanently, they can instead be placed into the brig to server their sentence and the next in command takes temporary command.  Central Command does not need to approve these cases and only needs to be alerted.  However, visiting executives and Admirals are NOT bound by this and can only be removed with Central Command approval.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Special Provisions=&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Mutinies===&lt;br /&gt;
Military Police are strictly forbidden from participating in mutinies against the legitimate Command staff.  If you are made aware of a mutiny, you must take all necessary actions to prevent it and protect the legal Command Staff.  If, the Chief MP believes that the legal command staff is unable to perform their duties for any reason, the Chief MP may contact Central Command for permission to relieve them of command and replace them with the next officer in the Chain of Command (using the fax machine in the Chief MP office).  If a Chief MP is not available, a consensus between the MPs can result in the same situation.  Mutinies are unlawful, however, and MPs must do everything in their power to prevent and suppress a Mutiny.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Command Requested Arrests===&lt;br /&gt;
If the Commander, Acting Commander, or a Staff Officer requests a marine to be arrested for a crime, you MUST arrest said marine.  You may hold the marine for a maximum of 10 minutes while evidence is gathered.  If the marine is proven innocent in the end, the requesting officer may be held liable for a False Arrest charge.&lt;br /&gt;
===Crew Authorized Weapons===&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Code Green&#039;&#039;&#039; - Authorized Weapons may be carried by deploying marines, security (non-lethals only), the Acting Commander, XO, Staff Officers, and Requisitions Officer.  If you have a weapon, you must keep it holstered at all times while on the ship.  This applies to Deploying Marines as well.&lt;br /&gt;
*&#039;&#039;&#039;Code Blue&#039;&#039;&#039; - All crew (not visitors, refugees, or prisoners) are authorized pistols.  Unless there is an immediate threat, only Law Enforcement may have weapons unholstered.&lt;br /&gt;
*&#039;&#039;&#039;Code Red&#039;&#039;&#039; - No Weapon Restrictions (Except as explained in the Rules)&lt;br /&gt;
Exceptions: If you or someone you are responsible for are in immediate, life-threatening danger and the appropriate code-level has not been set.  (Note: Meta-gaming rules still apply and over-ride the exception)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Current Marine Laws=&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; It is the duty of the arresting marine, to determine the punishment, ranging from the Minimum to Maximum.  It is reccomended to make the severity of the punishment meet the crime and to minimize excessive punishments.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;EXCESSIVE TIME:&#039;&#039;&#039; If the total punishment is to exceed 60 minutes, the Chief MP can give special permission for permanent confinement, no matter the crime.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;  class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Charge&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! Minimum Punishment&lt;br /&gt;
! Maximum Punishment&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;sortable&amp;quot; | Disrespect to a superior&lt;br /&gt;
| Using offensive names, disobeying orders, or being directly disrespectful to someone of a higher rank or position.  Each offense stacks.  Punishment time is per offense.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Hooliganism&lt;br /&gt;
| Behavior that is generally disruptive to the ship and crew that classifies as low level shenanigans not deserving of more severe punishment.  Things such as slipping people with soap/water, excessive window knocking, and force-feeding other marines.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Improper Uniform&lt;br /&gt;
| Moving around the ship outside the Cryo/Cafeteria/Preparation areas without proper military uniform for your job during non-emergency situations.  Marines should always be wearing their uniform, boots, and armor at a minimum.  Regular crew should be wearing their uniform and boots/shoes without armor unless there is a direct threat.  MPs should not have riot armor except in riot situations.  Any headgear should be your properly assigned headgear or an approved military alternative.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Disorderly Conduct&lt;br /&gt;
| Directly and intentionally disrupting primary operations of the ship.  Fighting in the RO line, disrupting the briefing, or inciting rioting/mutiny. &lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Insubordination&lt;br /&gt;
| Failing to follow a lawful order from someone of a superior rank or position.&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Drinking on Duty&lt;br /&gt;
| Consumption of any alcohol or inhibiting chemicals during a military operation or while on active duty.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Damage to Government Property&lt;br /&gt;
| Damaging the ship or making any unauthorized modifications to it during peacetime.To get authorization, confirm with the department head the change falls under, the Chief Engineer, and the current commander.&lt;br /&gt;
| Return ship to it&#039;s exact previous state.&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Resisting Arrest&lt;br /&gt;
| To resist a lawful arrest by a Military Police officer (most people run, be fair).&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Interfering with an arrest&lt;br /&gt;
| To disrupt or interfere with a lawful arrest.&lt;br /&gt;
| Same punishment as accused&lt;br /&gt;
| Same punishment as accused&lt;br /&gt;
|- &lt;br /&gt;
| Jailbreak/Escape&lt;br /&gt;
| To escape, attempt escape, or be broken out.&lt;br /&gt;
| Double initial time is applied to all involved&lt;br /&gt;
| Permanent Confinement&lt;br /&gt;
|- &lt;br /&gt;
| Trespassing&lt;br /&gt;
| Unauthorized access of an area restricted by Command personnel or an area which a person does not have access to.&lt;br /&gt;
| 5 Minutes &lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Contraband&lt;br /&gt;
| To retain possession of, distribute, or use contraband items, including drugs and non-standard issued equipment.&lt;br /&gt;
| 10 minutes; confiscation of contraband items&lt;br /&gt;
| 30 minutes; confiscation of contraband items&lt;br /&gt;
|- &lt;br /&gt;
| Theft&lt;br /&gt;
| To retain possession of items belonging to another marine.&lt;br /&gt;
| 10 minutes; item returned to owner&lt;br /&gt;
| 45 minutes; item returned to owner&lt;br /&gt;
|- &lt;br /&gt;
| Drug Use&lt;br /&gt;
| Consuming either space drugs or medical compounds not authorized for distribution.&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Drug Distribution&lt;br /&gt;
| Distribution of medical compounds (including combat stimulants) without authorization from the CMO and Acting Commander.  Includes space drugs, which are never authorized to be distributed.  &lt;br /&gt;
| 15 minutes&lt;br /&gt;
| 30 minutes; demotion from chemical access&lt;br /&gt;
|- &lt;br /&gt;
| Drunk on Duty&lt;br /&gt;
| This only applies to the Military side of USCM: Excessive drinking resulting in becoming drunk planetside, or while serving aboard the ship as a general crew member to the point you are unable to communicate properly or perform your job.&lt;br /&gt;
| Until Sober&lt;br /&gt;
| Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Drunk and Disorderly&lt;br /&gt;
| This only applies to Civilian jobs and Survivors:  Excessive drinking resulting in either being unable to communicate and perform your job correctly, or belligerent behavior&lt;br /&gt;
| Until Sober&lt;br /&gt;
| Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Minor Weapon Violation&lt;br /&gt;
| Improper operation or conduct with a weapon you are authorized with during green or blue alert.  This includes walking around with weapons un-holstered or discharging weapons during non-emergencies.&lt;br /&gt;
| Warning for first offense (always)&lt;br /&gt;
| 5 Minutes AND confiscation of weapon&lt;br /&gt;
|- &lt;br /&gt;
| Unauthorized Weapon&lt;br /&gt;
| Possession of a weapon you are not authorized during a non-emergency situation, detailed as code levels in the &#039;&#039;Weapon Usage for Crew&#039;&#039; section above. As code levels decrease in threat, weapons should be stored appropriately and not kept on-person or in personal areas.&lt;br /&gt;
| Warning; confiscation of contraband items.&lt;br /&gt;
| 30 Minutes; confiscation of contraband items.&lt;br /&gt;
|- &lt;br /&gt;
| Assault&lt;br /&gt;
| To threaten or use physical force against someone without intent to kill. &lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 30 minutes&lt;br /&gt;
|- &lt;br /&gt;
| Neglect of duty&lt;br /&gt;
| Failure to perform their role to an acceptable standard. For example, a Commander failing to properly organize and ensure his personnel are given orders.&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
| 25 minutes; Demotion/removal of command&lt;br /&gt;
|- &lt;br /&gt;
| Assault with a deadly weapon&lt;br /&gt;
| To enact physical force against someone with a lethal weapon, such as a sidearm, blade, or rifle.&lt;br /&gt;
| 20 minutes&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
|- &lt;br /&gt;
| Manslaughter&lt;br /&gt;
| Killing someone &#039;&#039;without malicious intent&#039;&#039;.&lt;br /&gt;
| 20 minutes; Demotion&lt;br /&gt;
| 45 Minutes; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Murder or Unauthorized Execution&lt;br /&gt;
| Killing someone &#039;&#039;with malicious intent&#039;&#039;. Executions are only authorized with permission from and in the presence of the acting Commander.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Mutiny&lt;br /&gt;
| To attempt or succeed at overpowering or overthrowing a commanding officer.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Terrorist Collaboration&lt;br /&gt;
| To act as an enemy to the USCM or engage in acts that attempt to hurt or endanger the USCM.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Sexual assault&lt;br /&gt;
| To attempt to or succeed in the acts of assaulting another person sexually, including rape.&lt;br /&gt;
| Permanent confinement&lt;br /&gt;
| Execution&lt;br /&gt;
|- &lt;br /&gt;
| Conduct Unbecoming of an Officer&lt;br /&gt;
| Breaking any laws when you are an [[rank | officer]] will always result in this added to the penalty.  You are an officer and expected to act with dignity, honor, and respect at all times.&lt;br /&gt;
| Double Brig Time&lt;br /&gt;
| Double Brig Time; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Repeat Offender&lt;br /&gt;
| To repeat a previous crime you have been convicted or and released from.&lt;br /&gt;
| Double time (stacks with conduct unbecoming of an officer)&lt;br /&gt;
| Permanent Confinement&lt;br /&gt;
|- &lt;br /&gt;
| False Arrest&lt;br /&gt;
| To order the arrest of a Marine who is then found to be innocent.  Does NOT stack with Conduct Unbecoming of an Officer&lt;br /&gt;
| 5 Minutes&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military Officers and military law enforcement agents are expected to use their best discretion when applying sentences and apprehending those who violate the above laws. Failure to do so will result in immediate contract termination at the discretion of Central Command military officials.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Apophis775</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Surgery&amp;diff=5950</id>
		<title>Surgery</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Surgery&amp;diff=5950"/>
		<updated>2017-12-28T06:22:23Z</updated>

		<summary type="html">&lt;p&gt;Apophis775: Undo revision 5316 by Surrealistik (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=Tools of the Trade=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Image&lt;br /&gt;
!Name&lt;br /&gt;
!Function&lt;br /&gt;
!Improvised Equivalents&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Scalpel.png]]||Scalpel||Used for cutting through flesh.|| [[File:Kitchen_Knife.png|32px|link=|Kitchen Knife]] &lt;br /&gt;
or &lt;br /&gt;
[[File:Shard.png|92|link=|Glass Shard]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Laser_scalpel_basic.png]]||Laser Scalpel||Used for cutting through flesh, skips bleeder clamping. Basically acts as both a scalpel and a hemostat in one step during the initial incision. Can fail due to experimental nature.||N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Incision_manager.png]]||Incision Management System||Used for cutting through flesh, skips bleeder clamping and organ rearranging. Basically acts as a scalpel, hemostat, and retractor in one step during the initial incision, then acts as a faster retractor afterwards. Failure proof unless patient is not under anesthetic.||N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Hemostat.png]]||Hemostat||Used to stop bleeding during an operation, or to remove foreign and undesirable objects from a patient&#039;s body.|| [[File:Wirecutters.png|32px|link=|Wirecutters]] or [[File:CableCoils.png|42px|link=|Cable Coil]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Bone Setter.png]]||Bone Setter||Used for setting bones back into place. If used on a bone that is not broken then you will break it.||[[File:Wrench.png|32px|link=|Wrench]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Bone-Gel.png]]||Bone-Gel||Used for repairing broken/shattered bones.||[[File:Screwdriver.png|32px|link=|Screwdriver]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Retractor.png]]||Retractor||Used for re-arranging organs, and moving cut ribcages &amp;amp; skulls.||[[File:Crowbar.png|32px|link=|Crowbar]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Cautery.png]]||Cautery||Used for sealing incisions in a patients skin. Burns skin together.||[[File:Cig.png|link=|Cigarette]] or [[File:Lighter.png|52px|link=|Lighter]] or [[File:Welder.gif|32px|link=|Welder]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Vixovein.png]]||Fix-o-Vein||Used for repairing veins and arteries.||[[File:CableCoils.png|42px|link=|Cable Coil]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Saw.png]]||Circular Saw||Used for cutting through bones.||[[File:Hatchet.png|42px|link=|Hatchet]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Advtraumakit.png]]||Advanced Trauma Kit||Used to patch all organs except for the brain and eyes.||N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Surgeries=&lt;br /&gt;
&lt;br /&gt;
Surgery is a simple process with a series of steps. Once these steps are memorized it should become effortless and routine to perform. Keep in mind that once you have mastery over the basics, it&#039;s a good idea to aim to be as fast and efficient as possible due to the importance of recycling casualties back into the fight, or even preventing them from dying in the case of [[#Foreign Object/Alien Embryo Removal|Foreign Object/Alien Embryo Removal]]&lt;br /&gt;
&lt;br /&gt;
The first step is either applying anesthetic to the patient via the anesthetic tank and medical mask and turning on its internals (encourage your patient to put on the tank and mask, and turn the internals on as this is fastest and allows you to proceed with step two immediately), or using powerful painkillers like [[Chem_Guide#Oxycodone|Oxycodone]] (recommended only for experienced surgeons). If you use painkillers, you must be careful to make sure that they aren&#039;t metabolized/depleted mid-surgery; use your medical scanner to monitor your patient&#039;s painkiller levels and redose as necessary. Note that even the most powerful painkillers feature a failure chance for steps taken during the actual surgery.&lt;br /&gt;
&lt;br /&gt;
The second step is to prevent infection: wash your hands, spray yourself with [[Chem_Guide#Space_Cleaner|Space Cleaner]], or best of all, inject your patient with [[Chem_Guide#Spaceacillin|Spaceacillin]] effectively immunizing him from infection while it remains in his system (which will be awhile).&lt;br /&gt;
&lt;br /&gt;
The third step is to place your patient on the surgical table (grab your patient, then click the table with your grabbing hand selected). If you must, you can improvise with a roller bed or even a table, but these improvised surfaces add a failure chance to each surgical step (a table&#039;s failure chance is higher).&lt;br /&gt;
&lt;br /&gt;
Now that the preparations are done, you can begin with the actual surgery.&lt;br /&gt;
&lt;br /&gt;
Most surgeries begin with a surgical incision into the tissue. The hemostat step can be saved for later in the surgery or skipped entirely at the cost of damaging your patient over time.&lt;br /&gt;
*Open the incision. &amp;lt;br&amp;gt;([[File:1Scalpel.png|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|link=|Retractor]])&lt;br /&gt;
&lt;br /&gt;
Some surgeries require access to the organs behind the skull or ribcage.&lt;br /&gt;
*Open the skull or ribcage. &amp;lt;br&amp;gt;([[File:1Saw.png|link=|Bone Saw]]-&amp;gt;[[File:1Retractor.png|link=|Retractor]])&lt;br /&gt;
*Close the skull or ribcage. &amp;lt;br&amp;gt;([[File:1Retractor.png|link=|Retractor]]-&amp;gt;[[File:1Bone-Gel.png|link|Bone Gel]])&lt;br /&gt;
&lt;br /&gt;
All surgeries that begin with an incision must end in its cauterization.&lt;br /&gt;
*Close the incision.&amp;lt;br&amp;gt; ([[File:1Cautery.png|link=|Cautery]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Surgery:&lt;br /&gt;
!Description:&lt;br /&gt;
!How to:&lt;br /&gt;
!Target Zones:&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Bone Repair Surgery}}[[#Bone Repair Surgery|Bone Repair Surgery]]&lt;br /&gt;
|This surgery is used for mending broken bones and fractures.&lt;br /&gt;
*Keep applying bonegel on the bonegel step until it&#039;s refused, Once you can&#039;t keep applying it, move on to the next step.&lt;br /&gt;
|&lt;br /&gt;
*Open the incision. &amp;lt;br&amp;gt;([[File:1Scalpel.png|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|link=|Retractor]])&lt;br /&gt;
*Repair the bone. &amp;lt;br&amp;gt;([[File:1Bone-Gel.png|link=|Bone Gel]]-&amp;gt;[[File:1Bone Setter.png|link=|Bone Setter]]-&amp;gt;[[File:1Bone-Gel.png|link=|Bone Gel]]&lt;br /&gt;
*Close the incision. &amp;lt;br&amp;gt;([[File:1Cautery.png|link=|Cautery]])&lt;br /&gt;
|Everywhere except mouth/eyes.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Internal Bleeding Surgery}}[[#Internal Bleeding Surgery|Internal Bleeding Surgery]]&lt;br /&gt;
|This surgery mends the torn/ripped arteries and veins within the body to stop internal bleeding.&lt;br /&gt;
*&#039;&#039;&#039;Using quick-clot is usually faster than this surgery.&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Open the incision. &amp;lt;br&amp;gt;([[File:1Scalpel.png|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|link=|Retractor]])&lt;br /&gt;
*Mend the artery. &amp;lt;br&amp;gt;([[File:1Vixovein.png|link=|Fix-o-Vein]])&lt;br /&gt;
*Close the incision. &amp;lt;br&amp;gt;([[File:1Cautery.png|link=|Cautery]])&lt;br /&gt;
|Everywhere except mouth/eyes.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Foreign Object/Alien Embryo Removal}}[[#Foreign Object/Alien Embryo Removal|Foreign Object/Alien Embryo Removal]]&lt;br /&gt;
|Removal of unknown objects, such as shrapnel, implants, or alien embryos from the body.&lt;br /&gt;
*&#039;&#039;&#039;Alien embryos will always be in the chest behind the ribcage. Time is of the essence when removing them, and you must complete this surgery as quickly as possible; your patient will die instantly when it finishes gestating, resulting in the birth of an alien larva.&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Open the incision. &amp;lt;br&amp;gt;([[File:1Scalpel.png|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|link=|Retractor]])&lt;br /&gt;
*Open the skull or ribcage if necessary .&amp;lt;br&amp;gt;([[File:1Saw.png|link=|Bone Saw]]-&amp;gt;[[File:1Retractor.png|link=|Retractor]])&lt;br /&gt;
*Fish out the foreign object. &amp;lt;br&amp;gt;([[File:1Hemostat.png|link=|Hemostat]])&lt;br /&gt;
*Close the skull or ribcage if necessary. &amp;lt;br&amp;gt;([[File:1Retractor.png|link=|Retractor]]-&amp;gt;[[File:1Bone-Gel.png|link|Bone Gel]]).&lt;br /&gt;
*Close the incision &amp;lt;br&amp;gt;([[File:1Cautery.png|link=|Cautery]])&lt;br /&gt;
|Everywhere except mouth/eyes.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Internal Organs Surgery}}[[#Internal Organs Surgery|Internal Organs Surgery]]&lt;br /&gt;
|Mending broken internal organs, excluding the eyes and brain.&lt;br /&gt;
*&#039;&#039;&#039;Healing biological organs with peridaxon is usually faster than this surgery.&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Open the incision. &amp;lt;br&amp;gt;([[File:1Scalpel.png|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|link=|Retractor]])&lt;br /&gt;
*Open the skull or ribcage if necessary. &amp;lt;br&amp;gt;([[File:1Saw.png|link=|Bone Saw]]-&amp;gt;[[File:1Retractor.png|link=|Retractor]])&lt;br /&gt;
*Repair the biological organ with a Trauma Kit, or the robotic organ with Nanopaste. &amp;lt;br&amp;gt;([[File:Advtraumakit.png|link=|Advanced Trauma Kit]]/[[File:1Nanopaste.png|link=|Nanopaste]])&lt;br /&gt;
*Close the skull or ribcage if necessary. &amp;lt;br&amp;gt;([[File:1Retractor.png|link=|Retractor]]-&amp;gt;[[File:1Bone-Gel.png|link|Bone Gel]])&lt;br /&gt;
*Close the incision. &amp;lt;br&amp;gt;([[File:1Cautery.png|link=|Cautery]])&lt;br /&gt;
|Groin, Chest.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Necrosis Treatment Surgery.}}[[#Necrosis Treatment Surgery|Necrosis Treatment Surgery]]&lt;br /&gt;
|Treating necrosis by cutting away the necrotic tissues and treating the affected area.&lt;br /&gt;
|&lt;br /&gt;
*Open the incision. &amp;lt;br&amp;gt;([[File:1Scalpel.png|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|link=|Retractor]])&lt;br /&gt;
*Excise necrotic tissue and heal the area. &amp;lt;br&amp;gt;([[File:1Scalpel.png|link=|Scalpel]]-&amp;gt;[[File:Advtraumakit.png|link=|Advanced Trauma Kit]])&lt;br /&gt;
*Close the incision. &amp;lt;br&amp;gt;([[File:1Cautery.png|link=|Cautery]])&lt;br /&gt;
|Limbs: Legs, Arms, Hands, Feet.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Organ Removal/Transplantation Surgery}}[[#Organ Removal/Transplantation Surgery|Organ Removal/Transplantation Surgery]]&lt;br /&gt;
|Removing an organ from the body and transplanting a new organ.&lt;br /&gt;
*&#039;&#039;&#039;Healing biological organs with peridaxon is usually faster than replacing them with this surgery.&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Open the incision. &amp;lt;br&amp;gt;([[File:1Scalpel.png|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|link=|Retractor]])&lt;br /&gt;
*Open the skull or ribcage if necessary. &amp;lt;br&amp;gt;([[File:1Saw.png|link=|Bone Saw]]-&amp;gt;[[File:1Retractor.png|link=|Retractor]]).&lt;br /&gt;
*Remove the old organ &amp;lt;br&amp;gt;([[File:1Scalpel.png|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|link=|Hemostat]])&lt;br /&gt;
*Add and attach the new organ. Use the Trauma kit if biological, or the Nanopaste if robotic. &amp;lt;br&amp;gt;(New Organ -&amp;gt;[[File:1Vixovein.png|link=|Fix-O-Vein]]-&amp;gt;[[File:Advtraumakit.png|link=|Advanced Trauma Kit]]/[[File:1Nanopaste.png|link=|Nanopaste]])&lt;br /&gt;
*Close the skull or ribcage if necessary. &amp;lt;br&amp;gt;([[File:1Retractor.png|link=|Retractor]]-&amp;gt;[[File:1Bone-Gel.png|link|Bone Gel]])&lt;br /&gt;
*Close the incision. &amp;lt;br&amp;gt;([[File:1Cautery.png|link=|Cautery]])&lt;br /&gt;
|Groin, Chest, Head.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Brain Damage Surgery}}[[#Brain Damage Surgery|Brain Damage Surgery]]&lt;br /&gt;
|Fixing up the brain.&lt;br /&gt;
*&#039;&#039;&#039;Using peridaxon or alkysine is usually faster than this surgery.&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Open the incision. &amp;lt;br&amp;gt;([[File:1Scalpel.png|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|link=|Retractor]])&lt;br /&gt;
*Open the skull. &amp;lt;br&amp;gt;([[File:1Saw.png|link=|Bone Saw]]-&amp;gt;[[File:1Retractor.png|link=|Retractor]])&lt;br /&gt;
*Extract embedded bone chips from the brain until they are all removed. &amp;lt;br&amp;gt;([[File:1Hemostat.png|link=|Hemostat]])&lt;br /&gt;
*Repair severe brain damage, if any. &amp;lt;br&amp;gt;([[File:1Vixovein.png|link=|Fix-O-Vein]])&lt;br /&gt;
*Close the skull. &amp;lt;br&amp;gt;([[File:1Retractor.png|link=|Retractor]]-&amp;gt;[[File:1Bone-Gel.png|link|Bone Gel]])&lt;br /&gt;
*Close the incision. &amp;lt;br&amp;gt;([[File:1Cautery.png|link=|Cautery]])&lt;br /&gt;
|Head.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Facial Reconstruction Surgery}}[[#Facial Reconstruction Surgery|Facial Reconstruction Surgery]]&lt;br /&gt;
|This surgery fixes facial deformities caused by severe damage to the head. I.E. &amp;quot;Unknown as (name)&amp;quot; when speaking.&lt;br /&gt;
*&#039;&#039;&#039;This surgery is of minimal priority and should only be done if you have literally nothing better to do. This is a combat operation, cosmetic surgery can wait.&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Fix the facial deformities. &amp;lt;br&amp;gt;([[File:1Scalpel.png|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|link=|Retractor]]-&amp;gt;[[File:1Cautery.png|link=|Cautery]])&lt;br /&gt;
|Mouth.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Amputation}}[[#Amputation|Amputation]]&lt;br /&gt;
|Removal of a limb.&lt;br /&gt;
|&lt;br /&gt;
*Saw through the limb. &amp;lt;br&amp;gt;([[File:1Saw.png|link=|Bone Saw]])&lt;br /&gt;
|Limbs: Legs, Arms, Hands, Feet.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Limb Replacement Surgery}}[[#Limb Replacement Surgery|Limb Replacement Surgery]]&lt;br /&gt;
|The replacement of missing limbs with robotic ones. You can also reattach a robotic limb to just a hand or foot stump. &lt;br /&gt;
|&lt;br /&gt;
*Seal the stump. &amp;lt;br&amp;gt;([[File:1Scalpel.png|link=|Scalpel]]-&amp;gt;[[File:1Retractor.png|link=|Retractor]]-&amp;gt;[[File:1Cautery.png|link=|Cautery]])&lt;br /&gt;
*Attach the robotic limb. &amp;lt;br&amp;gt;(Robotic Limb)&lt;br /&gt;
|Limbs: Legs, Arms, Hands, Feet.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Head Reattachment Surgery}}[[#Head Reattachment Surgery|Head Reattachment Surgery]]&lt;br /&gt;
|The attachment of a previously missing head back onto the body.&lt;br /&gt;
*&#039;&#039;&#039;Generally useless except in the case of repairing Synths.&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Preparing the neck. &amp;lt;br&amp;gt;([[File:1Retractor.png|link=|Retractor]]-&amp;gt;[[File:1Vixovein.png|link=|Fix-O-Vein]]-&amp;gt;[[File:1Hemostat.png|link=|Hemostat]]-&amp;gt;[[File:1Cautery.png|link=|Cautery]])&lt;br /&gt;
*Attach the patients head.&lt;br /&gt;
|Head&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Eye Surgery}}[[#Eye Surgery|Eye Surgery]]&lt;br /&gt;
|Mending the eyes to cure blindness and eye damage.&lt;br /&gt;
*&#039;&#039;&#039;Using peridaxon or imidazoline is usually faster than this surgery.&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* Mend the eyes &amp;lt;br&amp;gt;([[File:1Scalpel.png|link=|Scalpel]]-&amp;gt;[[File:1Retractor.png|link=|Retractor]]-&amp;gt;[[File:1Hemostat.png|link=|Hemostat]]-&amp;gt;[[File:1Cautery.png|link=|Cautery]]).&lt;br /&gt;
|Eyes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Combining Surgeries=&lt;br /&gt;
Very often people will come in with multiple problems at once. For instance, you might have a patient who has a fractured skull, brain damage, and shrapnel in their head. Performing three separate surgeries is very time consuming when other marines may be waiting. It is possible to condense the surgery down to one in such a manner:&lt;br /&gt;
&lt;br /&gt;
* Broken skull, brain damage, and head shrapnel removal surgery&lt;br /&gt;
# [[File:1Scalpel.png|link=|Scalpel]] Cut an incision while aiming with &#039;Help&#039; intent at the head&lt;br /&gt;
# [[File:1Hemostat.png|link=|Hemostat]] Stop bleeders in the head&lt;br /&gt;
# [[File:1Retractor.png|link=|Retractor]] Open up the incision for further surgery&lt;br /&gt;
# [[File:1Saw.png|link=|Bone Saw]] Cut through the skull&lt;br /&gt;
# [[File:1Retractor.png|link=|Retractor]] Open up the skull&lt;br /&gt;
# [[File:1Hemostat.png|link=|Hemostat]] Here it gets a bit tricky, use a hemostat repeatedly to pull out bone chips and shrapnel until you get a message that nothing more can be found in the brain. Both types of removal can take several rounds or attempts.&lt;br /&gt;
# [[File:1Vixovein.png|link=|Fix-O-Vein]] [[File:Advtraumakit.png|link=|Advanced Trauma Kit]] Use the FixOVein and Trauma Kit to repair hematomas and damage to the brain and eyes if necessary&lt;br /&gt;
# Use the Health Analyzer to check that the patient does not have brain damage! If the patient still has brain damage go back and use the hemostat and FixOVein more until the Analyzer shows no brain damage.&lt;br /&gt;
# [[File:1Retractor.png|link=|Retractor]] Close the skull back up&lt;br /&gt;
# [[File:1Bone-Gel.png|link=|Bone Gel]] Use bone gel on the damaged bones in the skull&lt;br /&gt;
# [[File:1Bone Setter.png|link=|Bone Setter]] Piece together the broken or fractured skull&lt;br /&gt;
# [[File:1Bone-Gel.png|link=|Bone Gel]] Add bone gel once more&lt;br /&gt;
# [[File:1Cautery.png|link=|Cautery]] Seal up the incision&lt;br /&gt;
# Use the Health Analyzer again to see if the patient needs antibiotics or anti-toxins and administer them as needed&lt;br /&gt;
&lt;br /&gt;
What about an infected marine with a broken chest, internal bleeding, and a ruptured lung? Here you&#039;ll want to use medication from the vendors in medbay in order to tackle the problems at hand.&lt;br /&gt;
&lt;br /&gt;
* Alien embryo removal, ruptured lung, and broken chest surgery (with a side of internal bleeding)&lt;br /&gt;
# First use one Quick-clot and one Dexalin Plus injectors to stop internal bleeding and to halt suffocation damage from the ruptured lung. While you can stop internal bleeding surgically, in the vast majority of cases a quick jab with Quick-clot is preferable. Keep a couple of Dex+ injector on hand to keep the patient from dying from the ruptured lung.&lt;br /&gt;
# [[File:1Scalpel.png|link=|Scalpel]] Make an incision quickly&lt;br /&gt;
# [[File:1Retractor.png|link=|Retractor]] &#039;&#039;&#039;Ignore bleeders&#039;&#039;&#039; and rearrange organs. Removing the larva ASAP is the top priority right now&lt;br /&gt;
# [[File:1Saw.png|link=|Bone Saw]] Cut open the rib cage&lt;br /&gt;
# [[File:1Retractor.png|link=|Retractor]] Separate the rib cage&lt;br /&gt;
# [[File:1Hemostat.png|link=|Hemostat]] Begin pulling out the alien embryo&lt;br /&gt;
# [[File:Advtraumakit.png|link=|Advanced Trauma Kit]] Repair the ruptured lungs and any other damaged organs, note that a mechanical heart requires [[File:1Nanopaste.png|link=|Nanopaste]] to fix&lt;br /&gt;
# [[File:1Hemostat.png|link=|Hemostat]] &#039;&#039;Now&#039;&#039; stem the bleeders with the hemostat&lt;br /&gt;
# [[File:1Retractor.png|link=|Retractor]] Close up the rib cage&lt;br /&gt;
# [[File:1Bone-Gel.png|link=|Bone Gel]] One application of bone gel for the cut rib cage. Cut rib cages and skulls require one application of bone gel after they&#039;ve been pushed back together.&lt;br /&gt;
# [[File:1Bone Setter.png|link=|Bone Setter]] Set the broken bones in the chest&lt;br /&gt;
# [[File:1Bone-Gel.png|link=|Bone Gel]] An application for the set bones. In general remember that fixing a broken bone requires one application of bone gel before the setting and one after.&lt;br /&gt;
# [[File:1Cautery.png|link=|Cautery]] Cauterize the incision, your patient should be recovering nicely now&lt;br /&gt;
# Again, use the Health Analyzer to double-check your work and to dispense spaceacillin or dylovene as needed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=General Tips=&lt;br /&gt;
*Wash your hands to help reduce infection chance. A space cleaner bottle on yourself works too. Note that you can inject your patient with 5U of [[Chem_Guide#Spaceacillin|Spaceacillin]] to reliably immunize him from infection (until it is fully metabolized) and circumvent the need to wash your hands.&lt;br /&gt;
*Anesthesia is important to successful surgery, make sure to put a mask on the patient&#039;s face, an anesthesia tank on their back, and turn their internals on.&lt;br /&gt;
*If in a rush, you can give your patients 20U of [[Chem_Guide#Oxycodone|Oxycodone]] for quick surgeries without anesthesia. You need to work quick though. A combination of [[Chem_Guide#Tramadol|Tramadol]] or [[Chem_Guide#Paracetamol|Paracetamol]] and [[Chem_Guide#Inaprovaline|Inaprovaline]] can work well too while giving you more time.  5U of [[Chem_Guide#Chloral Hydrate|Chloral Hydrate]] is highly effective and fast. Do not use Chloral Hydrate excessively as it is toxic. Note that every form of anesthetic other than the anesthetic tank has a chance of causing your patient to flinch during the surgery.&lt;br /&gt;
*Patients can often times tell you where they need surgery if an advance scanner is not available.&lt;br /&gt;
*Triage cases properly, alien embryo cases and lung ruptures take priority over brain damage cases which in turn take priority over simple bone fractures in limbs.&lt;br /&gt;
*Internal organ damage can oftentimes be fixed with Peridaxon turning some surgeries into simpler, faster bone repair surgeries.&lt;br /&gt;
*Use the Health Analyzer to check for brain damage during brain surgery to confirm that you&#039;ve fixed everything.&lt;br /&gt;
*Use the Health Analyzer to confirm that a patient&#039;s bone fractures are all gone after performing all required bone repair surgeries.&lt;br /&gt;
*Use the Health Analyzer to check for post-op infection that should be treated with spaceacillin.&lt;br /&gt;
*If no other options are available, roller beds and tables can be used to perform surgery. These cause surgical steps to have a failure chance unfortunately.&lt;br /&gt;
* A prototype medical device known as an incision management system or IMS, can often be found planetside; have the marines retrieve it if you can. The IMS acts to create and spread an incision and clamp bleeders simultaneously.&lt;br /&gt;
*Infected wound detected in subject [Insert Location Here]. Disinfection of wounds recommended means that the patient has a infected wound that needs to be treated with gauze/advanced brute kit, surgery and spaceacillin won&#039;t work at all.&lt;br /&gt;
*If you don&#039;t have proper surgical tools on hand you can use their ghetto/improvised equivalents [[Surgery#Tools_of_the_Trade|per the table above]] if necessary. Improvised tools generally have a fairly high failure chance starting at about 25%.&lt;/div&gt;</summary>
		<author><name>Apophis775</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=5841</id>
		<title>Marine Law</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=5841"/>
		<updated>2017-12-21T22:48:03Z</updated>

		<summary type="html">&lt;p&gt;Apophis775: /* Crew Authorized Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;United States Colonial Marines&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Uniform Code of Military Justice&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  The Commander of the USS Almayer and all its crew are not above UCMJ, Procedures, or Code of Conduct.  UCMJ also applies to all personnel who are in the vicinity of a USCM Operation or on board a ship.  The only exceptions are Diplomatically Immune Weyland-Yutani Executives (not including the on-board Liaison) and specially dispatched officials from High Command who have exception to authority for emergency matters.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Foreword=&lt;br /&gt;
The United States Colonial Marines Uniform Code of Military Justice is enforced by the Office of the Provost Marshal.  On ships and USCM colonies this duty falls to the Military Police and Chief MP.  They operate outside the authority of the command when enforcing the Law.  The Chief MP has the final say on law enforcement within his operational area, unless overseen by higher ranking members of the Provost Marshal.  Local Colonial Marshals are expected to fully co-operate with the Chief MPs and MPs when they are operating within their jurisdiction.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Arrest Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; If a suspect is injured or wounded, alert Medbay to have a doctor sent to the brig.  Unless the suspect&#039;s life is IMMEDIATELY in danger, they are to be brought to the Brig and treated there.&amp;lt;/small&amp;gt; &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Compliant Suspect (not resisting or running)===&lt;br /&gt;
# Verbally inform the suspect you are taking them into custody and the charge.&lt;br /&gt;
# Order the suspect to the ground.&lt;br /&gt;
# Handcuff the suspect.&lt;br /&gt;
# Bring the suspect to the Brig for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Non-Compliant Suspect (resisting or running)===&lt;br /&gt;
# Prepare a non-lethal method of neutralization&lt;br /&gt;
# Apply until they are no longer resisting&lt;br /&gt;
# Secure the suspect and Inform the suspect of their charge&lt;br /&gt;
# Bring the suspect to the brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Dangerous Suspect (has used a lethal weapon against law enforcement)===&lt;br /&gt;
# Ensure you have a non-lethal response prepared&lt;br /&gt;
# Engage the suspect and attempt to subdue them.  Minimize collateral damage.&lt;br /&gt;
#* If the suspect cannot be subdued with non-lethal force, the Chief MP or acting commander may authorize a lethal force response in extreme situations, primarily when Marine lives and/or the safety of the ship are at risk.&lt;br /&gt;
# Secure the suspect and any weapons they had and inform them of their charges.&lt;br /&gt;
# Bring the suspect to the Brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Search Procedure=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If you take an ID to get access somewhere for a search, you must ensure the ID gets back to them when you are finished (or with their belongings if they are detained&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Personnel==&lt;br /&gt;
# Inform the person you are conducting and of your intent (i.e. contraband, stolen items).&lt;br /&gt;
# If possible, conduct the search in the Brig or an isolated area so nothing is stolen.&lt;br /&gt;
# Begin the search and confiscate any illegal items.&lt;br /&gt;
## If they comply, you do not need to restrain them.&lt;br /&gt;
## If they resist, you may use non-lethal force to restrain them.&lt;br /&gt;
#If illegal items are found, follow Arrest and Brig procedures, otherwise release them.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Unsecured Area==&lt;br /&gt;
# Secure the area with Police Tape.  If none is available, have additional MPs help secure the area.&lt;br /&gt;
# Search any locations, lockers, crates, and personnel within the area, following the above rule for Personnel.&lt;br /&gt;
# Take any recovered illicit items to the brig and store them in the Evidence area for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Secured Area==&lt;br /&gt;
# Request someone responsible for the secured area to be present.&lt;br /&gt;
# Declare your intent and reason for the search.&lt;br /&gt;
# Request access from whoever is responsible for the area.  &lt;br /&gt;
## If the person responsible is the person you are investigating or the search is relative too, you may restrain them and use their ID temporarily for access.  Ensure an MP guards them.&lt;br /&gt;
## If no one is available, request either the CE or an MT to over-ride the door.  In a pinch, any combat engineer will do.  Ensure the area is re-secured after you leave.&lt;br /&gt;
# Search the area for whatever evidence or whatever you are expecting to find.&lt;br /&gt;
# Ensure that no unauthorized personnel other than the individuals executing the search enter.  Detain anyone unauthorized.&lt;br /&gt;
# Ensure nothing is stolen, and anything taken is relevant to the search.  This is not an excuse to loot.&lt;br /&gt;
# Anything taken in the search is to be brought the Brig and stored in Evidence for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Detainment and Brig Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If the prisoner is removed from his cell for ANY REASON the timer is PAUSED.  Time spent outside a cell does NOT count towards time being served for the crime, even if he is in medbay.  Also, Prisoners should NEVER be left with their ID on.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
# Inform the prisoner of the charge and set the timer&lt;br /&gt;
# Remove all equipment from the prisoner and place it into their locker.  Weapons may be secured in the MP armory if you wish.&lt;br /&gt;
# Conduct a thorough search of all their belongings.&lt;br /&gt;
## If the suspect is being held for less than 30 minutes for a non-violent offense, remove all of their equipment with the exception of their boots, jumpsuit, and radio.&lt;br /&gt;
## If the suspect is being held for more than 30 minutes, is considered an escape risk, has committed a violent offense, or presents a danger to himself or others, then remove all their equipment and dress them in an orange jumpsuit and boots.  Return their radio, unless they are abusing it.&lt;br /&gt;
# Buckle the prisoner to the bed.&lt;br /&gt;
# Flash the prisoner and remove their handcuffs.&lt;br /&gt;
# Recover your handcuffs and any equipment and leave the cell.&lt;br /&gt;
# For the duration that there are prisoners in the Brig, the Chief MP or a regular MP must be in security AT ALL TIMES (unless it&#039;s an emergency).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Prisoner Rights=&lt;br /&gt;
The following is a list of basic rights the prisoners have.  They can NOT be denied, except in an extreme situation and only then with authorization from the Chief MP.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Medical Treatment===&lt;br /&gt;
All treatment must take place in the brig if possible.  If not, an MP may escort a prisoner to medbay for treatment.  The prisoner MUST have an orange jumpsuit and shoes, and will not be given their Radio or ID until they return.  Time spent in medical will NOT count against their sentence.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Access to a Radio===&lt;br /&gt;
Unless the prisoner has abused the radio, they are authorized their headset.  If any MP believes that it is being abused (including being used to co-ordinate a prison-break), this right can be denied.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Appeal Sentence in a timely manner===&lt;br /&gt;
The prisoner may request an appeal on his sentence from the Chief MP.  If the Chief MP is not available, he may appeal to the acting commander.  This right is rescinded during emergencies.  The Chief MP has the final say on all appeals, and can override the Commander if he feels it is in the best interest of the ship&#039;s safety.&lt;br /&gt;
====Appeals====&lt;br /&gt;
An appeal is primarily intended to determine guilt or innocence.  A Chief MP or Commander (if there is no Chief MP) is expected to review  the evidence of the suspects crimes, the report of the arresting officer, and the testimony of the suspect.  If the Chief MP concludes that the suspect is not guilty of a law violation, they are to be released.  If they are found to be guilty, then the punishment stands.  Under no circumstances may anyone be given a Pardon if there is evidence to show a crime was committed.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Protection from threats===&lt;br /&gt;
Prisoners must be kept safe, unharmed, and healthy during their confinement.  MPs must work to the best of their ability to ensure this.  Self-inflicting wounds will result in being straight-jacketed for the entire duration.  If the ship is at Red Alert, all MPs should return to the Brig to ensure the safety of prisoners.&lt;br /&gt;
====Release in the event of a catastrophe====&lt;br /&gt;
In the event of a Delta Alert (activation of self destruct) any prisoners may be released if the MPs believe that they will not be a threat to the crew.  A normal Red Alert, is not sufficient reason for a release unless the ship is being over-run by a large hostile force.  &amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; a small force of enemies on board is not &amp;quot;over-run by a large hostile force&amp;quot;.  You should ensure the prisoners are kept safe and alive as long as they are in your custody, and release them only if this becomes impossible to perform due to a large enemy force.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Execution Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;“The man who passes the sentence should swing the sword. If you would take a man&#039;s life, you owe it to him to look into his eyes and hear his final words. And if you cannot bear to do that, then perhaps the man does not deserve to die.”&amp;lt;br/&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
Executions of prisoners are authorized for crimes with execution as the maximum punishment.  Additionally, if the maximum amount of time to be served is greater than 1 hour, or for repeated offenders, the Chief MP or Acting Commander may request an execution.  Both must agree for an execution to be authorized.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Procedure===&lt;br /&gt;
# The Commander or Chief MP must make a ship-wide announcement from the CIC communication console informing the crew of the intent to execute the prisoner, why, and the execution method.  In a code Red or Code Delta situation, this procedure can be ignored.  (Example:  &amp;quot;I, Captain Erin Kowalski, hereby authorize the execution of Donald Cluwne on the charges of murder, assault, and damage to the ship.  He will be executed by firing squad in the briefing room.&amp;quot;)   Authorized methods of execution are either Firing Squad (handled by MPs) or Lethal Injection (handled by CMO).&lt;br /&gt;
# The Acting Commander OR Chief MP (whoever made the initial request) MUST be present at the execution.&lt;br /&gt;
# The Condemned MUST be given a chance to give any final words.  They may use a radio for this (even if their radio was taken for abuse).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Battlefield Execution===&lt;br /&gt;
The Commander &amp;amp; Admiral of the Almayer holds the authority to perform a Battlefield Execution (&amp;lt;span style=&amp;quot;color:red; font-weight:bold;&amp;quot;&amp;gt;Important: Only [http://www.colonial-marines.com/viewforum.php?f=141 whitelisted] Commanders have this authority&amp;lt;/span&amp;gt;). They may kill anyone under their command or on their ship without any warning or procedure if they feel they are a threat to the mission.  The CO/Admiral must state why the individual was executed and should the MPs have concerns, they may contact USCM High Command VIA FAX to inquire if the execution was reasonable afterwards.  (This is similar to the &amp;quot;Rule 0&amp;quot; rule which applies to admins - you&#039;re able to do this, but it&#039;s much better not to, since you are subject to the consequences of your actions and may be removed from the whitelist if your reasons aren&#039;t acceptable.).&amp;lt;br/&amp;gt;&lt;br /&gt;
This power can only be used on captured prisoners when it is not possible to perform standard execution procedures.&amp;lt;br/&amp;gt;&lt;br /&gt;
(This is similar to the &amp;quot;Rule 0&amp;quot; rule which applies to admins - you&#039;re able to do this, but it&#039;s much better not to, since you are subject to the consequences of your actions and may be removed from the whitelist if your reasons aren&#039;t acceptable.)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Incompetent Command=&lt;br /&gt;
As Military Police you are expected to enforce the Law and Procedures upon all members of the crew.  If the Commander, XO, or any command staff are in violation of UCMJ at any time, the Chief MP is authorized to remove them from command permanently and replace them with whoever is next in the Chain of Command.  However, this requires confirmation from Central Command before it is enacted (you can use the fax machine in the Chief MPs office).&lt;br /&gt;
If they are not going to be removed from command permanently, they can instead be placed into the brig to server their sentence and the next in command takes temporary command.  Central Command does not need to approve these cases and only needs to be alerted.  However, visiting executives and Admirals are NOT bound by this and can only be removed with Central Command approval.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Special Provisions=&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Mutinies===&lt;br /&gt;
Military Police are strictly forbidden from participating in mutinies against the legitimate Command staff.  If you are made aware of a mutiny, you must take all necessary actions to prevent it and protect the legal Command Staff.  If, the Chief MP believes that the legal command staff is unable to perform their duties for any reason, the Chief MP may contact Central Command for permission to relieve them of command and replace them with the next officer in the Chain of Command (using the fax machine in the Chief MP office).  If a Chief MP is not available, a consensus between the MPs can result in the same situation.  Mutinies are unlawful, however, and MPs must do everything in their power to prevent and suppress a Mutiny.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Command Requested Arrests===&lt;br /&gt;
If the Commander, Acting Commander, or a Staff Officer requests a marine to be arrested for a crime, you MUST arrest said marine.  You may hold the marine for a maximum of 10 minutes while evidence is gathered.  If the marine is proven innocent in the end, the requesting officer may be held liable for a False Arrest charge.&lt;br /&gt;
===Crew Authorized Weapons===&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Code Green&#039;&#039;&#039; - Authorized Weapons may be carried by deploying marines, security (non-lethals only), the Acting Commander, XO, Staff Officers, and Requisitions Officer.  If you have a weapon, you must keep it holstered at all times while on the ship.  This applies to Deploying Marines as well.&lt;br /&gt;
*&#039;&#039;&#039;Code Blue&#039;&#039;&#039; - All crew (not visitors, refugees, or prisoners) are authorized pistols.  Unless there is an immediate threat, only Law Enforcement may have weapons unholstered.&lt;br /&gt;
*&#039;&#039;&#039;Code Red&#039;&#039;&#039; - No Weapon Restrictions (Except as explained in the Rules)&lt;br /&gt;
Exceptions: If you or someone you are responsible for are in immediate, life-threatening danger and the appropriate code-level has not been set.  (Note: Meta-gaming rules still apply and over-ride the exception)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Current Marine Laws=&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; It is the duty of the arresting marine, to determine the punishment, ranging from the Minimum to Maximum.  It is reccomended to make the severity of the punishment meet the crime and to minimize excessive punishments.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;EXCESSIVE TIME:&#039;&#039;&#039; If the total punishment is to exceed 60 minutes, the Chief MP can give special permission for permanent confinement, no matter the crime.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Charge&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Minimum Punishment&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Maximum Punishment&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Disrespect to a superior&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Using offensive names, disobeying orders, or being directly disrespectful to someone of a higher rank or position.  Each offense stacks.  Punishment time is per offense.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Hooliganism&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Behavior that is generally disruptive to the ship and crew that classifies as low level shenanigans not deserving of more severe punishment.  Things such as slipping people with soap/water, excessive window knocking, and force-feeding other marines.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Improper Uniform&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Moving around the ship outside the Cryo/Cafeteria/Preparation areas without proper military uniform for your job during non-emergency situations.  Marines should always be wearing their uniform, boots, and armor at a minimum.  Regular crew should be wearing their uniform and boots/shoes without armor unless there is a direct threat.  MPs should not have riot armor except in riot situations.  Any headgear should be your properly assigned headgear or an approved military alternative.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;15 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Disorderly Conduct&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Directly and intentionally disrupting primary operations of the ship.  Fighting in the RO line, disrupting the briefing, or inciting rioting/mutiny. &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Insubordination&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Failing to follow a lawful order from someone of a superior rank or position.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 Minutes&amp;lt;br&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drinking on Duty&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Consumption of any alcohol or inhibiting chemicals during a military operation or while on active duty.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Damage to Government Property&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Damaging the ship or making any unauthorized modifications to it during peacetime.To get authorization, confirm with the department head the change falls under, the Chief Engineer, and the current commander.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Return ship to it&#039;s exact previous state.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 Minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Resisting Arrest&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To resist a lawful arrest by a Military Police officer (most people run, be fair).&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Interfering with an arrest&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To disrupt or interfere with a lawful arrest.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Same punishment as accused&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Same punishment as accused&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Jailbreak/Escape&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To escape, attempt escape, or be broken out.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Double initial time is applied to all involved&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent Confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Trespassing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Unauthorized access of an area restricted by Command personnel or an area which a person does not have access to.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Contraband&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To retain possession of, distribute, or use contraband items, including drugs and non-standard issued equipment.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 minutes&amp;lt;br&amp;gt;confiscation of contraband items. &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes&amp;lt;br&amp;gt;confiscation of contraband items.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Theft&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To retain possession of items belonging to another marine.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 minutes&amp;lt;br&amp;gt;item returned to owner&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;45 minutes&amp;lt;br&amp;gt;item returned to owner&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drug Use&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Consuming either space drugs or medical compounds not authorized for distribution.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drug Distribution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Distribution of medical compounds (including combat stimulants) without authorization from the CMO and Acting Commander.  Includes space drugs, which are never authorized to be distributed.  &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;15 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes&amp;lt;br&amp;gt;Demotion from chemical access&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drunk on Duty&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;This only applies to the Military side of USCM: Excessive drinking resulting in becoming drunk planetside, or while serving aboard the ship as a general crew member to the point you are unable to communicate properly or perform your job.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Until Sober&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drunk and Disorderly&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;This only applies to Civilian jobs and Survivors:  Excessive drinking resulting in either being unable to communicate and perform your job correctly, or belligerent behavior&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Until Sober&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Minor Weapon Violation&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Improper operation or conduct with a weapon you are authorized with during green or blue alert.  This includes walking around with weapons un-holstered or discharging weapons during non-emergencies.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Warning for first offense (always)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes AND confiscation of weapon&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Unauthorized Weapon&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Possession of a weapon you are not authorized during a non-emergency situation, detailed as code levels in the &#039;&#039;Weapon Usage for Crew&#039;&#039; section above. As code levels decrease in threat, weapons should be stored appropriately and not kept on-person or in personal areas.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Warning and&amp;lt;br&amp;gt;confiscation of contraband items.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 Minutes and&amp;lt;br&amp;gt;confiscation of contraband items.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Assault&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To threaten or use physical force against someone without intent to kill. &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Neglect of duty&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Failure to perform their role to an acceptable standard. For example, a Commander failing to properly organize and ensure his personnel are given orders.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Demotion/removal of command&amp;lt;br&amp;gt;25 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Assault with a deadly weapon&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To enact physical force against someone with a lethal weapon, such as a sidearm, blade, or rifle.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;20 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Manslaughter&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To be the cause of another person&#039;s death without malicious intent.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;20 minutes&amp;lt;br&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;45 Minutes&amp;lt;br&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Murder or Unauthorized Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To attempt or succeed in the attempts of killing someone with malicious intent. Executions are only authorized with permission from and in the presence of the acting Commander.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mutiny&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To attempt or succeed at overpowering or overthrowing a commanding officer.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Terrorist Collaboration&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To act as an enemy to the corporation or engage in acts that attempt to hurt or endanger the corporation.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Sexual assault&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To attempt to or succeed in the acts of assaulting another person sexually, including rape.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Conduct Unbecoming of an Officer&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Breaking any laws when you are an [[rank | officer]] will always result in this added to the penalty.  You are an officer and expected to act with dignity, honor, and respect at all times.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Double Brig Time&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Double Brig Time&amp;lt;br&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Repeat Offender&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To repeat a previous crime you have been convicted or and released from.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Double time (stacks with conduct unbecoming of an officer)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent Confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;False Arrest&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To order the arrest of a Marine who is then found to be innocent.  Does NOT stack with Conduct Unbecoming of an Officer&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military Officers and military law enforcement agents are expected to use their best discretion when applying sentences and apprehending those who violate the above laws. Failure to do so will result in immediate contract termination at the discretion of Central Command military officials.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Apophis775</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=5840</id>
		<title>Marine Law</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=5840"/>
		<updated>2017-12-21T22:47:03Z</updated>

		<summary type="html">&lt;p&gt;Apophis775: /* Crew Authorized Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;United States Colonial Marines&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Uniform Code of Military Justice&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  The Commander of the USS Almayer and all its crew are not above UCMJ, Procedures, or Code of Conduct.  UCMJ also applies to all personnel who are in the vicinity of a USCM Operation or on board a ship.  The only exceptions are Diplomatically Immune Weyland-Yutani Executives (not including the on-board Liaison) and specially dispatched officials from High Command who have exception to authority for emergency matters.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Foreword=&lt;br /&gt;
The United States Colonial Marines Uniform Code of Military Justice is enforced by the Office of the Provost Marshal.  On ships and USCM colonies this duty falls to the Military Police and Chief MP.  They operate outside the authority of the command when enforcing the Law.  The Chief MP has the final say on law enforcement within his operational area, unless overseen by higher ranking members of the Provost Marshal.  Local Colonial Marshals are expected to fully co-operate with the Chief MPs and MPs when they are operating within their jurisdiction.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Arrest Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; If a suspect is injured or wounded, alert Medbay to have a doctor sent to the brig.  Unless the suspect&#039;s life is IMMEDIATELY in danger, they are to be brought to the Brig and treated there.&amp;lt;/small&amp;gt; &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Compliant Suspect (not resisting or running)===&lt;br /&gt;
# Verbally inform the suspect you are taking them into custody and the charge.&lt;br /&gt;
# Order the suspect to the ground.&lt;br /&gt;
# Handcuff the suspect.&lt;br /&gt;
# Bring the suspect to the Brig for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Non-Compliant Suspect (resisting or running)===&lt;br /&gt;
# Prepare a non-lethal method of neutralization&lt;br /&gt;
# Apply until they are no longer resisting&lt;br /&gt;
# Secure the suspect and Inform the suspect of their charge&lt;br /&gt;
# Bring the suspect to the brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Dangerous Suspect (has used a lethal weapon against law enforcement)===&lt;br /&gt;
# Ensure you have a non-lethal response prepared&lt;br /&gt;
# Engage the suspect and attempt to subdue them.  Minimize collateral damage.&lt;br /&gt;
#* If the suspect cannot be subdued with non-lethal force, the Chief MP or acting commander may authorize a lethal force response in extreme situations, primarily when Marine lives and/or the safety of the ship are at risk.&lt;br /&gt;
# Secure the suspect and any weapons they had and inform them of their charges.&lt;br /&gt;
# Bring the suspect to the Brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Search Procedure=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If you take an ID to get access somewhere for a search, you must ensure the ID gets back to them when you are finished (or with their belongings if they are detained&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Personnel==&lt;br /&gt;
# Inform the person you are conducting and of your intent (i.e. contraband, stolen items).&lt;br /&gt;
# If possible, conduct the search in the Brig or an isolated area so nothing is stolen.&lt;br /&gt;
# Begin the search and confiscate any illegal items.&lt;br /&gt;
## If they comply, you do not need to restrain them.&lt;br /&gt;
## If they resist, you may use non-lethal force to restrain them.&lt;br /&gt;
#If illegal items are found, follow Arrest and Brig procedures, otherwise release them.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Unsecured Area==&lt;br /&gt;
# Secure the area with Police Tape.  If none is available, have additional MPs help secure the area.&lt;br /&gt;
# Search any locations, lockers, crates, and personnel within the area, following the above rule for Personnel.&lt;br /&gt;
# Take any recovered illicit items to the brig and store them in the Evidence area for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Secured Area==&lt;br /&gt;
# Request someone responsible for the secured area to be present.&lt;br /&gt;
# Declare your intent and reason for the search.&lt;br /&gt;
# Request access from whoever is responsible for the area.  &lt;br /&gt;
## If the person responsible is the person you are investigating or the search is relative too, you may restrain them and use their ID temporarily for access.  Ensure an MP guards them.&lt;br /&gt;
## If no one is available, request either the CE or an MT to over-ride the door.  In a pinch, any combat engineer will do.  Ensure the area is re-secured after you leave.&lt;br /&gt;
# Search the area for whatever evidence or whatever you are expecting to find.&lt;br /&gt;
# Ensure that no unauthorized personnel other than the individuals executing the search enter.  Detain anyone unauthorized.&lt;br /&gt;
# Ensure nothing is stolen, and anything taken is relevant to the search.  This is not an excuse to loot.&lt;br /&gt;
# Anything taken in the search is to be brought the Brig and stored in Evidence for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Detainment and Brig Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If the prisoner is removed from his cell for ANY REASON the timer is PAUSED.  Time spent outside a cell does NOT count towards time being served for the crime, even if he is in medbay.  Also, Prisoners should NEVER be left with their ID on.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
# Inform the prisoner of the charge and set the timer&lt;br /&gt;
# Remove all equipment from the prisoner and place it into their locker.  Weapons may be secured in the MP armory if you wish.&lt;br /&gt;
# Conduct a thorough search of all their belongings.&lt;br /&gt;
## If the suspect is being held for less than 30 minutes for a non-violent offense, remove all of their equipment with the exception of their boots, jumpsuit, and radio.&lt;br /&gt;
## If the suspect is being held for more than 30 minutes, is considered an escape risk, has committed a violent offense, or presents a danger to himself or others, then remove all their equipment and dress them in an orange jumpsuit and boots.  Return their radio, unless they are abusing it.&lt;br /&gt;
# Buckle the prisoner to the bed.&lt;br /&gt;
# Flash the prisoner and remove their handcuffs.&lt;br /&gt;
# Recover your handcuffs and any equipment and leave the cell.&lt;br /&gt;
# For the duration that there are prisoners in the Brig, the Chief MP or a regular MP must be in security AT ALL TIMES (unless it&#039;s an emergency).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Prisoner Rights=&lt;br /&gt;
The following is a list of basic rights the prisoners have.  They can NOT be denied, except in an extreme situation and only then with authorization from the Chief MP.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Medical Treatment===&lt;br /&gt;
All treatment must take place in the brig if possible.  If not, an MP may escort a prisoner to medbay for treatment.  The prisoner MUST have an orange jumpsuit and shoes, and will not be given their Radio or ID until they return.  Time spent in medical will NOT count against their sentence.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Access to a Radio===&lt;br /&gt;
Unless the prisoner has abused the radio, they are authorized their headset.  If any MP believes that it is being abused (including being used to co-ordinate a prison-break), this right can be denied.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Appeal Sentence in a timely manner===&lt;br /&gt;
The prisoner may request an appeal on his sentence from the Chief MP.  If the Chief MP is not available, he may appeal to the acting commander.  This right is rescinded during emergencies.  The Chief MP has the final say on all appeals, and can override the Commander if he feels it is in the best interest of the ship&#039;s safety.&lt;br /&gt;
====Appeals====&lt;br /&gt;
An appeal is primarily intended to determine guilt or innocence.  A Chief MP or Commander (if there is no Chief MP) is expected to review  the evidence of the suspects crimes, the report of the arresting officer, and the testimony of the suspect.  If the Chief MP concludes that the suspect is not guilty of a law violation, they are to be released.  If they are found to be guilty, then the punishment stands.  Under no circumstances may anyone be given a Pardon if there is evidence to show a crime was committed.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Protection from threats===&lt;br /&gt;
Prisoners must be kept safe, unharmed, and healthy during their confinement.  MPs must work to the best of their ability to ensure this.  Self-inflicting wounds will result in being straight-jacketed for the entire duration.  If the ship is at Red Alert, all MPs should return to the Brig to ensure the safety of prisoners.&lt;br /&gt;
====Release in the event of a catastrophe====&lt;br /&gt;
In the event of a Delta Alert (activation of self destruct) any prisoners may be released if the MPs believe that they will not be a threat to the crew.  A normal Red Alert, is not sufficient reason for a release unless the ship is being over-run by a large hostile force.  &amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; a small force of enemies on board is not &amp;quot;over-run by a large hostile force&amp;quot;.  You should ensure the prisoners are kept safe and alive as long as they are in your custody, and release them only if this becomes impossible to perform due to a large enemy force.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Execution Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;“The man who passes the sentence should swing the sword. If you would take a man&#039;s life, you owe it to him to look into his eyes and hear his final words. And if you cannot bear to do that, then perhaps the man does not deserve to die.”&amp;lt;br/&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
Executions of prisoners are authorized for crimes with execution as the maximum punishment.  Additionally, if the maximum amount of time to be served is greater than 1 hour, or for repeated offenders, the Chief MP or Acting Commander may request an execution.  Both must agree for an execution to be authorized.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Procedure===&lt;br /&gt;
# The Commander or Chief MP must make a ship-wide announcement from the CIC communication console informing the crew of the intent to execute the prisoner, why, and the execution method.  In a code Red or Code Delta situation, this procedure can be ignored.  (Example:  &amp;quot;I, Captain Erin Kowalski, hereby authorize the execution of Donald Cluwne on the charges of murder, assault, and damage to the ship.  He will be executed by firing squad in the briefing room.&amp;quot;)   Authorized methods of execution are either Firing Squad (handled by MPs) or Lethal Injection (handled by CMO).&lt;br /&gt;
# The Acting Commander OR Chief MP (whoever made the initial request) MUST be present at the execution.&lt;br /&gt;
# The Condemned MUST be given a chance to give any final words.  They may use a radio for this (even if their radio was taken for abuse).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Battlefield Execution===&lt;br /&gt;
The Commander &amp;amp; Admiral of the Almayer holds the authority to perform a Battlefield Execution (&amp;lt;span style=&amp;quot;color:red; font-weight:bold;&amp;quot;&amp;gt;Important: Only [http://www.colonial-marines.com/viewforum.php?f=141 whitelisted] Commanders have this authority&amp;lt;/span&amp;gt;). They may kill anyone under their command or on their ship without any warning or procedure if they feel they are a threat to the mission.  The CO/Admiral must state why the individual was executed and should the MPs have concerns, they may contact USCM High Command VIA FAX to inquire if the execution was reasonable afterwards.  (This is similar to the &amp;quot;Rule 0&amp;quot; rule which applies to admins - you&#039;re able to do this, but it&#039;s much better not to, since you are subject to the consequences of your actions and may be removed from the whitelist if your reasons aren&#039;t acceptable.).&amp;lt;br/&amp;gt;&lt;br /&gt;
This power can only be used on captured prisoners when it is not possible to perform standard execution procedures.&amp;lt;br/&amp;gt;&lt;br /&gt;
(This is similar to the &amp;quot;Rule 0&amp;quot; rule which applies to admins - you&#039;re able to do this, but it&#039;s much better not to, since you are subject to the consequences of your actions and may be removed from the whitelist if your reasons aren&#039;t acceptable.)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Incompetent Command=&lt;br /&gt;
As Military Police you are expected to enforce the Law and Procedures upon all members of the crew.  If the Commander, XO, or any command staff are in violation of UCMJ at any time, the Chief MP is authorized to remove them from command permanently and replace them with whoever is next in the Chain of Command.  However, this requires confirmation from Central Command before it is enacted (you can use the fax machine in the Chief MPs office).&lt;br /&gt;
If they are not going to be removed from command permanently, they can instead be placed into the brig to server their sentence and the next in command takes temporary command.  Central Command does not need to approve these cases and only needs to be alerted.  However, visiting executives and Admirals are NOT bound by this and can only be removed with Central Command approval.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Special Provisions=&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Mutinies===&lt;br /&gt;
Military Police are strictly forbidden from participating in mutinies against the legitimate Command staff.  If you are made aware of a mutiny, you must take all necessary actions to prevent it and protect the legal Command Staff.  If, the Chief MP believes that the legal command staff is unable to perform their duties for any reason, the Chief MP may contact Central Command for permission to relieve them of command and replace them with the next officer in the Chain of Command (using the fax machine in the Chief MP office).  If a Chief MP is not available, a consensus between the MPs can result in the same situation.  Mutinies are unlawful, however, and MPs must do everything in their power to prevent and suppress a Mutiny.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Command Requested Arrests===&lt;br /&gt;
If the Commander, Acting Commander, or a Staff Officer requests a marine to be arrested for a crime, you MUST arrest said marine.  You may hold the marine for a maximum of 10 minutes while evidence is gathered.  If the marine is proven innocent in the end, the requesting officer may be held liable for a False Arrest charge.&lt;br /&gt;
===Crew Authorized Weapons===&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Code Green&#039;&#039;&#039; - Authorized Weapons may be carried by deploying marines, security (non-lethals only), the Acting Commander, XO, Staff Officers, and Requisitions Officer.  If you have a weapon, you must keep it holstered at all times while on the ship.  This applies to Deploying Marines as well.&lt;br /&gt;
*&#039;&#039;&#039;Code Blue&#039;&#039;&#039; - All USCM crew are authorized pistols.  Unless there is an immediate threat, only Law Enforcement may have weapons unholstered.&lt;br /&gt;
*&#039;&#039;&#039;Code Red&#039;&#039;&#039; - No Weapon Restrictions (Except as explained in the Rules)&lt;br /&gt;
Exceptions: If you or someone you are responsible for are in immediate, life-threatening danger and the appropriate code-level has not been set.  (Note: Meta-gaming rules still apply and over-ride the exception)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Current Marine Laws=&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; It is the duty of the arresting marine, to determine the punishment, ranging from the Minimum to Maximum.  It is reccomended to make the severity of the punishment meet the crime and to minimize excessive punishments.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;EXCESSIVE TIME:&#039;&#039;&#039; If the total punishment is to exceed 60 minutes, the Chief MP can give special permission for permanent confinement, no matter the crime.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Charge&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Minimum Punishment&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Maximum Punishment&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Disrespect to a superior&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Using offensive names, disobeying orders, or being directly disrespectful to someone of a higher rank or position.  Each offense stacks.  Punishment time is per offense.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Hooliganism&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Behavior that is generally disruptive to the ship and crew that classifies as low level shenanigans not deserving of more severe punishment.  Things such as slipping people with soap/water, excessive window knocking, and force-feeding other marines.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Improper Uniform&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Moving around the ship outside the Cryo/Cafeteria/Preparation areas without proper military uniform for your job during non-emergency situations.  Marines should always be wearing their uniform, boots, and armor at a minimum.  Regular crew should be wearing their uniform and boots/shoes without armor unless there is a direct threat.  MPs should not have riot armor except in riot situations.  Any headgear should be your properly assigned headgear or an approved military alternative.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;15 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Disorderly Conduct&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Directly and intentionally disrupting primary operations of the ship.  Fighting in the RO line, disrupting the briefing, or inciting rioting/mutiny. &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Insubordination&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Failing to follow a lawful order from someone of a superior rank or position.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 Minutes&amp;lt;br&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drinking on Duty&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Consumption of any alcohol or inhibiting chemicals during a military operation or while on active duty.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Damage to Government Property&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Damaging the ship or making any unauthorized modifications to it during peacetime.To get authorization, confirm with the department head the change falls under, the Chief Engineer, and the current commander.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Return ship to it&#039;s exact previous state.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 Minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Resisting Arrest&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To resist a lawful arrest by a Military Police officer (most people run, be fair).&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Interfering with an arrest&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To disrupt or interfere with a lawful arrest.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Same punishment as accused&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Same punishment as accused&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Jailbreak/Escape&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To escape, attempt escape, or be broken out.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Double initial time is applied to all involved&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent Confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Trespassing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Unauthorized access of an area restricted by Command personnel or an area which a person does not have access to.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Contraband&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To retain possession of, distribute, or use contraband items, including drugs and non-standard issued equipment.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 minutes&amp;lt;br&amp;gt;confiscation of contraband items. &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes&amp;lt;br&amp;gt;confiscation of contraband items.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Theft&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To retain possession of items belonging to another marine.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 minutes&amp;lt;br&amp;gt;item returned to owner&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;45 minutes&amp;lt;br&amp;gt;item returned to owner&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drug Use&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Consuming either space drugs or medical compounds not authorized for distribution.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drug Distribution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Distribution of medical compounds (including combat stimulants) without authorization from the CMO and Acting Commander.  Includes space drugs, which are never authorized to be distributed.  &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;15 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes&amp;lt;br&amp;gt;Demotion from chemical access&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drunk on Duty&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;This only applies to the Military side of USCM: Excessive drinking resulting in becoming drunk planetside, or while serving aboard the ship as a general crew member to the point you are unable to communicate properly or perform your job.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Until Sober&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drunk and Disorderly&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;This only applies to Civilian jobs and Survivors:  Excessive drinking resulting in either being unable to communicate and perform your job correctly, or belligerent behavior&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Until Sober&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Minor Weapon Violation&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Improper operation or conduct with a weapon you are authorized with during green or blue alert.  This includes walking around with weapons un-holstered or discharging weapons during non-emergencies.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Warning for first offense (always)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes AND confiscation of weapon&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Unauthorized Weapon&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Possession of a weapon you are not authorized during a non-emergency situation, detailed as code levels in the &#039;&#039;Weapon Usage for Crew&#039;&#039; section above. As code levels decrease in threat, weapons should be stored appropriately and not kept on-person or in personal areas.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Warning and&amp;lt;br&amp;gt;confiscation of contraband items.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 Minutes and&amp;lt;br&amp;gt;confiscation of contraband items.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Assault&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To threaten or use physical force against someone without intent to kill. &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Neglect of duty&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Failure to perform their role to an acceptable standard. For example, a Commander failing to properly organize and ensure his personnel are given orders.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Demotion/removal of command&amp;lt;br&amp;gt;25 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Assault with a deadly weapon&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To enact physical force against someone with a lethal weapon, such as a sidearm, blade, or rifle.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;20 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Manslaughter&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To be the cause of another person&#039;s death without malicious intent.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;20 minutes&amp;lt;br&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;45 Minutes&amp;lt;br&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Murder or Unauthorized Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To attempt or succeed in the attempts of killing someone with malicious intent. Executions are only authorized with permission from and in the presence of the acting Commander.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mutiny&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To attempt or succeed at overpowering or overthrowing a commanding officer.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Terrorist Collaboration&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To act as an enemy to the corporation or engage in acts that attempt to hurt or endanger the corporation.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Sexual assault&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To attempt to or succeed in the acts of assaulting another person sexually, including rape.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Conduct Unbecoming of an Officer&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Breaking any laws when you are an [[rank | officer]] will always result in this added to the penalty.  You are an officer and expected to act with dignity, honor, and respect at all times.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Double Brig Time&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Double Brig Time&amp;lt;br&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Repeat Offender&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To repeat a previous crime you have been convicted or and released from.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Double time (stacks with conduct unbecoming of an officer)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent Confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;False Arrest&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To order the arrest of a Marine who is then found to be innocent.  Does NOT stack with Conduct Unbecoming of an Officer&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military Officers and military law enforcement agents are expected to use their best discretion when applying sentences and apprehending those who violate the above laws. Failure to do so will result in immediate contract termination at the discretion of Central Command military officials.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Apophis775</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=5675</id>
		<title>Marine Law</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=5675"/>
		<updated>2017-11-23T17:51:07Z</updated>

		<summary type="html">&lt;p&gt;Apophis775: /* Dangerous Suspect (has used a lethal weapon against law enforcement) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;United States Colonial Marines&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Uniform Code of Military Justice&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  The Commander of the USS Almayer and all its crew are not above UCMJ, Procedures, or Code of Conduct.  UCMJ also applies to all personnel who are in the vicinity of a USCM Operation or on board a ship.  The only exceptions are Diplomatically Immune Weyland-Yutani Executives (not including the on-board Liaison) and specially dispatched officials from High Command who have exception to authority for emergency matters.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Foreword=&lt;br /&gt;
The United States Colonial Marines Uniform Code of Military Justice is enforced by the Office of the Provost Marshal.  On ships and USCM colonies this duty falls to the Military Police and Chief MP.  They operate outside the authority of the command when enforcing the Law.  The Chief MP has the final say on law enforcement within his operational area, unless overseen by higher ranking members of the Provost Marshal.  Local Colonial Marshals are expected to fully co-operate with the Chief MPs and MPs when they are operating within their jurisdiction.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Arrest Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; If a suspect is injured or wounded, alert Medbay to have a doctor sent to the brig.  Unless the suspect&#039;s life is IMMEDIATELY in danger, they are to be brought to the Brig and treated there.&amp;lt;/small&amp;gt; &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Compliant Suspect (not resisting or running)===&lt;br /&gt;
# Verbally inform the suspect you are taking them into custody and the charge.&lt;br /&gt;
# Order the suspect to the ground.&lt;br /&gt;
# Handcuff the suspect.&lt;br /&gt;
# Bring the suspect to the Brig for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Non-Compliant Suspect (resisting or running)===&lt;br /&gt;
# Prepare a non-lethal method of neutralization&lt;br /&gt;
# Apply until they are no longer resisting&lt;br /&gt;
# Secure the suspect and Inform the suspect of their charge&lt;br /&gt;
# Bring the suspect to the brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Dangerous Suspect (has used a lethal weapon against law enforcement)===&lt;br /&gt;
# Ensure you have a non-lethal response prepared&lt;br /&gt;
# Engage the suspect and attempt to subdue them.  Minimize collateral damage.&lt;br /&gt;
#* If the suspect cannot be subdued with non-lethal force, the Chief MP or acting commander may authorize a lethal force response in extreme situations, primarily when Marine lives and/or the safety of the ship are at risk.&lt;br /&gt;
# Secure the suspect and any weapons they had and inform them of their charges.&lt;br /&gt;
# Bring the suspect to the Brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Search Procedure=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If you take an ID to get access somewhere for a search, you must ensure the ID gets back to them when you are finished (or with their belongings if they are detained&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Personnel==&lt;br /&gt;
# Inform the person you are conducting and of your intent (i.e. contraband, stolen items).&lt;br /&gt;
# If possible, conduct the search in the Brig or an isolated area so nothing is stolen.&lt;br /&gt;
# Begin the search and confiscate any illegal items.&lt;br /&gt;
## If they comply, you do not need to restrain them.&lt;br /&gt;
## If they resist, you may use non-lethal force to restrain them.&lt;br /&gt;
#If illegal items are found, follow Arrest and Brig procedures, otherwise release them.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Unsecured Area==&lt;br /&gt;
# Secure the area with Police Tape.  If none is available, have additional MPs help secure the area.&lt;br /&gt;
# Search any locations, lockers, crates, and personnel within the area, following the above rule for Personnel.&lt;br /&gt;
# Take any recovered illicit items to the brig and store them in the Evidence area for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Secured Area==&lt;br /&gt;
# Request someone responsible for the secured area to be present.&lt;br /&gt;
# Declare your intent and reason for the search.&lt;br /&gt;
# Request access from whoever is responsible for the area.  &lt;br /&gt;
## If the person responsible is the person you are investigating or the search is relative too, you may restrain them and use their ID temporarily for access.  Ensure an MP guards them.&lt;br /&gt;
## If no one is available, request either the CE or an MT to over-ride the door.  In a pinch, any combat engineer will do.  Ensure the area is re-secured after you leave.&lt;br /&gt;
# Search the area for whatever evidence or whatever you are expecting to find.&lt;br /&gt;
# Ensure that no unauthorized personnel other than the individuals executing the search enter.  Detain anyone unauthorized.&lt;br /&gt;
# Ensure nothing is stolen, and anything taken is relevant to the search.  This is not an excuse to loot.&lt;br /&gt;
# Anything taken in the search is to be brought the Brig and stored in Evidence for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Detainment and Brig Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If the prisoner is removed from his cell for ANY REASON the timer is PAUSED.  Time spent outside a cell does NOT count towards time being served for the crime, even if he is in medbay.  Also, Prisoners should NEVER be left with their ID on.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
# Inform the prisoner of the charge and set the timer&lt;br /&gt;
# Remove all equipment from the prisoner and place it into their locker.  Weapons may be secured in the MP armory if you wish.&lt;br /&gt;
# Conduct a thorough search of all their belongings.&lt;br /&gt;
## If the suspect is being held for less than 30 minutes for a non-violent offense, remove all of their equipment with the exception of their boots, jumpsuit, and radio.&lt;br /&gt;
## If the suspect is being held for more than 30 minutes, is considered an escape risk, has committed a violent offense, or presents a danger to himself or others, then remove all their equipment and dress them in an orange jumpsuit and boots.  Return their radio, unless they are abusing it.&lt;br /&gt;
# Buckle the prisoner to the bed.&lt;br /&gt;
# Flash the prisoner and remove their handcuffs.&lt;br /&gt;
# Recover your handcuffs and any equipment and leave the cell.&lt;br /&gt;
# For the duration that there are prisoners in the Brig, the Chief MP or a regular MP must be in security AT ALL TIMES (unless it&#039;s an emergency).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Prisoner Rights=&lt;br /&gt;
The following is a list of basic rights the prisoners have.  They can NOT be denied, except in an extreme situation and only then with authorization from the Chief MP.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Medical Treatment===&lt;br /&gt;
All treatment must take place in the brig if possible.  If not, an MP may escort a prisoner to medbay for treatment.  The prisoner MUST have an orange jumpsuit and shoes, and will not be given their Radio or ID until they return.  Time spent in medical will NOT count against their sentence.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Access to a Radio===&lt;br /&gt;
Unless the prisoner has abused the radio, they are authorized their headset.  If any MP believes that it is being abused (including being used to co-ordinate a prison-break), this right can be denied.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Appeal Sentence in a timely manner===&lt;br /&gt;
The prisoner may request an appeal on his sentence from the Chief MP.  If the Chief MP is not available, he may appeal to the acting commander.  This right is rescinded during emergencies.  The Chief MP has the final say on all appeals, and can override the Commander if he feels it is in the best interest of the ship&#039;s safety.&lt;br /&gt;
====Appeals====&lt;br /&gt;
An appeal is primarily intended to determine guilt or innocence.  A Chief MP or Commander (if there is no Chief MP) is expected to review  the evidence of the suspects crimes, the report of the arresting officer, and the testimony of the suspect.  If the Chief MP concludes that the suspect is not guilty of a law violation, they are to be released.  If they are found to be guilty, then the punishment stands.  Under no circumstances may anyone be given a Pardon if there is evidence to show a crime was committed.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Protection from threats===&lt;br /&gt;
Prisoners must be kept safe, unharmed, and healthy during their confinement.  MPs must work to the best of their ability to ensure this.  Self-inflicting wounds will result in being straight-jacketed for the entire duration.  If the ship is at Red Alert, all MPs should return to the Brig to ensure the safety of prisoners.&lt;br /&gt;
====Release in the event of a catastrophe====&lt;br /&gt;
In the event of a Delta Alert (activation of self destruct) any prisoners may be released if the MPs believe that they will not be a threat to the crew.  A normal Red Alert, is not sufficient reason for a release unless the ship is being over-run by a large hostile force.  &amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; a small force of enemies on board is not &amp;quot;over-run by a large hostile force&amp;quot;.  You should ensure the prisoners are kept safe and alive as long as they are in your custody, and release them only if this becomes impossible to perform due to a large enemy force.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Execution Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;“The man who passes the sentence should swing the sword. If you would take a man&#039;s life, you owe it to him to look into his eyes and hear his final words. And if you cannot bear to do that, then perhaps the man does not deserve to die.”&amp;lt;br/&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
Executions of prisoners are authorized for crimes with execution as the maximum punishment.  Additionally, if the maximum amount of time to be served is greater than 1 hour, or for repeated offenders, the Chief MP or Acting Commander may request an execution.  Both must agree for an execution to be authorized.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Procedure===&lt;br /&gt;
# The Commander or Chief MP must make a ship-wide announcement from the CIC communication console informing the crew of the intent to execute the prisoner, why, and the execution method.  In a code Red or Code Delta situation, this procedure can be ignored.  (Example:  &amp;quot;I, Captain Erin Kowalski, hereby authorize the execution of Donald Cluwne on the charges of murder, assault, and damage to the ship.  He will be executed by firing squad in the briefing room.&amp;quot;)   Authorized methods of execution are either Firing Squad (handled by MPs) or Lethal Injection (handled by CMO).&lt;br /&gt;
# The Acting Commander OR Chief MP (whoever made the initial request) MUST be present at the execution.&lt;br /&gt;
# The Condemned MUST be given a chance to give any final words.  They may use a radio for this (even if their radio was taken for abuse).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Battlefield Execution===&lt;br /&gt;
The Commander &amp;amp; Admiral of the Almayer holds the authority to perform a Battlefield Execution (&amp;lt;span style=&amp;quot;color:red; font-weight:bold;&amp;quot;&amp;gt;Important: Only [http://www.colonial-marines.com/viewforum.php?f=141 whitelisted] Commanders have this authority&amp;lt;/span&amp;gt;). They may kill anyone under their command or on their ship without any warning or procedure if they feel they are a threat to the mission.  The CO/Admiral must state why the individual was executed and should the MPs have concerns, they may contact USCM High Command VIA FAX to inquire if the execution was reasonable afterwards.  (This is similar to the &amp;quot;Rule 0&amp;quot; rule which applies to admins - you&#039;re able to do this, but it&#039;s much better not to, since you are subject to the consequences of your actions and may be removed from the whitelist if your reasons aren&#039;t acceptable.).&amp;lt;br/&amp;gt;&lt;br /&gt;
This power can only be used on captured prisoners when it is not possible to perform standard execution procedures.&amp;lt;br/&amp;gt;&lt;br /&gt;
(This is similar to the &amp;quot;Rule 0&amp;quot; rule which applies to admins - you&#039;re able to do this, but it&#039;s much better not to, since you are subject to the consequences of your actions and may be removed from the whitelist if your reasons aren&#039;t acceptable.)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Incompetent Command=&lt;br /&gt;
As Military Police you are expected to enforce the Law and Procedures upon all members of the crew.  If the Commander, XO, or any command staff are in violation of UCMJ at any time, the Chief MP is authorized to remove them from command permanently and replace them with whoever is next in the Chain of Command.  However, this requires confirmation from Central Command before it is enacted (you can use the fax machine in the Chief MPs office).&lt;br /&gt;
If they are not going to be removed from command permanently, they can instead be placed into the brig to server their sentence and the next in command takes temporary command.  Central Command does not need to approve these cases and only needs to be alerted.  However, visiting executives and Admirals are NOT bound by this and can only be removed with Central Command approval.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Special Provisions=&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Mutinies===&lt;br /&gt;
Military Police are strictly forbidden from participating in mutinies against the legitimate Command staff.  If you are made aware of a mutiny, you must take all necessary actions to prevent it and protect the legal Command Staff.  If, the Chief MP believes that the legal command staff is unable to perform their duties for any reason, the Chief MP may contact Central Command for permission to relieve them of command and replace them with the next officer in the Chain of Command (using the fax machine in the Chief MP office).  If a Chief MP is not available, a consensus between the MPs can result in the same situation.  Mutinies are unlawful, however, and MPs must do everything in their power to prevent and suppress a Mutiny.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Command Requested Arrests===&lt;br /&gt;
If the Commander, Acting Commander, or a Staff Officer requests a marine to be arrested for a crime, you MUST arrest said marine.  You may hold the marine for a maximum of 10 minutes while evidence is gathered.  If the marine is proven innocent in the end, the requesting officer may be held liable for a False Arrest charge.&lt;br /&gt;
===Crew Authorized Weapons===&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Code Green&#039;&#039;&#039; - Authorized Weapons may be carried by deploying marines, security (non-lethals only), the Acting Commander, XO, Staff Officers, and Requisitions Officer.  If you have a weapon, you must keep it holstered at all times while on the ship.  This applies to Deploying Marines as well.&lt;br /&gt;
*&#039;&#039;&#039;Code Blue&#039;&#039;&#039; - All crew are authorized pistols.  Unless there is an immediate threat, only Law Enforcement may have weapons unholstered.&lt;br /&gt;
*&#039;&#039;&#039;Code Red&#039;&#039;&#039; - No Weapon Restrictions (Except as explained in the Rules)&lt;br /&gt;
Exceptions: If you or someone you are responsible for are in immediate, life-threatening danger and the appropriate code-level has not been set.  (Note: Meta-gaming rules still apply and over-ride the exception)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Current Marine Laws=&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; It is the duty of the arresting marine, to determine the punishment, ranging from the Minimum to Maximum.  It is reccomended to make the severity of the punishment meet the crime and to minimize excessive punishments.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;EXCESSIVE TIME:&#039;&#039;&#039; If the total punishment is to exceed 60 minutes, the Chief MP can give special permission for permanent confinement, no matter the crime.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Charge&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Minimum Punishment&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Maximum Punishment&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Disrespect to a superior&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Using offensive names, disobeying orders, or being directly disrespectful to someone of a higher rank or position.  Each offense stacks.  Punishment time is per offense.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Hooliganism&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Behavior that is generally disruptive to the ship and crew that classifies as low level shenanigans not deserving of more severe punishment.  Things such as slipping people with soap/water, excessive window knocking, and force-feeding other marines.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Improper Uniform&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Moving around the ship outside the Cryo/Cafeteria/Preparation areas without proper military uniform for your job during non-emergency situations.  Marines should always be wearing their uniform, boots, and armor at a minimum.  Regular crew should be wearing their uniform and boots/shoes without armor unless there is a direct threat.  MPs should not have riot armor except in riot situations.  Any headgear should be your properly assigned headgear or an approved military alternative.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;15 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Disorderly Conduct&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Directly and intentionally disrupting primary operations of the ship.  Fighting in the RO line, disrupting the briefing, or inciting rioting/mutiny. &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Insubordination&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Failing to follow a lawful order from someone of a superior rank or position.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 Minutes&amp;lt;br&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drinking on Duty&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Consumption of any alcohol or inhibiting chemicals during a military operation or while on active duty.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Damage to Government Property&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Damaging the ship or making any unauthorized modifications to it during peacetime.To get authorization, confirm with the department head the change falls under, the Chief Engineer, and the current commander.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Return ship to it&#039;s exact previous state.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 Minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Resisting Arrest&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To resist a lawful arrest by a Military Police officer (most people run, be fair).&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Interfering with an arrest&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To disrupt or interfere with a lawful arrest.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Same punishment as accused&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Same punishment as accused&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Jailbreak/Escape&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To escape, attempt escape, or be broken out.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Double initial time is applied to all involved&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent Confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Trespassing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Unauthorized access of an area restricted by Command personnel or an area which a person does not have access to.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Contraband&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To retain possession of, distribute, or use contraband items, including drugs and non-standard issued equipment.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 minutes&amp;lt;br&amp;gt;confiscation of contraband items. &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes&amp;lt;br&amp;gt;confiscation of contraband items.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Theft&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To retain possession of items belonging to another marine.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 minutes&amp;lt;br&amp;gt;item returned to owner&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;45 minutes&amp;lt;br&amp;gt;item returned to owner&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drug Use&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Consuming either space drugs or medical compounds not authorized for distribution.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drug Distribution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Distribution of medical compounds (including combat stimulants) without authorization from the CMO and Acting Commander.  Includes space drugs, which are never authorized to be distributed.  &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;15 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes&amp;lt;br&amp;gt;Demotion from chemical access&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drunk on Duty&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;This only applies to the Military side of USCM: Excessive drinking resulting in becoming drunk planetside, or while serving aboard the ship as a general crew member to the point you are unable to communicate properly or perform your job.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Until Sober&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drunk and Disorderly&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;This only applies to Civilian jobs and Survivors:  Excessive drinking resulting in either being unable to communicate and perform your job correctly, or belligerent behavior&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Until Sober&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Minor Weapon Violation&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Improper operation or conduct with a weapon you are authorized with during green or blue alert.  This includes walking around with weapons un-holstered or discharging weapons during non-emergencies.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Warning for first offense (always)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes AND confiscation of weapon&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Unauthorized Weapon&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Possession of a weapon you are not authorized during a non-emergency situation, detailed as code levels in the &#039;&#039;Weapon Usage for Crew&#039;&#039; section above. As code levels decrease in threat, weapons should be stored appropriately and not kept on-person or in personal areas.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Warning and&amp;lt;br&amp;gt;confiscation of contraband items.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 Minutes and&amp;lt;br&amp;gt;confiscation of contraband items.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Assault&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To threaten or use physical force against someone without intent to kill. &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Neglect of duty&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Failure to perform their role to an acceptable standard. For example, a Commander failing to properly organize and ensure his personnel are given orders.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Demotion/removal of command&amp;lt;br&amp;gt;25 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Assault with a deadly weapon&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To enact physical force against someone with a lethal weapon, such as a sidearm, blade, or rifle.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;20 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Manslaughter&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To be the cause of another person&#039;s death without malicious intent.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;20 minutes&amp;lt;br&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;45 Minutes&amp;lt;br&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Murder or Unauthorized Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To attempt or succeed in the attempts of killing someone with malicious intent. Executions are only authorized with permission from and in the presence of the acting Commander.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mutiny&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To attempt or succeed at overpowering or overthrowing a commanding officer.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Terrorist Collaboration&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To act as an enemy to the corporation or engage in acts that attempt to hurt or endanger the corporation.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Sexual assault&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To attempt to or succeed in the acts of assaulting another person sexually, including rape.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Conduct Unbecoming of an Officer&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Breaking any laws when you are an [[rank | officer]] will always result in this added to the penalty.  You are an officer and expected to act with dignity, honor, and respect at all times.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Double Brig Time&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Double Brig Time&amp;lt;br&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Repeat Offender&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To repeat a previous crime you have been convicted or and released from.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Double time (stacks with conduct unbecoming of an officer)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent Confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;False Arrest&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To order the arrest of a Marine who is then found to be innocent.  Does NOT stack with Conduct Unbecoming of an Officer&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military Officers and military law enforcement agents are expected to use their best discretion when applying sentences and apprehending those who violate the above laws. Failure to do so will result in immediate contract termination at the discretion of Central Command military officials.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Apophis775</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=5658</id>
		<title>Marine Law</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=5658"/>
		<updated>2017-11-23T06:26:10Z</updated>

		<summary type="html">&lt;p&gt;Apophis775: /* Release in the event of a catastrophe */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;United States Colonial Marines&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Uniform Code of Military Justice&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  The Commander of the USS Almayer and all its crew are not above UCMJ, Procedures, or Code of Conduct.  UCMJ also applies to all personnel who are in the vicinity of a USCM Operation or on board a ship.  The only exceptions are Diplomatically Immune Weyland-Yutani Executives (not including the on-board Liaison) and specially dispatched officials from High Command who have exception to authority for emergency matters.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Foreword=&lt;br /&gt;
The United States Colonial Marines Uniform Code of Military Justice is enforced by the Office of the Provost Marshal.  On ships and USCM colonies this duty falls to the Military Police and Chief MP.  They operate outside the authority of the command when enforcing the Law.  The Chief MP has the final say on law enforcement within his operational area, unless overseen by higher ranking members of the Provost Marshal.  Local Colonial Marshals are expected to fully co-operate with the Chief MPs and MPs when they are operating within their jurisdiction.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Arrest Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; If a suspect is injured or wounded, alert Medbay to have a doctor sent to the brig.  Unless the suspect&#039;s life is IMMEDIATELY in danger, they are to be brought to the Brig and treated there.&amp;lt;/small&amp;gt; &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Compliant Suspect (not resisting or running)===&lt;br /&gt;
# Verbally inform the suspect you are taking them into custody and the charge.&lt;br /&gt;
# Order the suspect to the ground.&lt;br /&gt;
# Handcuff the suspect.&lt;br /&gt;
# Bring the suspect to the Brig for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Non-Compliant Suspect (resisting or running)===&lt;br /&gt;
# Prepare a non-lethal method of neutralization&lt;br /&gt;
# Apply until they are no longer resisting&lt;br /&gt;
# Secure the suspect and Inform the suspect of their charge&lt;br /&gt;
# Bring the suspect to the brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Dangerous Suspect (has used a lethal weapon against law enforcement)===&lt;br /&gt;
# Ensure you have a non-lethal response prepared&lt;br /&gt;
#  Engage the suspect and attempt to subdue them.  Minimize collateral damage.&lt;br /&gt;
#* If the suspect cannot be subdued with non-lethal force,the Chief MP or acting commander (may authorize a lethal force response in extreme situations, primarily when Marine lives and/or the safety of the ship are at risk.&lt;br /&gt;
# Secure the suspect and any weapons they had and inform them of their charges.&lt;br /&gt;
# Bring the suspect to the Brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Search Procedure=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If you take an ID to get access somewhere for a search, you must ensure the ID gets back to them when you are finished (or with their belongings if they are detained&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Personnel==&lt;br /&gt;
# Inform the person you are conducting and of your intent (i.e. contraband, stolen items).&lt;br /&gt;
# If possible, conduct the search in the Brig or an isolated area so nothing is stolen.&lt;br /&gt;
# Begin the search and confiscate any illegal items.&lt;br /&gt;
## If they comply, you do not need to restrain them.&lt;br /&gt;
## If they resist, you may use non-lethal force to restrain them.&lt;br /&gt;
#If illegal items are found, follow Arrest and Brig procedures, otherwise release them.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Unsecured Area==&lt;br /&gt;
# Secure the area with Police Tape.  If none is available, have additional MPs help secure the area.&lt;br /&gt;
# Search any locations, lockers, crates, and personnel within the area, following the above rule for Personnel.&lt;br /&gt;
# Take any recovered illicit items to the brig and store them in the Evidence area for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Secured Area==&lt;br /&gt;
# Request someone responsible for the secured area to be present.&lt;br /&gt;
# Declare your intent and reason for the search.&lt;br /&gt;
# Request access from whoever is responsible for the area.  &lt;br /&gt;
## If the person responsible is the person you are investigating or the search is relative too, you may restrain them and use their ID temporarily for access.  Ensure an MP guards them.&lt;br /&gt;
## If no one is available, request either the CE or an MT to over-ride the door.  In a pinch, any combat engineer will do.  Ensure the area is re-secured after you leave.&lt;br /&gt;
# Search the area for whatever evidence or whatever you are expecting to find.&lt;br /&gt;
# Ensure that no unauthorized personnel other than the individuals executing the search enter.  Detain anyone unauthorized.&lt;br /&gt;
# Ensure nothing is stolen, and anything taken is relevant to the search.  This is not an excuse to loot.&lt;br /&gt;
# Anything taken in the search is to be brought the Brig and stored in Evidence for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Detainment and Brig Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If the prisoner is removed from his cell for ANY REASON the timer is PAUSED.  Time spent outside a cell does NOT count towards time being served for the crime, even if he is in medbay.  Also, Prisoners should NEVER be left with their ID on.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
# Inform the prisoner of the charge and set the timer&lt;br /&gt;
# Remove all equipment from the prisoner and place it into their locker.  Weapons may be secured in the MP armory if you wish.&lt;br /&gt;
# Conduct a thorough search of all their belongings.&lt;br /&gt;
## If the suspect is being held for less than 30 minutes for a non-violent offense, remove all of their equipment with the exception of their boots, jumpsuit, and radio.&lt;br /&gt;
## If the suspect is being held for more than 30 minutes, is considered an escape risk, has committed a violent offense, or presents a danger to himself or others, then remove all their equipment and dress them in an orange jumpsuit and boots.  Return their radio, unless they are abusing it.&lt;br /&gt;
# Buckle the prisoner to the bed.&lt;br /&gt;
# Flash the prisoner and remove their handcuffs.&lt;br /&gt;
# Recover your handcuffs and any equipment and leave the cell.&lt;br /&gt;
# For the duration that there are prisoners in the Brig, the Chief MP or a regular MP must be in security AT ALL TIMES (unless it&#039;s an emergency).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Prisoner Rights=&lt;br /&gt;
The following is a list of basic rights the prisoners have.  They can NOT be denied, except in an extreme situation and only then with authorization from the Chief MP.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Medical Treatment===&lt;br /&gt;
All treatment must take place in the brig if possible.  If not, an MP may escort a prisoner to medbay for treatment.  The prisoner MUST have an orange jumpsuit and shoes, and will not be given their Radio or ID until they return.  Time spent in medical will NOT count against their sentence.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Access to a Radio===&lt;br /&gt;
Unless the prisoner has abused the radio, they are authorized their headset.  If any MP believes that it is being abused (including being used to co-ordinate a prison-break), this right can be denied.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Appeal Sentence in a timely manner===&lt;br /&gt;
The prisoner may request an appeal on his sentence from the Chief MP.  If the Chief MP is not available, he may appeal to the acting commander.  This right is rescinded during emergencies.  The Chief MP has the final say on all appeals, and can override the Commander if he feels it is in the best interest of the ship&#039;s safety.&lt;br /&gt;
====Appeals====&lt;br /&gt;
An appeal is primarily intended to determine guilt or innocence.  A Chief MP or Commander (if there is no Chief MP) is expected to review  the evidence of the suspects crimes, the report of the arresting officer, and the testimony of the suspect.  If the Chief MP concludes that the suspect is not guilty of a law violation, they are to be released.  If they are found to be guilty, then the punishment stands.  Under no circumstances may anyone be given a Pardon if there is evidence to show a crime was committed.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Protection from threats===&lt;br /&gt;
Prisoners must be kept safe, unharmed, and healthy during their confinement.  MPs must work to the best of their ability to ensure this.  Self-inflicting wounds will result in being straight-jacketed for the entire duration.  If the ship is at Red Alert, all MPs should return to the Brig to ensure the safety of prisoners.&lt;br /&gt;
====Release in the event of a catastrophe====&lt;br /&gt;
In the event of a Delta Alert (activation of self destruct) any prisoners may be released if the MPs believe that they will not be a threat to the crew.  A normal Red Alert, is not sufficient reason for a release unless the ship is being over-run by a large hostile force.  &amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; a small force of enemies on board is not &amp;quot;over-run by a large hostile force&amp;quot;.  You should ensure the prisoners are kept safe and alive as long as they are in your custody, and release them only if this becomes impossible to perform due to a large enemy force.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Execution Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;“The man who passes the sentence should swing the sword. If you would take a man&#039;s life, you owe it to him to look into his eyes and hear his final words. And if you cannot bear to do that, then perhaps the man does not deserve to die.”&amp;lt;br/&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
Executions of prisoners are authorized for crimes with execution as the maximum punishment.  Additionally, if the maximum amount of time to be served is greater than 1 hour, or for repeated offenders, the Chief MP or Acting Commander may request an execution.  Both must agree for an execution to be authorized.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Procedure===&lt;br /&gt;
# The Commander or Chief MP must make a ship-wide announcement from the CIC communication console informing the crew of the intent to execute the prisoner, why, and the execution method.  In a code Red or Code Delta situation, this procedure can be ignored.  (Example:  &amp;quot;I, Captain Erin Kowalski, hereby authorize the execution of Donald Cluwne on the charges of murder, assault, and damage to the ship.  He will be executed by firing squad in the briefing room.&amp;quot;)   Authorized methods of execution are either Firing Squad (handled by MPs) or Lethal Injection (handled by CMO).&lt;br /&gt;
# The Acting Commander OR Chief MP (whoever made the initial request) MUST be present at the execution.&lt;br /&gt;
# The Condemned MUST be given a chance to give any final words.  They may use a radio for this (even if their radio was taken for abuse).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Battlefield Execution===&lt;br /&gt;
The Commander &amp;amp; Admiral of the Almayer holds the authority to perform a Battlefield Execution (&amp;lt;span style=&amp;quot;color:red; font-weight:bold;&amp;quot;&amp;gt;Important: Only [http://www.colonial-marines.com/viewforum.php?f=141 whitelisted] Commanders have this authority&amp;lt;/span&amp;gt;). They may kill anyone under their command or on their ship without any warning or procedure if they feel they are a threat to the mission.  The CO/Admiral must state why the individual was executed and should the MPs have concerns, they may contact USCM High Command VIA FAX to inquire if the execution was reasonable afterwards.  (This is similar to the &amp;quot;Rule 0&amp;quot; rule which applies to admins - you&#039;re able to do this, but it&#039;s much better not to, since you are subject to the consequences of your actions and may be removed from the whitelist if your reasons aren&#039;t acceptable.).&amp;lt;br/&amp;gt;&lt;br /&gt;
This power can only be used on captured prisoners when it is not possible to perform standard execution procedures.&amp;lt;br/&amp;gt;&lt;br /&gt;
(This is similar to the &amp;quot;Rule 0&amp;quot; rule which applies to admins - you&#039;re able to do this, but it&#039;s much better not to, since you are subject to the consequences of your actions and may be removed from the whitelist if your reasons aren&#039;t acceptable.)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Incompetent Command=&lt;br /&gt;
As Military Police you are expected to enforce the Law and Procedures upon all members of the crew.  If the Commander, XO, or any command staff are in violation of UCMJ at any time, the Chief MP is authorized to remove them from command permanently and replace them with whoever is next in the Chain of Command.  However, this requires confirmation from Central Command before it is enacted (you can use the fax machine in the Chief MPs office).&lt;br /&gt;
If they are not going to be removed from command permanently, they can instead be placed into the brig to server their sentence and the next in command takes temporary command.  Central Command does not need to approve these cases and only needs to be alerted.  However, visiting executives and Admirals are NOT bound by this and can only be removed with Central Command approval.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Special Provisions=&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Mutinies===&lt;br /&gt;
Military Police are strictly forbidden from participating in mutinies against the legitimate Command staff.  If you are made aware of a mutiny, you must take all necessary actions to prevent it and protect the legal Command Staff.  If, the Chief MP believes that the legal command staff is unable to perform their duties for any reason, the Chief MP may contact Central Command for permission to relieve them of command and replace them with the next officer in the Chain of Command (using the fax machine in the Chief MP office).  If a Chief MP is not available, a consensus between the MPs can result in the same situation.  Mutinies are unlawful, however, and MPs must do everything in their power to prevent and suppress a Mutiny.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Command Requested Arrests===&lt;br /&gt;
If the Commander, Acting Commander, or a Staff Officer requests a marine to be arrested for a crime, you MUST arrest said marine.  You may hold the marine for a maximum of 10 minutes while evidence is gathered.  If the marine is proven innocent in the end, the requesting officer may be held liable for a False Arrest charge.&lt;br /&gt;
===Crew Authorized Weapons===&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Code Green&#039;&#039;&#039; - Authorized Weapons may be carried by deploying marines, security (non-lethals only), the Acting Commander, XO, Staff Officers, and Requisitions Officer.  If you have a weapon, you must keep it holstered at all times while on the ship.  This applies to Deploying Marines as well.&lt;br /&gt;
*&#039;&#039;&#039;Code Blue&#039;&#039;&#039; - All crew are authorized pistols.  Unless there is an immediate threat, only Law Enforcement may have weapons unholstered.&lt;br /&gt;
*&#039;&#039;&#039;Code Red&#039;&#039;&#039; - No Weapon Restrictions (Except as explained in the Rules)&lt;br /&gt;
Exceptions: If you or someone you are responsible for are in immediate, life-threatening danger and the appropriate code-level has not been set.  (Note: Meta-gaming rules still apply and over-ride the exception)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Current Marine Laws=&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; It is the duty of the arresting marine, to determine the punishment, ranging from the Minimum to Maximum.  It is reccomended to make the severity of the punishment meet the crime and to minimize excessive punishments.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;EXCESSIVE TIME:&#039;&#039;&#039; If the total punishment is to exceed 60 minutes, the Chief MP can give special permission for permanent confinement, no matter the crime.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Charge&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Minimum Punishment&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Maximum Punishment&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Disrespect to a superior&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Using offensive names, disobeying orders, or being directly disrespectful to someone of a higher rank or position.  Each offense stacks.  Punishment time is per offense.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Hooliganism&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Behavior that is generally disruptive to the ship and crew that classifies as low level shenanigans not deserving of more severe punishment.  Things such as slipping people with soap/water, excessive window knocking, and force-feeding other marines.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Improper Uniform&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Moving around the ship outside the Cryo/Cafeteria/Preparation areas without proper military uniform for your job during non-emergency situations.  Marines should always be wearing their uniform, boots, and armor at a minimum.  Regular crew should be wearing their uniform and boots/shoes without armor unless there is a direct threat.  MPs should not have riot armor except in riot situations.  Any headgear should be your properly assigned headgear or an approved military alternative.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;15 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Disorderly Conduct&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Directly and intentionally disrupting primary operations of the ship.  Fighting in the RO line, disrupting the briefing, or inciting rioting/mutiny. &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Insubordination&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Failing to follow a lawful order from someone of a superior rank or position.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 Minutes&amp;lt;br&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drinking on Duty&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Consumption of any alcohol or inhibiting chemicals during a military operation or while on active duty.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Damage to Government Property&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Damaging the ship or making any unauthorized modifications to it during peacetime.To get authorization, confirm with the department head the change falls under, the Chief Engineer, and the current commander.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Return ship to it&#039;s exact previous state.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 Minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Resisting Arrest&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To resist a lawful arrest by a Military Police officer (most people run, be fair).&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Interfering with an arrest&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To disrupt or interfere with a lawful arrest.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Same punishment as accused&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Same punishment as accused&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Jailbreak/Escape&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To escape, attempt escape, or be broken out.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Double initial time is applied to all involved&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent Confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Trespassing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Unauthorized access of an area restricted by Command personnel or an area which a person does not have access to.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Contraband&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To retain possession of, distribute, or use contraband items, including drugs and non-standard issued equipment.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 minutes&amp;lt;br&amp;gt;confiscation of contraband items. &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes&amp;lt;br&amp;gt;confiscation of contraband items.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Theft&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To retain possession of items belonging to another marine.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 minutes&amp;lt;br&amp;gt;item returned to owner&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;45 minutes&amp;lt;br&amp;gt;item returned to owner&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drug Use&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Consuming either space drugs or medical compounds not authorized for distribution.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drug Distribution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Distribution of medical compounds (including combat stimulants) without authorization from the CMO and Acting Commander.  Includes space drugs, which are never authorized to be distributed.  &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;15 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes&amp;lt;br&amp;gt;Demotion from chemical access&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drunk on Duty&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;This only applies to the Military side of USCM: Excessive drinking resulting in becoming drunk planetside, or while serving aboard the ship as a general crew member to the point you are unable to communicate properly or perform your job.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Until Sober&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drunk and Disorderly&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;This only applies to Civilian jobs and Survivors:  Excessive drinking resulting in either being unable to communicate and perform your job correctly, or belligerent behavior&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Until Sober&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Minor Weapon Violation&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Improper operation or conduct with a weapon you are authorized with during green or blue alert.  This includes walking around with weapons un-holstered or discharging weapons during non-emergencies.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Warning for first offense (always)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes AND confiscation of weapon&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Unauthorized Weapon&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Possession of a weapon you are not authorized during a non-emergency situation, detailed as code levels in the &#039;&#039;Weapon Usage for Crew&#039;&#039; section above. As code levels decrease in threat, weapons should be stored appropriately and not kept on-person or in personal areas.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Warning and&amp;lt;br&amp;gt;confiscation of contraband items.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 Minutes and&amp;lt;br&amp;gt;confiscation of contraband items.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Assault&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To threaten or use physical force against someone without intent to kill. &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Neglect of duty&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Failure to perform their role to an acceptable standard. For example, a Commander failing to properly organize and ensure his personnel are given orders.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Demotion/removal of command&amp;lt;br&amp;gt;25 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Assault with a deadly weapon&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To enact physical force against someone with a lethal weapon, such as a sidearm, blade, or rifle.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;20 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Manslaughter&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To be the cause of another person&#039;s death without malicious intent.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;20 minutes&amp;lt;br&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;45 Minutes&amp;lt;br&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Murder or Unauthorized Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To attempt or succeed in the attempts of killing someone with malicious intent. Executions are only authorized with permission from and in the presence of the acting Commander.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mutiny&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To attempt or succeed at overpowering or overthrowing a commanding officer.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Terrorist Collaboration&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To act as an enemy to the corporation or engage in acts that attempt to hurt or endanger the corporation.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Sexual assault&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To attempt to or succeed in the acts of assaulting another person sexually, including rape.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Conduct Unbecoming of an Officer&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Breaking any laws when you are an [[rank | officer]] will always result in this added to the penalty.  You are an officer and expected to act with dignity, honor, and respect at all times.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Double Brig Time&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Double Brig Time&amp;lt;br&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Repeat Offender&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To repeat a previous crime you have been convicted or and released from.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Double time (stacks with conduct unbecoming of an officer)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent Confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;False Arrest&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To order the arrest of a Marine who is then found to be innocent.  Does NOT stack with Conduct Unbecoming of an Officer&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military Officers and military law enforcement agents are expected to use their best discretion when applying sentences and apprehending those who violate the above laws. Failure to do so will result in immediate contract termination at the discretion of Central Command military officials.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Apophis775</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=5657</id>
		<title>Marine Law</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=5657"/>
		<updated>2017-11-23T06:25:54Z</updated>

		<summary type="html">&lt;p&gt;Apophis775: /* Release in the event of a catastrophe */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;United States Colonial Marines&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Uniform Code of Military Justice&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  The Commander of the USS Almayer and all its crew are not above UCMJ, Procedures, or Code of Conduct.  UCMJ also applies to all personnel who are in the vicinity of a USCM Operation or on board a ship.  The only exceptions are Diplomatically Immune Weyland-Yutani Executives (not including the on-board Liaison) and specially dispatched officials from High Command who have exception to authority for emergency matters.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Foreword=&lt;br /&gt;
The United States Colonial Marines Uniform Code of Military Justice is enforced by the Office of the Provost Marshal.  On ships and USCM colonies this duty falls to the Military Police and Chief MP.  They operate outside the authority of the command when enforcing the Law.  The Chief MP has the final say on law enforcement within his operational area, unless overseen by higher ranking members of the Provost Marshal.  Local Colonial Marshals are expected to fully co-operate with the Chief MPs and MPs when they are operating within their jurisdiction.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Arrest Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; If a suspect is injured or wounded, alert Medbay to have a doctor sent to the brig.  Unless the suspect&#039;s life is IMMEDIATELY in danger, they are to be brought to the Brig and treated there.&amp;lt;/small&amp;gt; &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Compliant Suspect (not resisting or running)===&lt;br /&gt;
# Verbally inform the suspect you are taking them into custody and the charge.&lt;br /&gt;
# Order the suspect to the ground.&lt;br /&gt;
# Handcuff the suspect.&lt;br /&gt;
# Bring the suspect to the Brig for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Non-Compliant Suspect (resisting or running)===&lt;br /&gt;
# Prepare a non-lethal method of neutralization&lt;br /&gt;
# Apply until they are no longer resisting&lt;br /&gt;
# Secure the suspect and Inform the suspect of their charge&lt;br /&gt;
# Bring the suspect to the brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Dangerous Suspect (has used a lethal weapon against law enforcement)===&lt;br /&gt;
# Ensure you have a non-lethal response prepared&lt;br /&gt;
#  Engage the suspect and attempt to subdue them.  Minimize collateral damage.&lt;br /&gt;
#* If the suspect cannot be subdued with non-lethal force,the Chief MP or acting commander (may authorize a lethal force response in extreme situations, primarily when Marine lives and/or the safety of the ship are at risk.&lt;br /&gt;
# Secure the suspect and any weapons they had and inform them of their charges.&lt;br /&gt;
# Bring the suspect to the Brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Search Procedure=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If you take an ID to get access somewhere for a search, you must ensure the ID gets back to them when you are finished (or with their belongings if they are detained&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Personnel==&lt;br /&gt;
# Inform the person you are conducting and of your intent (i.e. contraband, stolen items).&lt;br /&gt;
# If possible, conduct the search in the Brig or an isolated area so nothing is stolen.&lt;br /&gt;
# Begin the search and confiscate any illegal items.&lt;br /&gt;
## If they comply, you do not need to restrain them.&lt;br /&gt;
## If they resist, you may use non-lethal force to restrain them.&lt;br /&gt;
#If illegal items are found, follow Arrest and Brig procedures, otherwise release them.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Unsecured Area==&lt;br /&gt;
# Secure the area with Police Tape.  If none is available, have additional MPs help secure the area.&lt;br /&gt;
# Search any locations, lockers, crates, and personnel within the area, following the above rule for Personnel.&lt;br /&gt;
# Take any recovered illicit items to the brig and store them in the Evidence area for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Secured Area==&lt;br /&gt;
# Request someone responsible for the secured area to be present.&lt;br /&gt;
# Declare your intent and reason for the search.&lt;br /&gt;
# Request access from whoever is responsible for the area.  &lt;br /&gt;
## If the person responsible is the person you are investigating or the search is relative too, you may restrain them and use their ID temporarily for access.  Ensure an MP guards them.&lt;br /&gt;
## If no one is available, request either the CE or an MT to over-ride the door.  In a pinch, any combat engineer will do.  Ensure the area is re-secured after you leave.&lt;br /&gt;
# Search the area for whatever evidence or whatever you are expecting to find.&lt;br /&gt;
# Ensure that no unauthorized personnel other than the individuals executing the search enter.  Detain anyone unauthorized.&lt;br /&gt;
# Ensure nothing is stolen, and anything taken is relevant to the search.  This is not an excuse to loot.&lt;br /&gt;
# Anything taken in the search is to be brought the Brig and stored in Evidence for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Detainment and Brig Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If the prisoner is removed from his cell for ANY REASON the timer is PAUSED.  Time spent outside a cell does NOT count towards time being served for the crime, even if he is in medbay.  Also, Prisoners should NEVER be left with their ID on.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
# Inform the prisoner of the charge and set the timer&lt;br /&gt;
# Remove all equipment from the prisoner and place it into their locker.  Weapons may be secured in the MP armory if you wish.&lt;br /&gt;
# Conduct a thorough search of all their belongings.&lt;br /&gt;
## If the suspect is being held for less than 30 minutes for a non-violent offense, remove all of their equipment with the exception of their boots, jumpsuit, and radio.&lt;br /&gt;
## If the suspect is being held for more than 30 minutes, is considered an escape risk, has committed a violent offense, or presents a danger to himself or others, then remove all their equipment and dress them in an orange jumpsuit and boots.  Return their radio, unless they are abusing it.&lt;br /&gt;
# Buckle the prisoner to the bed.&lt;br /&gt;
# Flash the prisoner and remove their handcuffs.&lt;br /&gt;
# Recover your handcuffs and any equipment and leave the cell.&lt;br /&gt;
# For the duration that there are prisoners in the Brig, the Chief MP or a regular MP must be in security AT ALL TIMES (unless it&#039;s an emergency).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Prisoner Rights=&lt;br /&gt;
The following is a list of basic rights the prisoners have.  They can NOT be denied, except in an extreme situation and only then with authorization from the Chief MP.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Medical Treatment===&lt;br /&gt;
All treatment must take place in the brig if possible.  If not, an MP may escort a prisoner to medbay for treatment.  The prisoner MUST have an orange jumpsuit and shoes, and will not be given their Radio or ID until they return.  Time spent in medical will NOT count against their sentence.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Access to a Radio===&lt;br /&gt;
Unless the prisoner has abused the radio, they are authorized their headset.  If any MP believes that it is being abused (including being used to co-ordinate a prison-break), this right can be denied.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Appeal Sentence in a timely manner===&lt;br /&gt;
The prisoner may request an appeal on his sentence from the Chief MP.  If the Chief MP is not available, he may appeal to the acting commander.  This right is rescinded during emergencies.  The Chief MP has the final say on all appeals, and can override the Commander if he feels it is in the best interest of the ship&#039;s safety.&lt;br /&gt;
====Appeals====&lt;br /&gt;
An appeal is primarily intended to determine guilt or innocence.  A Chief MP or Commander (if there is no Chief MP) is expected to review  the evidence of the suspects crimes, the report of the arresting officer, and the testimony of the suspect.  If the Chief MP concludes that the suspect is not guilty of a law violation, they are to be released.  If they are found to be guilty, then the punishment stands.  Under no circumstances may anyone be given a Pardon if there is evidence to show a crime was committed.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Protection from threats===&lt;br /&gt;
Prisoners must be kept safe, unharmed, and healthy during their confinement.  MPs must work to the best of their ability to ensure this.  Self-inflicting wounds will result in being straight-jacketed for the entire duration.  If the ship is at Red Alert, all MPs should return to the Brig to ensure the safety of prisoners.&lt;br /&gt;
====Release in the event of a catastrophe====&lt;br /&gt;
In the event of a Delta Alert (activation of self destruct) any prisoners may be released if the MPs believe that they will not be a threat to the crew.  A normal Red Alert, is not sufficient reason for a release unless the ship is being over-run by a large hostile force.  &amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;note:&#039;&#039; a small force of enemies on board is not &amp;quot;over-run by a large hostile force&amp;quot;.  You should ensure the prisoners are kept safe and alive as long as they are in your custody, and release them only if this becomes impossible to perform due to a large enemy force.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Execution Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;“The man who passes the sentence should swing the sword. If you would take a man&#039;s life, you owe it to him to look into his eyes and hear his final words. And if you cannot bear to do that, then perhaps the man does not deserve to die.”&amp;lt;br/&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
Executions of prisoners are authorized for crimes with execution as the maximum punishment.  Additionally, if the maximum amount of time to be served is greater than 1 hour, or for repeated offenders, the Chief MP or Acting Commander may request an execution.  Both must agree for an execution to be authorized.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Procedure===&lt;br /&gt;
# The Commander or Chief MP must make a ship-wide announcement from the CIC communication console informing the crew of the intent to execute the prisoner, why, and the execution method.  In a code Red or Code Delta situation, this procedure can be ignored.  (Example:  &amp;quot;I, Captain Erin Kowalski, hereby authorize the execution of Donald Cluwne on the charges of murder, assault, and damage to the ship.  He will be executed by firing squad in the briefing room.&amp;quot;)   Authorized methods of execution are either Firing Squad (handled by MPs) or Lethal Injection (handled by CMO).&lt;br /&gt;
# The Acting Commander OR Chief MP (whoever made the initial request) MUST be present at the execution.&lt;br /&gt;
# The Condemned MUST be given a chance to give any final words.  They may use a radio for this (even if their radio was taken for abuse).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Battlefield Execution===&lt;br /&gt;
The Commander &amp;amp; Admiral of the Almayer holds the authority to perform a Battlefield Execution (&amp;lt;span style=&amp;quot;color:red; font-weight:bold;&amp;quot;&amp;gt;Important: Only [http://www.colonial-marines.com/viewforum.php?f=141 whitelisted] Commanders have this authority&amp;lt;/span&amp;gt;). They may kill anyone under their command or on their ship without any warning or procedure if they feel they are a threat to the mission.  The CO/Admiral must state why the individual was executed and should the MPs have concerns, they may contact USCM High Command VIA FAX to inquire if the execution was reasonable afterwards.  (This is similar to the &amp;quot;Rule 0&amp;quot; rule which applies to admins - you&#039;re able to do this, but it&#039;s much better not to, since you are subject to the consequences of your actions and may be removed from the whitelist if your reasons aren&#039;t acceptable.).&amp;lt;br/&amp;gt;&lt;br /&gt;
This power can only be used on captured prisoners when it is not possible to perform standard execution procedures.&amp;lt;br/&amp;gt;&lt;br /&gt;
(This is similar to the &amp;quot;Rule 0&amp;quot; rule which applies to admins - you&#039;re able to do this, but it&#039;s much better not to, since you are subject to the consequences of your actions and may be removed from the whitelist if your reasons aren&#039;t acceptable.)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Incompetent Command=&lt;br /&gt;
As Military Police you are expected to enforce the Law and Procedures upon all members of the crew.  If the Commander, XO, or any command staff are in violation of UCMJ at any time, the Chief MP is authorized to remove them from command permanently and replace them with whoever is next in the Chain of Command.  However, this requires confirmation from Central Command before it is enacted (you can use the fax machine in the Chief MPs office).&lt;br /&gt;
If they are not going to be removed from command permanently, they can instead be placed into the brig to server their sentence and the next in command takes temporary command.  Central Command does not need to approve these cases and only needs to be alerted.  However, visiting executives and Admirals are NOT bound by this and can only be removed with Central Command approval.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Special Provisions=&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Mutinies===&lt;br /&gt;
Military Police are strictly forbidden from participating in mutinies against the legitimate Command staff.  If you are made aware of a mutiny, you must take all necessary actions to prevent it and protect the legal Command Staff.  If, the Chief MP believes that the legal command staff is unable to perform their duties for any reason, the Chief MP may contact Central Command for permission to relieve them of command and replace them with the next officer in the Chain of Command (using the fax machine in the Chief MP office).  If a Chief MP is not available, a consensus between the MPs can result in the same situation.  Mutinies are unlawful, however, and MPs must do everything in their power to prevent and suppress a Mutiny.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Command Requested Arrests===&lt;br /&gt;
If the Commander, Acting Commander, or a Staff Officer requests a marine to be arrested for a crime, you MUST arrest said marine.  You may hold the marine for a maximum of 10 minutes while evidence is gathered.  If the marine is proven innocent in the end, the requesting officer may be held liable for a False Arrest charge.&lt;br /&gt;
===Crew Authorized Weapons===&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Code Green&#039;&#039;&#039; - Authorized Weapons may be carried by deploying marines, security (non-lethals only), the Acting Commander, XO, Staff Officers, and Requisitions Officer.  If you have a weapon, you must keep it holstered at all times while on the ship.  This applies to Deploying Marines as well.&lt;br /&gt;
*&#039;&#039;&#039;Code Blue&#039;&#039;&#039; - All crew are authorized pistols.  Unless there is an immediate threat, only Law Enforcement may have weapons unholstered.&lt;br /&gt;
*&#039;&#039;&#039;Code Red&#039;&#039;&#039; - No Weapon Restrictions (Except as explained in the Rules)&lt;br /&gt;
Exceptions: If you or someone you are responsible for are in immediate, life-threatening danger and the appropriate code-level has not been set.  (Note: Meta-gaming rules still apply and over-ride the exception)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Current Marine Laws=&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; It is the duty of the arresting marine, to determine the punishment, ranging from the Minimum to Maximum.  It is reccomended to make the severity of the punishment meet the crime and to minimize excessive punishments.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;EXCESSIVE TIME:&#039;&#039;&#039; If the total punishment is to exceed 60 minutes, the Chief MP can give special permission for permanent confinement, no matter the crime.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Charge&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Minimum Punishment&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Maximum Punishment&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Disrespect to a superior&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Using offensive names, disobeying orders, or being directly disrespectful to someone of a higher rank or position.  Each offense stacks.  Punishment time is per offense.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Hooliganism&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Behavior that is generally disruptive to the ship and crew that classifies as low level shenanigans not deserving of more severe punishment.  Things such as slipping people with soap/water, excessive window knocking, and force-feeding other marines.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Improper Uniform&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Moving around the ship outside the Cryo/Cafeteria/Preparation areas without proper military uniform for your job during non-emergency situations.  Marines should always be wearing their uniform, boots, and armor at a minimum.  Regular crew should be wearing their uniform and boots/shoes without armor unless there is a direct threat.  MPs should not have riot armor except in riot situations.  Any headgear should be your properly assigned headgear or an approved military alternative.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;15 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Disorderly Conduct&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Directly and intentionally disrupting primary operations of the ship.  Fighting in the RO line, disrupting the briefing, or inciting rioting/mutiny. &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Insubordination&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Failing to follow a lawful order from someone of a superior rank or position.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 Minutes&amp;lt;br&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drinking on Duty&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Consumption of any alcohol or inhibiting chemicals during a military operation or while on active duty.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Damage to Government Property&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Damaging the ship or making any unauthorized modifications to it during peacetime.To get authorization, confirm with the department head the change falls under, the Chief Engineer, and the current commander.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Return ship to it&#039;s exact previous state.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 Minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Resisting Arrest&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To resist a lawful arrest by a Military Police officer (most people run, be fair).&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Interfering with an arrest&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To disrupt or interfere with a lawful arrest.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Same punishment as accused&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Same punishment as accused&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Jailbreak/Escape&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To escape, attempt escape, or be broken out.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Double initial time is applied to all involved&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent Confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Trespassing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Unauthorized access of an area restricted by Command personnel or an area which a person does not have access to.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Contraband&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To retain possession of, distribute, or use contraband items, including drugs and non-standard issued equipment.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 minutes&amp;lt;br&amp;gt;confiscation of contraband items. &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes&amp;lt;br&amp;gt;confiscation of contraband items.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Theft&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To retain possession of items belonging to another marine.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 minutes&amp;lt;br&amp;gt;item returned to owner&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;45 minutes&amp;lt;br&amp;gt;item returned to owner&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drug Use&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Consuming either space drugs or medical compounds not authorized for distribution.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drug Distribution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Distribution of medical compounds (including combat stimulants) without authorization from the CMO and Acting Commander.  Includes space drugs, which are never authorized to be distributed.  &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;15 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes&amp;lt;br&amp;gt;Demotion from chemical access&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drunk on Duty&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;This only applies to the Military side of USCM: Excessive drinking resulting in becoming drunk planetside, or while serving aboard the ship as a general crew member to the point you are unable to communicate properly or perform your job.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Until Sober&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drunk and Disorderly&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;This only applies to Civilian jobs and Survivors:  Excessive drinking resulting in either being unable to communicate and perform your job correctly, or belligerent behavior&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Until Sober&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Minor Weapon Violation&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Improper operation or conduct with a weapon you are authorized with during green or blue alert.  This includes walking around with weapons un-holstered or discharging weapons during non-emergencies.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Warning for first offense (always)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes AND confiscation of weapon&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Unauthorized Weapon&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Possession of a weapon you are not authorized during a non-emergency situation, detailed as code levels in the &#039;&#039;Weapon Usage for Crew&#039;&#039; section above. As code levels decrease in threat, weapons should be stored appropriately and not kept on-person or in personal areas.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Warning and&amp;lt;br&amp;gt;confiscation of contraband items.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 Minutes and&amp;lt;br&amp;gt;confiscation of contraband items.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Assault&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To threaten or use physical force against someone without intent to kill. &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Neglect of duty&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Failure to perform their role to an acceptable standard. For example, a Commander failing to properly organize and ensure his personnel are given orders.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Demotion/removal of command&amp;lt;br&amp;gt;25 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Assault with a deadly weapon&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To enact physical force against someone with a lethal weapon, such as a sidearm, blade, or rifle.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;20 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Manslaughter&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To be the cause of another person&#039;s death without malicious intent.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;20 minutes&amp;lt;br&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;45 Minutes&amp;lt;br&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Murder or Unauthorized Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To attempt or succeed in the attempts of killing someone with malicious intent. Executions are only authorized with permission from and in the presence of the acting Commander.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mutiny&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To attempt or succeed at overpowering or overthrowing a commanding officer.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Terrorist Collaboration&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To act as an enemy to the corporation or engage in acts that attempt to hurt or endanger the corporation.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Sexual assault&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To attempt to or succeed in the acts of assaulting another person sexually, including rape.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Conduct Unbecoming of an Officer&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Breaking any laws when you are an [[rank | officer]] will always result in this added to the penalty.  You are an officer and expected to act with dignity, honor, and respect at all times.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Double Brig Time&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Double Brig Time&amp;lt;br&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Repeat Offender&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To repeat a previous crime you have been convicted or and released from.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Double time (stacks with conduct unbecoming of an officer)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent Confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;False Arrest&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To order the arrest of a Marine who is then found to be innocent.  Does NOT stack with Conduct Unbecoming of an Officer&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military Officers and military law enforcement agents are expected to use their best discretion when applying sentences and apprehending those who violate the above laws. Failure to do so will result in immediate contract termination at the discretion of Central Command military officials.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Apophis775</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=5656</id>
		<title>Marine Law</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=5656"/>
		<updated>2017-11-23T06:25:33Z</updated>

		<summary type="html">&lt;p&gt;Apophis775: /* Release in the event of a catastrophe */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;United States Colonial Marines&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Uniform Code of Military Justice&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  The Commander of the USS Almayer and all its crew are not above UCMJ, Procedures, or Code of Conduct.  UCMJ also applies to all personnel who are in the vicinity of a USCM Operation or on board a ship.  The only exceptions are Diplomatically Immune Weyland-Yutani Executives (not including the on-board Liaison) and specially dispatched officials from High Command who have exception to authority for emergency matters.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Foreword=&lt;br /&gt;
The United States Colonial Marines Uniform Code of Military Justice is enforced by the Office of the Provost Marshal.  On ships and USCM colonies this duty falls to the Military Police and Chief MP.  They operate outside the authority of the command when enforcing the Law.  The Chief MP has the final say on law enforcement within his operational area, unless overseen by higher ranking members of the Provost Marshal.  Local Colonial Marshals are expected to fully co-operate with the Chief MPs and MPs when they are operating within their jurisdiction.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Arrest Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; If a suspect is injured or wounded, alert Medbay to have a doctor sent to the brig.  Unless the suspect&#039;s life is IMMEDIATELY in danger, they are to be brought to the Brig and treated there.&amp;lt;/small&amp;gt; &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Compliant Suspect (not resisting or running)===&lt;br /&gt;
# Verbally inform the suspect you are taking them into custody and the charge.&lt;br /&gt;
# Order the suspect to the ground.&lt;br /&gt;
# Handcuff the suspect.&lt;br /&gt;
# Bring the suspect to the Brig for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Non-Compliant Suspect (resisting or running)===&lt;br /&gt;
# Prepare a non-lethal method of neutralization&lt;br /&gt;
# Apply until they are no longer resisting&lt;br /&gt;
# Secure the suspect and Inform the suspect of their charge&lt;br /&gt;
# Bring the suspect to the brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Dangerous Suspect (has used a lethal weapon against law enforcement)===&lt;br /&gt;
# Ensure you have a non-lethal response prepared&lt;br /&gt;
#  Engage the suspect and attempt to subdue them.  Minimize collateral damage.&lt;br /&gt;
#* If the suspect cannot be subdued with non-lethal force,the Chief MP or acting commander (may authorize a lethal force response in extreme situations, primarily when Marine lives and/or the safety of the ship are at risk.&lt;br /&gt;
# Secure the suspect and any weapons they had and inform them of their charges.&lt;br /&gt;
# Bring the suspect to the Brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Search Procedure=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If you take an ID to get access somewhere for a search, you must ensure the ID gets back to them when you are finished (or with their belongings if they are detained&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Personnel==&lt;br /&gt;
# Inform the person you are conducting and of your intent (i.e. contraband, stolen items).&lt;br /&gt;
# If possible, conduct the search in the Brig or an isolated area so nothing is stolen.&lt;br /&gt;
# Begin the search and confiscate any illegal items.&lt;br /&gt;
## If they comply, you do not need to restrain them.&lt;br /&gt;
## If they resist, you may use non-lethal force to restrain them.&lt;br /&gt;
#If illegal items are found, follow Arrest and Brig procedures, otherwise release them.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Unsecured Area==&lt;br /&gt;
# Secure the area with Police Tape.  If none is available, have additional MPs help secure the area.&lt;br /&gt;
# Search any locations, lockers, crates, and personnel within the area, following the above rule for Personnel.&lt;br /&gt;
# Take any recovered illicit items to the brig and store them in the Evidence area for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Secured Area==&lt;br /&gt;
# Request someone responsible for the secured area to be present.&lt;br /&gt;
# Declare your intent and reason for the search.&lt;br /&gt;
# Request access from whoever is responsible for the area.  &lt;br /&gt;
## If the person responsible is the person you are investigating or the search is relative too, you may restrain them and use their ID temporarily for access.  Ensure an MP guards them.&lt;br /&gt;
## If no one is available, request either the CE or an MT to over-ride the door.  In a pinch, any combat engineer will do.  Ensure the area is re-secured after you leave.&lt;br /&gt;
# Search the area for whatever evidence or whatever you are expecting to find.&lt;br /&gt;
# Ensure that no unauthorized personnel other than the individuals executing the search enter.  Detain anyone unauthorized.&lt;br /&gt;
# Ensure nothing is stolen, and anything taken is relevant to the search.  This is not an excuse to loot.&lt;br /&gt;
# Anything taken in the search is to be brought the Brig and stored in Evidence for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Detainment and Brig Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If the prisoner is removed from his cell for ANY REASON the timer is PAUSED.  Time spent outside a cell does NOT count towards time being served for the crime, even if he is in medbay.  Also, Prisoners should NEVER be left with their ID on.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
# Inform the prisoner of the charge and set the timer&lt;br /&gt;
# Remove all equipment from the prisoner and place it into their locker.  Weapons may be secured in the MP armory if you wish.&lt;br /&gt;
# Conduct a thorough search of all their belongings.&lt;br /&gt;
## If the suspect is being held for less than 30 minutes for a non-violent offense, remove all of their equipment with the exception of their boots, jumpsuit, and radio.&lt;br /&gt;
## If the suspect is being held for more than 30 minutes, is considered an escape risk, has committed a violent offense, or presents a danger to himself or others, then remove all their equipment and dress them in an orange jumpsuit and boots.  Return their radio, unless they are abusing it.&lt;br /&gt;
# Buckle the prisoner to the bed.&lt;br /&gt;
# Flash the prisoner and remove their handcuffs.&lt;br /&gt;
# Recover your handcuffs and any equipment and leave the cell.&lt;br /&gt;
# For the duration that there are prisoners in the Brig, the Chief MP or a regular MP must be in security AT ALL TIMES (unless it&#039;s an emergency).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Prisoner Rights=&lt;br /&gt;
The following is a list of basic rights the prisoners have.  They can NOT be denied, except in an extreme situation and only then with authorization from the Chief MP.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Medical Treatment===&lt;br /&gt;
All treatment must take place in the brig if possible.  If not, an MP may escort a prisoner to medbay for treatment.  The prisoner MUST have an orange jumpsuit and shoes, and will not be given their Radio or ID until they return.  Time spent in medical will NOT count against their sentence.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Access to a Radio===&lt;br /&gt;
Unless the prisoner has abused the radio, they are authorized their headset.  If any MP believes that it is being abused (including being used to co-ordinate a prison-break), this right can be denied.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Appeal Sentence in a timely manner===&lt;br /&gt;
The prisoner may request an appeal on his sentence from the Chief MP.  If the Chief MP is not available, he may appeal to the acting commander.  This right is rescinded during emergencies.  The Chief MP has the final say on all appeals, and can override the Commander if he feels it is in the best interest of the ship&#039;s safety.&lt;br /&gt;
====Appeals====&lt;br /&gt;
An appeal is primarily intended to determine guilt or innocence.  A Chief MP or Commander (if there is no Chief MP) is expected to review  the evidence of the suspects crimes, the report of the arresting officer, and the testimony of the suspect.  If the Chief MP concludes that the suspect is not guilty of a law violation, they are to be released.  If they are found to be guilty, then the punishment stands.  Under no circumstances may anyone be given a Pardon if there is evidence to show a crime was committed.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Protection from threats===&lt;br /&gt;
Prisoners must be kept safe, unharmed, and healthy during their confinement.  MPs must work to the best of their ability to ensure this.  Self-inflicting wounds will result in being straight-jacketed for the entire duration.  If the ship is at Red Alert, all MPs should return to the Brig to ensure the safety of prisoners.&lt;br /&gt;
====Release in the event of a catastrophe====&lt;br /&gt;
In the event of a Delta Alert (activation of self destruct) any prisoners may be released if the MPs believe that they will not be a threat to the crew.  A normal Red Alert, is not sufficient reason for a release unless the ship is being over-run by a large hostile force.  &lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;note:&#039;&#039; a small force of enemies on board is not &amp;quot;over-run by a large hostile force&amp;quot;.  You should ensure the prisoners are kept safe and alive as long as they are in your custody, and release them only if this becomes impossible to perform due to a large enemy force.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Execution Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;“The man who passes the sentence should swing the sword. If you would take a man&#039;s life, you owe it to him to look into his eyes and hear his final words. And if you cannot bear to do that, then perhaps the man does not deserve to die.”&amp;lt;br/&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
Executions of prisoners are authorized for crimes with execution as the maximum punishment.  Additionally, if the maximum amount of time to be served is greater than 1 hour, or for repeated offenders, the Chief MP or Acting Commander may request an execution.  Both must agree for an execution to be authorized.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Procedure===&lt;br /&gt;
# The Commander or Chief MP must make a ship-wide announcement from the CIC communication console informing the crew of the intent to execute the prisoner, why, and the execution method.  In a code Red or Code Delta situation, this procedure can be ignored.  (Example:  &amp;quot;I, Captain Erin Kowalski, hereby authorize the execution of Donald Cluwne on the charges of murder, assault, and damage to the ship.  He will be executed by firing squad in the briefing room.&amp;quot;)   Authorized methods of execution are either Firing Squad (handled by MPs) or Lethal Injection (handled by CMO).&lt;br /&gt;
# The Acting Commander OR Chief MP (whoever made the initial request) MUST be present at the execution.&lt;br /&gt;
# The Condemned MUST be given a chance to give any final words.  They may use a radio for this (even if their radio was taken for abuse).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Battlefield Execution===&lt;br /&gt;
The Commander &amp;amp; Admiral of the Almayer holds the authority to perform a Battlefield Execution (&amp;lt;span style=&amp;quot;color:red; font-weight:bold;&amp;quot;&amp;gt;Important: Only [http://www.colonial-marines.com/viewforum.php?f=141 whitelisted] Commanders have this authority&amp;lt;/span&amp;gt;). They may kill anyone under their command or on their ship without any warning or procedure if they feel they are a threat to the mission.  The CO/Admiral must state why the individual was executed and should the MPs have concerns, they may contact USCM High Command VIA FAX to inquire if the execution was reasonable afterwards.  (This is similar to the &amp;quot;Rule 0&amp;quot; rule which applies to admins - you&#039;re able to do this, but it&#039;s much better not to, since you are subject to the consequences of your actions and may be removed from the whitelist if your reasons aren&#039;t acceptable.).&amp;lt;br/&amp;gt;&lt;br /&gt;
This power can only be used on captured prisoners when it is not possible to perform standard execution procedures.&amp;lt;br/&amp;gt;&lt;br /&gt;
(This is similar to the &amp;quot;Rule 0&amp;quot; rule which applies to admins - you&#039;re able to do this, but it&#039;s much better not to, since you are subject to the consequences of your actions and may be removed from the whitelist if your reasons aren&#039;t acceptable.)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Incompetent Command=&lt;br /&gt;
As Military Police you are expected to enforce the Law and Procedures upon all members of the crew.  If the Commander, XO, or any command staff are in violation of UCMJ at any time, the Chief MP is authorized to remove them from command permanently and replace them with whoever is next in the Chain of Command.  However, this requires confirmation from Central Command before it is enacted (you can use the fax machine in the Chief MPs office).&lt;br /&gt;
If they are not going to be removed from command permanently, they can instead be placed into the brig to server their sentence and the next in command takes temporary command.  Central Command does not need to approve these cases and only needs to be alerted.  However, visiting executives and Admirals are NOT bound by this and can only be removed with Central Command approval.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Special Provisions=&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Mutinies===&lt;br /&gt;
Military Police are strictly forbidden from participating in mutinies against the legitimate Command staff.  If you are made aware of a mutiny, you must take all necessary actions to prevent it and protect the legal Command Staff.  If, the Chief MP believes that the legal command staff is unable to perform their duties for any reason, the Chief MP may contact Central Command for permission to relieve them of command and replace them with the next officer in the Chain of Command (using the fax machine in the Chief MP office).  If a Chief MP is not available, a consensus between the MPs can result in the same situation.  Mutinies are unlawful, however, and MPs must do everything in their power to prevent and suppress a Mutiny.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Command Requested Arrests===&lt;br /&gt;
If the Commander, Acting Commander, or a Staff Officer requests a marine to be arrested for a crime, you MUST arrest said marine.  You may hold the marine for a maximum of 10 minutes while evidence is gathered.  If the marine is proven innocent in the end, the requesting officer may be held liable for a False Arrest charge.&lt;br /&gt;
===Crew Authorized Weapons===&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Code Green&#039;&#039;&#039; - Authorized Weapons may be carried by deploying marines, security (non-lethals only), the Acting Commander, XO, Staff Officers, and Requisitions Officer.  If you have a weapon, you must keep it holstered at all times while on the ship.  This applies to Deploying Marines as well.&lt;br /&gt;
*&#039;&#039;&#039;Code Blue&#039;&#039;&#039; - All crew are authorized pistols.  Unless there is an immediate threat, only Law Enforcement may have weapons unholstered.&lt;br /&gt;
*&#039;&#039;&#039;Code Red&#039;&#039;&#039; - No Weapon Restrictions (Except as explained in the Rules)&lt;br /&gt;
Exceptions: If you or someone you are responsible for are in immediate, life-threatening danger and the appropriate code-level has not been set.  (Note: Meta-gaming rules still apply and over-ride the exception)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Current Marine Laws=&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; It is the duty of the arresting marine, to determine the punishment, ranging from the Minimum to Maximum.  It is reccomended to make the severity of the punishment meet the crime and to minimize excessive punishments.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;EXCESSIVE TIME:&#039;&#039;&#039; If the total punishment is to exceed 60 minutes, the Chief MP can give special permission for permanent confinement, no matter the crime.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Charge&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Minimum Punishment&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Maximum Punishment&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Disrespect to a superior&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Using offensive names, disobeying orders, or being directly disrespectful to someone of a higher rank or position.  Each offense stacks.  Punishment time is per offense.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Hooliganism&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Behavior that is generally disruptive to the ship and crew that classifies as low level shenanigans not deserving of more severe punishment.  Things such as slipping people with soap/water, excessive window knocking, and force-feeding other marines.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Improper Uniform&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Moving around the ship outside the Cryo/Cafeteria/Preparation areas without proper military uniform for your job during non-emergency situations.  Marines should always be wearing their uniform, boots, and armor at a minimum.  Regular crew should be wearing their uniform and boots/shoes without armor unless there is a direct threat.  MPs should not have riot armor except in riot situations.  Any headgear should be your properly assigned headgear or an approved military alternative.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;15 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Disorderly Conduct&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Directly and intentionally disrupting primary operations of the ship.  Fighting in the RO line, disrupting the briefing, or inciting rioting/mutiny. &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Insubordination&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Failing to follow a lawful order from someone of a superior rank or position.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 Minutes&amp;lt;br&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drinking on Duty&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Consumption of any alcohol or inhibiting chemicals during a military operation or while on active duty.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Damage to Government Property&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Damaging the ship or making any unauthorized modifications to it during peacetime.To get authorization, confirm with the department head the change falls under, the Chief Engineer, and the current commander.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Return ship to it&#039;s exact previous state.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 Minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Resisting Arrest&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To resist a lawful arrest by a Military Police officer (most people run, be fair).&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Interfering with an arrest&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To disrupt or interfere with a lawful arrest.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Same punishment as accused&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Same punishment as accused&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Jailbreak/Escape&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To escape, attempt escape, or be broken out.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Double initial time is applied to all involved&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent Confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Trespassing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Unauthorized access of an area restricted by Command personnel or an area which a person does not have access to.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Contraband&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To retain possession of, distribute, or use contraband items, including drugs and non-standard issued equipment.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 minutes&amp;lt;br&amp;gt;confiscation of contraband items. &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes&amp;lt;br&amp;gt;confiscation of contraband items.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Theft&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To retain possession of items belonging to another marine.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 minutes&amp;lt;br&amp;gt;item returned to owner&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;45 minutes&amp;lt;br&amp;gt;item returned to owner&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drug Use&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Consuming either space drugs or medical compounds not authorized for distribution.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drug Distribution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Distribution of medical compounds (including combat stimulants) without authorization from the CMO and Acting Commander.  Includes space drugs, which are never authorized to be distributed.  &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;15 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes&amp;lt;br&amp;gt;Demotion from chemical access&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drunk on Duty&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;This only applies to the Military side of USCM: Excessive drinking resulting in becoming drunk planetside, or while serving aboard the ship as a general crew member to the point you are unable to communicate properly or perform your job.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Until Sober&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drunk and Disorderly&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;This only applies to Civilian jobs and Survivors:  Excessive drinking resulting in either being unable to communicate and perform your job correctly, or belligerent behavior&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Until Sober&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Minor Weapon Violation&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Improper operation or conduct with a weapon you are authorized with during green or blue alert.  This includes walking around with weapons un-holstered or discharging weapons during non-emergencies.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Warning for first offense (always)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes AND confiscation of weapon&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Unauthorized Weapon&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Possession of a weapon you are not authorized during a non-emergency situation, detailed as code levels in the &#039;&#039;Weapon Usage for Crew&#039;&#039; section above. As code levels decrease in threat, weapons should be stored appropriately and not kept on-person or in personal areas.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Warning and&amp;lt;br&amp;gt;confiscation of contraband items.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 Minutes and&amp;lt;br&amp;gt;confiscation of contraband items.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Assault&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To threaten or use physical force against someone without intent to kill. &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Neglect of duty&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Failure to perform their role to an acceptable standard. For example, a Commander failing to properly organize and ensure his personnel are given orders.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Demotion/removal of command&amp;lt;br&amp;gt;25 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Assault with a deadly weapon&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To enact physical force against someone with a lethal weapon, such as a sidearm, blade, or rifle.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;20 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Manslaughter&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To be the cause of another person&#039;s death without malicious intent.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;20 minutes&amp;lt;br&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;45 Minutes&amp;lt;br&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Murder or Unauthorized Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To attempt or succeed in the attempts of killing someone with malicious intent. Executions are only authorized with permission from and in the presence of the acting Commander.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mutiny&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To attempt or succeed at overpowering or overthrowing a commanding officer.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Terrorist Collaboration&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To act as an enemy to the corporation or engage in acts that attempt to hurt or endanger the corporation.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Sexual assault&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To attempt to or succeed in the acts of assaulting another person sexually, including rape.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Conduct Unbecoming of an Officer&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Breaking any laws when you are an [[rank | officer]] will always result in this added to the penalty.  You are an officer and expected to act with dignity, honor, and respect at all times.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Double Brig Time&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Double Brig Time&amp;lt;br&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Repeat Offender&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To repeat a previous crime you have been convicted or and released from.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Double time (stacks with conduct unbecoming of an officer)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent Confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;False Arrest&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To order the arrest of a Marine who is then found to be innocent.  Does NOT stack with Conduct Unbecoming of an Officer&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military Officers and military law enforcement agents are expected to use their best discretion when applying sentences and apprehending those who violate the above laws. Failure to do so will result in immediate contract termination at the discretion of Central Command military officials.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Apophis775</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=5655</id>
		<title>Marine Law</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=5655"/>
		<updated>2017-11-23T06:24:14Z</updated>

		<summary type="html">&lt;p&gt;Apophis775: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;United States Colonial Marines&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Uniform Code of Military Justice&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  The Commander of the USS Almayer and all its crew are not above UCMJ, Procedures, or Code of Conduct.  UCMJ also applies to all personnel who are in the vicinity of a USCM Operation or on board a ship.  The only exceptions are Diplomatically Immune Weyland-Yutani Executives (not including the on-board Liaison) and specially dispatched officials from High Command who have exception to authority for emergency matters.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Foreword=&lt;br /&gt;
The United States Colonial Marines Uniform Code of Military Justice is enforced by the Office of the Provost Marshal.  On ships and USCM colonies this duty falls to the Military Police and Chief MP.  They operate outside the authority of the command when enforcing the Law.  The Chief MP has the final say on law enforcement within his operational area, unless overseen by higher ranking members of the Provost Marshal.  Local Colonial Marshals are expected to fully co-operate with the Chief MPs and MPs when they are operating within their jurisdiction.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Arrest Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; If a suspect is injured or wounded, alert Medbay to have a doctor sent to the brig.  Unless the suspect&#039;s life is IMMEDIATELY in danger, they are to be brought to the Brig and treated there.&amp;lt;/small&amp;gt; &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Compliant Suspect (not resisting or running)===&lt;br /&gt;
# Verbally inform the suspect you are taking them into custody and the charge.&lt;br /&gt;
# Order the suspect to the ground.&lt;br /&gt;
# Handcuff the suspect.&lt;br /&gt;
# Bring the suspect to the Brig for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Non-Compliant Suspect (resisting or running)===&lt;br /&gt;
# Prepare a non-lethal method of neutralization&lt;br /&gt;
# Apply until they are no longer resisting&lt;br /&gt;
# Secure the suspect and Inform the suspect of their charge&lt;br /&gt;
# Bring the suspect to the brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Dangerous Suspect (has used a lethal weapon against law enforcement)===&lt;br /&gt;
# Ensure you have a non-lethal response prepared&lt;br /&gt;
#  Engage the suspect and attempt to subdue them.  Minimize collateral damage.&lt;br /&gt;
#* If the suspect cannot be subdued with non-lethal force,the Chief MP or acting commander (may authorize a lethal force response in extreme situations, primarily when Marine lives and/or the safety of the ship are at risk.&lt;br /&gt;
# Secure the suspect and any weapons they had and inform them of their charges.&lt;br /&gt;
# Bring the suspect to the Brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Search Procedure=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If you take an ID to get access somewhere for a search, you must ensure the ID gets back to them when you are finished (or with their belongings if they are detained&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Personnel==&lt;br /&gt;
# Inform the person you are conducting and of your intent (i.e. contraband, stolen items).&lt;br /&gt;
# If possible, conduct the search in the Brig or an isolated area so nothing is stolen.&lt;br /&gt;
# Begin the search and confiscate any illegal items.&lt;br /&gt;
## If they comply, you do not need to restrain them.&lt;br /&gt;
## If they resist, you may use non-lethal force to restrain them.&lt;br /&gt;
#If illegal items are found, follow Arrest and Brig procedures, otherwise release them.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Unsecured Area==&lt;br /&gt;
# Secure the area with Police Tape.  If none is available, have additional MPs help secure the area.&lt;br /&gt;
# Search any locations, lockers, crates, and personnel within the area, following the above rule for Personnel.&lt;br /&gt;
# Take any recovered illicit items to the brig and store them in the Evidence area for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Secured Area==&lt;br /&gt;
# Request someone responsible for the secured area to be present.&lt;br /&gt;
# Declare your intent and reason for the search.&lt;br /&gt;
# Request access from whoever is responsible for the area.  &lt;br /&gt;
## If the person responsible is the person you are investigating or the search is relative too, you may restrain them and use their ID temporarily for access.  Ensure an MP guards them.&lt;br /&gt;
## If no one is available, request either the CE or an MT to over-ride the door.  In a pinch, any combat engineer will do.  Ensure the area is re-secured after you leave.&lt;br /&gt;
# Search the area for whatever evidence or whatever you are expecting to find.&lt;br /&gt;
# Ensure that no unauthorized personnel other than the individuals executing the search enter.  Detain anyone unauthorized.&lt;br /&gt;
# Ensure nothing is stolen, and anything taken is relevant to the search.  This is not an excuse to loot.&lt;br /&gt;
# Anything taken in the search is to be brought the Brig and stored in Evidence for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Detainment and Brig Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If the prisoner is removed from his cell for ANY REASON the timer is PAUSED.  Time spent outside a cell does NOT count towards time being served for the crime, even if he is in medbay.  Also, Prisoners should NEVER be left with their ID on.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
# Inform the prisoner of the charge and set the timer&lt;br /&gt;
# Remove all equipment from the prisoner and place it into their locker.  Weapons may be secured in the MP armory if you wish.&lt;br /&gt;
# Conduct a thorough search of all their belongings.&lt;br /&gt;
## If the suspect is being held for less than 30 minutes for a non-violent offense, remove all of their equipment with the exception of their boots, jumpsuit, and radio.&lt;br /&gt;
## If the suspect is being held for more than 30 minutes, is considered an escape risk, has committed a violent offense, or presents a danger to himself or others, then remove all their equipment and dress them in an orange jumpsuit and boots.  Return their radio, unless they are abusing it.&lt;br /&gt;
# Buckle the prisoner to the bed.&lt;br /&gt;
# Flash the prisoner and remove their handcuffs.&lt;br /&gt;
# Recover your handcuffs and any equipment and leave the cell.&lt;br /&gt;
# For the duration that there are prisoners in the Brig, the Chief MP or a regular MP must be in security AT ALL TIMES (unless it&#039;s an emergency).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Prisoner Rights=&lt;br /&gt;
The following is a list of basic rights the prisoners have.  They can NOT be denied, except in an extreme situation and only then with authorization from the Chief MP.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Medical Treatment===&lt;br /&gt;
All treatment must take place in the brig if possible.  If not, an MP may escort a prisoner to medbay for treatment.  The prisoner MUST have an orange jumpsuit and shoes, and will not be given their Radio or ID until they return.  Time spent in medical will NOT count against their sentence.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Access to a Radio===&lt;br /&gt;
Unless the prisoner has abused the radio, they are authorized their headset.  If any MP believes that it is being abused (including being used to co-ordinate a prison-break), this right can be denied.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Appeal Sentence in a timely manner===&lt;br /&gt;
The prisoner may request an appeal on his sentence from the Chief MP.  If the Chief MP is not available, he may appeal to the acting commander.  This right is rescinded during emergencies.  The Chief MP has the final say on all appeals, and can override the Commander if he feels it is in the best interest of the ship&#039;s safety.&lt;br /&gt;
====Appeals====&lt;br /&gt;
An appeal is primarily intended to determine guilt or innocence.  A Chief MP or Commander (if there is no Chief MP) is expected to review  the evidence of the suspects crimes, the report of the arresting officer, and the testimony of the suspect.  If the Chief MP concludes that the suspect is not guilty of a law violation, they are to be released.  If they are found to be guilty, then the punishment stands.  Under no circumstances may anyone be given a Pardon if there is evidence to show a crime was committed.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Protection from threats===&lt;br /&gt;
Prisoners must be kept safe, unharmed, and healthy during their confinement.  MPs must work to the best of their ability to ensure this.  Self-inflicting wounds will result in being straight-jacketed for the entire duration.  If the ship is at Red Alert, all MPs should return to the Brig to ensure the safety of prisoners.&lt;br /&gt;
====Release in the event of a catastrophe====&lt;br /&gt;
In the event of a Delta Alert (activation of self destruct) any prisoners may be released if the MPs believe that they will not be a threat to the crew.  A normal Red Alert, is not sufficient reason for a release unless the ship is being over-run by a large hostile force.  &lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;note:&#039;&#039; a small force of enemies on board is not &amp;quot;over-run by a large hostile force&amp;quot;.  You should ensure the prisoners are kept safe and alive as long as they are in your custody, and release them only if this becomes impossible to perform due to a large enemy force.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Execution Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;“The man who passes the sentence should swing the sword. If you would take a man&#039;s life, you owe it to him to look into his eyes and hear his final words. And if you cannot bear to do that, then perhaps the man does not deserve to die.”&amp;lt;br/&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
Executions of prisoners are authorized for crimes with execution as the maximum punishment.  Additionally, if the maximum amount of time to be served is greater than 1 hour, or for repeated offenders, the Chief MP or Acting Commander may request an execution.  Both must agree for an execution to be authorized.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Procedure===&lt;br /&gt;
# The Commander or Chief MP must make a ship-wide announcement from the CIC communication console informing the crew of the intent to execute the prisoner, why, and the execution method.  In a code Red or Code Delta situation, this procedure can be ignored.  (Example:  &amp;quot;I, Captain Erin Kowalski, hereby authorize the execution of Donald Cluwne on the charges of murder, assault, and damage to the ship.  He will be executed by firing squad in the briefing room.&amp;quot;)   Authorized methods of execution are either Firing Squad (handled by MPs) or Lethal Injection (handled by CMO).&lt;br /&gt;
# The Acting Commander OR Chief MP (whoever made the initial request) MUST be present at the execution.&lt;br /&gt;
# The Condemned MUST be given a chance to give any final words.  They may use a radio for this (even if their radio was taken for abuse).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Battlefield Execution===&lt;br /&gt;
The Commander &amp;amp; Admiral of the Almayer holds the authority to perform a Battlefield Execution (&amp;lt;span style=&amp;quot;color:red; font-weight:bold;&amp;quot;&amp;gt;Important: Only [http://www.colonial-marines.com/viewforum.php?f=141 whitelisted] Commanders have this authority&amp;lt;/span&amp;gt;). They may kill anyone under their command or on their ship without any warning or procedure if they feel they are a threat to the mission.  The CO/Admiral must state why the individual was executed and should the MPs have concerns, they may contact USCM High Command VIA FAX to inquire if the execution was reasonable afterwards.  (This is similar to the &amp;quot;Rule 0&amp;quot; rule which applies to admins - you&#039;re able to do this, but it&#039;s much better not to, since you are subject to the consequences of your actions and may be removed from the whitelist if your reasons aren&#039;t acceptable.).&amp;lt;br/&amp;gt;&lt;br /&gt;
This power can only be used on captured prisoners when it is not possible to perform standard execution procedures.&amp;lt;br/&amp;gt;&lt;br /&gt;
(This is similar to the &amp;quot;Rule 0&amp;quot; rule which applies to admins - you&#039;re able to do this, but it&#039;s much better not to, since you are subject to the consequences of your actions and may be removed from the whitelist if your reasons aren&#039;t acceptable.)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Incompetent Command=&lt;br /&gt;
As Military Police you are expected to enforce the Law and Procedures upon all members of the crew.  If the Commander, XO, or any command staff are in violation of UCMJ at any time, the Chief MP is authorized to remove them from command permanently and replace them with whoever is next in the Chain of Command.  However, this requires confirmation from Central Command before it is enacted (you can use the fax machine in the Chief MPs office).&lt;br /&gt;
If they are not going to be removed from command permanently, they can instead be placed into the brig to server their sentence and the next in command takes temporary command.  Central Command does not need to approve these cases and only needs to be alerted.  However, visiting executives and Admirals are NOT bound by this and can only be removed with Central Command approval.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Special Provisions=&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Mutinies===&lt;br /&gt;
Military Police are strictly forbidden from participating in mutinies against the legitimate Command staff.  If you are made aware of a mutiny, you must take all necessary actions to prevent it and protect the legal Command Staff.  If, the Chief MP believes that the legal command staff is unable to perform their duties for any reason, the Chief MP may contact Central Command for permission to relieve them of command and replace them with the next officer in the Chain of Command (using the fax machine in the Chief MP office).  If a Chief MP is not available, a consensus between the MPs can result in the same situation.  Mutinies are unlawful, however, and MPs must do everything in their power to prevent and suppress a Mutiny.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Command Requested Arrests===&lt;br /&gt;
If the Commander, Acting Commander, or a Staff Officer requests a marine to be arrested for a crime, you MUST arrest said marine.  You may hold the marine for a maximum of 10 minutes while evidence is gathered.  If the marine is proven innocent in the end, the requesting officer may be held liable for a False Arrest charge.&lt;br /&gt;
===Crew Authorized Weapons===&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Code Green&#039;&#039;&#039; - Authorized Weapons may be carried by deploying marines, security (non-lethals only), the Acting Commander, XO, Staff Officers, and Requisitions Officer.  If you have a weapon, you must keep it holstered at all times while on the ship.  This applies to Deploying Marines as well.&lt;br /&gt;
*&#039;&#039;&#039;Code Blue&#039;&#039;&#039; - All crew are authorized pistols.  Unless there is an immediate threat, only Law Enforcement may have weapons unholstered.&lt;br /&gt;
*&#039;&#039;&#039;Code Red&#039;&#039;&#039; - No Weapon Restrictions (Except as explained in the Rules)&lt;br /&gt;
Exceptions: If you or someone you are responsible for are in immediate, life-threatening danger and the appropriate code-level has not been set.  (Note: Meta-gaming rules still apply and over-ride the exception)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Current Marine Laws=&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; It is the duty of the arresting marine, to determine the punishment, ranging from the Minimum to Maximum.  It is reccomended to make the severity of the punishment meet the crime and to minimize excessive punishments.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;EXCESSIVE TIME:&#039;&#039;&#039; If the total punishment is to exceed 60 minutes, the Chief MP can give special permission for permanent confinement, no matter the crime.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Charge&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Minimum Punishment&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Maximum Punishment&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Disrespect to a superior&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Using offensive names, disobeying orders, or being directly disrespectful to someone of a higher rank or position.  Each offense stacks.  Punishment time is per offense.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Hooliganism&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Behavior that is generally disruptive to the ship and crew that classifies as low level shenanigans not deserving of more severe punishment.  Things such as slipping people with soap/water, excessive window knocking, and force-feeding other marines.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Improper Uniform&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Moving around the ship outside the Cryo/Cafeteria/Preparation areas without proper military uniform for your job during non-emergency situations.  Marines should always be wearing their uniform, boots, and armor at a minimum.  Regular crew should be wearing their uniform and boots/shoes without armor unless there is a direct threat.  MPs should not have riot armor except in riot situations.  Any headgear should be your properly assigned headgear or an approved military alternative.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;15 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Disorderly Conduct&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Directly and intentionally disrupting primary operations of the ship.  Fighting in the RO line, disrupting the briefing, or inciting rioting/mutiny. &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Insubordination&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Failing to follow a lawful order from someone of a superior rank or position.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 Minutes&amp;lt;br&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drinking on Duty&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Consumption of any alcohol or inhibiting chemicals during a military operation or while on active duty.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Damage to Government Property&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Damaging the ship or making any unauthorized modifications to it during peacetime.To get authorization, confirm with the department head the change falls under, the Chief Engineer, and the current commander.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Return ship to it&#039;s exact previous state.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 Minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Resisting Arrest&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To resist a lawful arrest by a Military Police officer (most people run, be fair).&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Interfering with an arrest&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To disrupt or interfere with a lawful arrest.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Same punishment as accused&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Same punishment as accused&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Jailbreak/Escape&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To escape, attempt escape, or be broken out.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Double initial time is applied to all involved&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent Confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Trespassing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Unauthorized access of an area restricted by Command personnel or an area which a person does not have access to.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Contraband&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To retain possession of, distribute, or use contraband items, including drugs and non-standard issued equipment.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 minutes&amp;lt;br&amp;gt;confiscation of contraband items. &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes&amp;lt;br&amp;gt;confiscation of contraband items.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Theft&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To retain possession of items belonging to another marine.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 minutes&amp;lt;br&amp;gt;item returned to owner&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;45 minutes&amp;lt;br&amp;gt;item returned to owner&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drug Use&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Consuming either space drugs or medical compounds not authorized for distribution.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drug Distribution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Distribution of medical compounds (including combat stimulants) without authorization from the CMO and Acting Commander.  Includes space drugs, which are never authorized to be distributed.  &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;15 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes&amp;lt;br&amp;gt;Demotion from chemical access&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drunk on Duty&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;This only applies to the Military side of USCM: Excessive drinking resulting in becoming drunk planetside, or while serving aboard the ship as a general crew member to the point you are unable to communicate properly or perform your job.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Until Sober&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drunk and Disorderly&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;This only applies to Civilian jobs and Survivors:  Excessive drinking resulting in either being unable to communicate and perform your job correctly, or belligerent behavior&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Until Sober&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Minor Weapon Violation&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Improper operation or conduct with a weapon you are authorized with during green or blue alert.  This includes walking around with weapons un-holstered or discharging weapons during non-emergencies.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Warning for first offense (always)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes AND confiscation of weapon&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Unauthorized Weapon&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Possession of a weapon you are not authorized during a non-emergency situation, detailed as code levels in the &#039;&#039;Weapon Usage for Crew&#039;&#039; section above. As code levels decrease in threat, weapons should be stored appropriately and not kept on-person or in personal areas.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Warning and&amp;lt;br&amp;gt;confiscation of contraband items.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 Minutes and&amp;lt;br&amp;gt;confiscation of contraband items.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Assault&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To threaten or use physical force against someone without intent to kill. &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Neglect of duty&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Failure to perform their role to an acceptable standard. For example, a Commander failing to properly organize and ensure his personnel are given orders.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Demotion/removal of command&amp;lt;br&amp;gt;25 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Assault with a deadly weapon&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To enact physical force against someone with a lethal weapon, such as a sidearm, blade, or rifle.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;20 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Manslaughter&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To be the cause of another person&#039;s death without malicious intent.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;20 minutes&amp;lt;br&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;45 Minutes&amp;lt;br&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Murder or Unauthorized Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To attempt or succeed in the attempts of killing someone with malicious intent. Executions are only authorized with permission from and in the presence of the acting Commander.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mutiny&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To attempt or succeed at overpowering or overthrowing a commanding officer.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Terrorist Collaboration&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To act as an enemy to the corporation or engage in acts that attempt to hurt or endanger the corporation.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Sexual assault&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To attempt to or succeed in the acts of assaulting another person sexually, including rape.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Conduct Unbecoming of an Officer&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Breaking any laws when you are an [[rank | officer]] will always result in this added to the penalty.  You are an officer and expected to act with dignity, honor, and respect at all times.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Double Brig Time&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Double Brig Time&amp;lt;br&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Repeat Offender&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To repeat a previous crime you have been convicted or and released from.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Double time (stacks with conduct unbecoming of an officer)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent Confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;False Arrest&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To order the arrest of a Marine who is then found to be innocent.  Does NOT stack with Conduct Unbecoming of an Officer&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military Officers and military law enforcement agents are expected to use their best discretion when applying sentences and apprehending those who violate the above laws. Failure to do so will result in immediate contract termination at the discretion of Central Command military officials.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Apophis775</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=5654</id>
		<title>Marine Law</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=5654"/>
		<updated>2017-11-23T06:12:43Z</updated>

		<summary type="html">&lt;p&gt;Apophis775: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;United States Colonial Marines&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Uniform Code of Military Justice&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  The Commander of the USS Almayer and all its crew are not above UCMJ, Procedures, or Code of Conduct.  UCMJ also applies to all personnel who are in the vicinity of a USCM Operation or on board a ship.  The only exceptions are Diplomatically Immune Weyland-Yutani Executives (not including the on-board Liaison) and specially dispatched officials from High Command who have exception to authority for emergency matters.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Foreword=&lt;br /&gt;
The United States Colonial Marines Uniform Code of Military Justice is enforced by the Office of the Provost Marshal.  On ships and USCM colonies this duty falls to the Military Police and Chief MP.  They operate outside the authority of the command when enforcing the Law.  The Chief MP has the final say on law enforcement within his operational area, unless overseen by higher ranking members of the Provost Marshal.  Local Colonial Marshals are expected to fully co-operate with the Chief MPs and MPs when they are operating within their jurisdiction.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Arrest Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; If a suspect is injured or wounded, alert Medbay to have a doctor sent to the brig.  Unless the suspect&#039;s life is IMMEDIATELY in danger, they are to be brought to the Brig and treated there.&amp;lt;/small&amp;gt; &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Compliant Suspect (not resisting or running)===&lt;br /&gt;
# Verbally inform the suspect you are taking them into custody and the charge.&lt;br /&gt;
# Order the suspect to the ground.&lt;br /&gt;
# Handcuff the suspect.&lt;br /&gt;
# Bring the suspect to the Brig for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Non-Compliant Suspect (resisting or running)===&lt;br /&gt;
# Prepare a non-lethal method of neutralization&lt;br /&gt;
# Apply until they are no longer resisting&lt;br /&gt;
# Secure the suspect and Inform the suspect of their charge&lt;br /&gt;
# Bring the suspect to the brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Dangerous Suspect (has used a lethal weapon against law enforcement)===&lt;br /&gt;
# Ensure you have a non-lethal response prepared&lt;br /&gt;
#  Engage the suspect and attempt to subdue them.  Minimize collateral damage.&lt;br /&gt;
#* If the suspect cannot be subdued with non-lethal force,the Chief MP or acting commander (may authorize a lethal force response in extreme situations, primarily when Marine lives and/or the safety of the ship are at risk.&lt;br /&gt;
# Secure the suspect and any weapons they had and inform them of their charges.&lt;br /&gt;
# Bring the suspect to the Brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Search Procedure=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If you take an ID to get access somewhere for a search, you must ensure the ID gets back to them when you are finished (or with their belongings if they are detained&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Personnel==&lt;br /&gt;
# Inform the person you are conducting and of your intent (i.e. contraband, stolen items).&lt;br /&gt;
# If possible, conduct the search in the Brig or an isolated area so nothing is stolen.&lt;br /&gt;
# Begin the search and confiscate any illegal items.&lt;br /&gt;
## If they comply, you do not need to restrain them.&lt;br /&gt;
## If they resist, you may use non-lethal force to restrain them.&lt;br /&gt;
#If illegal items are found, follow Arrest and Brig procedures, otherwise release them.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Unsecured Area==&lt;br /&gt;
# Secure the area with Police Tape.  If none is available, have additional MPs help secure the area.&lt;br /&gt;
# Search any locations, lockers, crates, and personnel within the area, following the above rule for Personnel.&lt;br /&gt;
# Take any recovered illicit items to the brig and store them in the Evidence area for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Secured Area==&lt;br /&gt;
# Request someone responsible for the secured area to be present.&lt;br /&gt;
# Declare your intent and reason for the search.&lt;br /&gt;
# Request access from whoever is responsible for the area.  &lt;br /&gt;
## If the person responsible is the person you are investigating or the search is relative too, you may restrain them and use their ID temporarily for access.  Ensure an MP guards them.&lt;br /&gt;
## If no one is available, request either the CE or an MT to over-ride the door.  In a pinch, any combat engineer will do.  Ensure the area is re-secured after you leave.&lt;br /&gt;
# Search the area for whatever evidence or whatever you are expecting to find.&lt;br /&gt;
# Ensure that no unauthorized personnel other than the individuals executing the search enter.  Detain anyone unauthorized.&lt;br /&gt;
# Ensure nothing is stolen, and anything taken is relevant to the search.  This is not an excuse to loot.&lt;br /&gt;
# Anything taken in the search is to be brought the Brig and stored in Evidence for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Detainment and Brig Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If the prisoner is removed from his cell for ANY REASON the timer is PAUSED.  Time spent outside a cell does NOT count towards time being served for the crime, even if he is in medbay.  Also, Prisoners should NEVER be left with their ID on.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
# Inform the prisoner of the charge and set the timer&lt;br /&gt;
# Remove all equipment from the prisoner and place it into their locker.  Weapons may be secured in the MP armory if you wish.&lt;br /&gt;
# Conduct a thorough search of all their belongings.&lt;br /&gt;
## If the suspect is being held for less than 30 minutes for a non-violent offense, remove all of their equipment with the exception of their boots, jumpsuit, and radio.&lt;br /&gt;
## If the suspect is being held for more than 30 minutes, is considered an escape risk, has committed a violent offense, or presents a danger to himself or others, then remove all their equipment and dress them in an orange jumpsuit and boots.  Return their radio, unless they are abusing it.&lt;br /&gt;
# Buckle the prisoner to the bed.&lt;br /&gt;
# Flash the prisoner and remove their handcuffs.&lt;br /&gt;
# Recover your handcuffs and any equipment and leave the cell.&lt;br /&gt;
# For the duration that there are prisoners in the Brig, the Chief MP or a regular MP must be in security AT ALL TIMES (unless it&#039;s an emergency).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Prisoner Rights=&lt;br /&gt;
The following is a list of basic rights the prisoners have.  They can NOT be denied, except in an extreme situation and only then with authorization from the Chief MP.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Medical Treatment===&lt;br /&gt;
All treatment must take place in the brig if possible.  If not, an MP may escort a prisoner to medbay for treatment.  The prisoner MUST have an orange jumpsuit and shoes, and will not be given their Radio or ID until they return.  Time spent in medical will NOT count against their sentence.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Access to a Radio===&lt;br /&gt;
Unless the prisoner has abused the radio, they are authorized their headset.  If any MP believes that it is being abused (including being used to co-ordinate a prison-break), this right can be denied.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Appeal Sentence in a timely manner===&lt;br /&gt;
The prisoner may request an appeal on his sentence from the Chief MP.  If the Chief MP is not available, he may appeal to the acting commander.  This right is rescinded during emergencies.  The Chief MP has the final say on all appeals, and can override the Commander if he feels it is in the best interest of the ship&#039;s safety.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Protection from threats===&lt;br /&gt;
Prisoners must be kept safe, unharmed, and healthy during their confinement.  MPs must work to the best of their ability to ensure this.  Self-inflicting wounds will result in being straight-jacketed for the entire duration.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Execution Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;“The man who passes the sentence should swing the sword. If you would take a man&#039;s life, you owe it to him to look into his eyes and hear his final words. And if you cannot bear to do that, then perhaps the man does not deserve to die.”&amp;lt;br/&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
Executions of prisoners are authorized for crimes with execution as the maximum punishment.  Additionally, if the maximum amount of time to be served is greater than 1 hour, or for repeated offenders, the Chief MP or Acting Commander may request an execution.  Both must agree for an execution to be authorized.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Procedure===&lt;br /&gt;
# The Commander or Chief MP must make a ship-wide announcement from the CIC communication console informing the crew of the intent to execute the prisoner, why, and the execution method.  In a code Red or Code Delta situation, this procedure can be ignored.  (Example:  &amp;quot;I, Captain Erin Kowalski, hereby authorize the execution of Donald Cluwne on the charges of murder, assault, and damage to the ship.  He will be executed by firing squad in the briefing room.&amp;quot;)   Authorized methods of execution are either Firing Squad (handled by MPs) or Lethal Injection (handled by CMO).&lt;br /&gt;
# The Acting Commander OR Chief MP (whoever made the initial request) MUST be present at the execution.&lt;br /&gt;
# The Condemned MUST be given a chance to give any final words.  They may use a radio for this (even if their radio was taken for abuse).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Battlefield Execution===&lt;br /&gt;
The Commander &amp;amp; Admiral of the Almayer holds the authority to perform a Battlefield Execution (&amp;lt;span style=&amp;quot;color:red; font-weight:bold;&amp;quot;&amp;gt;Important: Only [http://www.colonial-marines.com/viewforum.php?f=141 whitelisted] Commanders have this authority&amp;lt;/span&amp;gt;). They may kill anyone under their command or on their ship without any warning or procedure if they feel they are a threat to the mission.  The CO/Admiral must state why the individual was executed and should the MPs have concerns, they may contact USCM High Command VIA FAX to inquire if the execution was reasonable afterwards.  (This is similar to the &amp;quot;Rule 0&amp;quot; rule which applies to admins - you&#039;re able to do this, but it&#039;s much better not to, since you are subject to the consequences of your actions and may be removed from the whitelist if your reasons aren&#039;t acceptable.).&amp;lt;br/&amp;gt;&lt;br /&gt;
This power can only be used on captured prisoners when it is not possible to perform standard execution procedures.&amp;lt;br/&amp;gt;&lt;br /&gt;
(This is similar to the &amp;quot;Rule 0&amp;quot; rule which applies to admins - you&#039;re able to do this, but it&#039;s much better not to, since you are subject to the consequences of your actions and may be removed from the whitelist if your reasons aren&#039;t acceptable.)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Incompetent Command=&lt;br /&gt;
As Military Police you are expected to enforce the Law and Procedures upon all members of the crew.  If the Commander, XO, or any command staff are in violation of UCMJ at any time, the Chief MP is authorized to remove them from command permanently and replace them with whoever is next in the Chain of Command.  However, this requires confirmation from Central Command before it is enacted (you can use the fax machine in the Chief MPs office).&lt;br /&gt;
If they are not going to be removed from command permanently, they can instead be placed into the brig to server their sentence and the next in command takes temporary command.  Central Command does not need to approve these cases and only needs to be alerted.  However, visiting executives and Admirals are NOT bound by this and can only be removed with Central Command approval.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Special Provisions=&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Mutinies===&lt;br /&gt;
Military Police are strictly forbidden from participating in mutinies against the legitimate Command staff.  If you are made aware of a mutiny, you must take all necessary actions to prevent it and protect the legal Command Staff.  If, the Chief MP believes that the legal command staff is unable to perform their duties for any reason, the Chief MP may contact Central Command for permission to relieve them of command and replace them with the next officer in the Chain of Command (using the fax machine in the Chief MP office).  If a Chief MP is not available, a consensus between the MPs can result in the same situation.  Mutinies are unlawful, however, and MPs must do everything in their power to prevent and suppress a Mutiny.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Command Requested Arrests===&lt;br /&gt;
If the Commander, Acting Commander, or a Staff Officer requests a marine to be arrested for a crime, you MUST arrest said marine.  You may hold the marine for a maximum of 10 minutes while evidence is gathered.  If the marine is proven innocent in the end, the requesting officer may be held liable for a False Arrest charge.&lt;br /&gt;
===Crew Authorized Weapons===&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Code Green&#039;&#039;&#039; - Authorized Weapons may be carried by deploying marines, security (non-lethals only), the Acting Commander, XO, Staff Officers, and Requisitions Officer.  If you have a weapon, you must keep it holstered at all times while on the ship.  This applies to Deploying Marines as well.&lt;br /&gt;
*&#039;&#039;&#039;Code Blue&#039;&#039;&#039; - All crew are authorized pistols.  Unless there is an immediate threat, only Law Enforcement may have weapons unholstered.&lt;br /&gt;
*&#039;&#039;&#039;Code Red&#039;&#039;&#039; - No Weapon Restrictions (Except as explained in the Rules)&lt;br /&gt;
Exceptions: If you or someone you are responsible for are in immediate, life-threatening danger and the appropriate code-level has not been set.  (Note: Meta-gaming rules still apply and over-ride the exception)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Current Marine Laws=&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; It is the duty of the arresting marine, to determine the punishment, ranging from the Minimum to Maximum.  It is reccomended to make the severity of the punishment meet the crime and to minimize excessive punishments.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;EXCESSIVE TIME:&#039;&#039;&#039; If the total punishment is to exceed 60 minutes, the Chief MP can give special permission for permanent confinement, no matter the crime.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Charge&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Minimum Punishment&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Maximum Punishment&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Disrespect to a superior&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Using offensive names, disobeying orders, or being directly disrespectful to someone of a higher rank or position.  Each offense stacks.  Punishment time is per offense.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Hooliganism&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Behavior that is generally disruptive to the ship and crew that classifies as low level shenanigans not deserving of more severe punishment.  Things such as slipping people with soap/water, excessive window knocking, and force-feeding other marines.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Improper Uniform&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Moving around the ship outside the Cryo/Cafeteria/Preparation areas without proper military uniform for your job during non-emergency situations.  Marines should always be wearing their uniform, boots, and armor at a minimum.  Regular crew should be wearing their uniform and boots/shoes without armor unless there is a direct threat.  MPs should not have riot armor except in riot situations.  Any headgear should be your properly assigned headgear or an approved military alternative.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;15 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Disorderly Conduct&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Directly and intentionally disrupting primary operations of the ship.  Fighting in the RO line, disrupting the briefing, or inciting rioting/mutiny. &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Insubordination&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Failing to follow a lawful order from someone of a superior rank or position.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 Minutes&amp;lt;br&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drinking on Duty&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Consumption of any alcohol or inhibiting chemicals during a military operation or while on active duty.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Damage to Government Property&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Damaging the ship or making any unauthorized modifications to it during peacetime.To get authorization, confirm with the department head the change falls under, the Chief Engineer, and the current commander.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Return ship to it&#039;s exact previous state.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 Minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Resisting Arrest&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To resist a lawful arrest by a Military Police officer (most people run, be fair).&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Interfering with an arrest&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To disrupt or interfere with a lawful arrest.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Same punishment as accused&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Same punishment as accused&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Jailbreak/Escape&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To escape, attempt escape, or be broken out.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Double initial time is applied to all involved&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent Confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Trespassing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Unauthorized access of an area restricted by Command personnel or an area which a person does not have access to.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Contraband&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To retain possession of, distribute, or use contraband items, including drugs and non-standard issued equipment.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 minutes&amp;lt;br&amp;gt;confiscation of contraband items. &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes&amp;lt;br&amp;gt;confiscation of contraband items.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Theft&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To retain possession of items belonging to another marine.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 minutes&amp;lt;br&amp;gt;item returned to owner&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;45 minutes&amp;lt;br&amp;gt;item returned to owner&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drug Use&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Consuming either space drugs or medical compounds not authorized for distribution.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drug Distribution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Distribution of medical compounds (including combat stimulants) without authorization from the CMO and Acting Commander.  Includes space drugs, which are never authorized to be distributed.  &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;15 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes&amp;lt;br&amp;gt;Demotion from chemical access&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drunk on Duty&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;This only applies to the Military side of USCM: Excessive drinking resulting in becoming drunk planetside, or while serving aboard the ship as a general crew member to the point you are unable to communicate properly or perform your job.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Until Sober&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drunk and Disorderly&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;This only applies to Civilian jobs and Survivors:  Excessive drinking resulting in either being unable to communicate and perform your job correctly, or belligerent behavior&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Until Sober&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Minor Weapon Violation&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Improper operation or conduct with a weapon you are authorized with during green or blue alert.  This includes walking around with weapons un-holstered or discharging weapons during non-emergencies.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Warning for first offense (always)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes AND confiscation of weapon&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Unauthorized Weapon&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Possession of a weapon you are not authorized during a non-emergency situation, detailed as code levels in the &#039;&#039;Weapon Usage for Crew&#039;&#039; section above. As code levels decrease in threat, weapons should be stored appropriately and not kept on-person or in personal areas.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Warning and&amp;lt;br&amp;gt;confiscation of contraband items.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 Minutes and&amp;lt;br&amp;gt;confiscation of contraband items.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Assault&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To threaten or use physical force against someone without intent to kill. &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Neglect of duty&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Failure to perform their role to an acceptable standard. For example, a Commander failing to properly organize and ensure his personnel are given orders.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Demotion/removal of command&amp;lt;br&amp;gt;25 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Assault with a deadly weapon&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To enact physical force against someone with a lethal weapon, such as a sidearm, blade, or rifle.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;20 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Manslaughter&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To be the cause of another person&#039;s death without malicious intent.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;20 minutes&amp;lt;br&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;45 Minutes&amp;lt;br&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Murder or Unauthorized Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To attempt or succeed in the attempts of killing someone with malicious intent. Executions are only authorized with permission from and in the presence of the acting Commander.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mutiny&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To attempt or succeed at overpowering or overthrowing a commanding officer.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Terrorist Collaboration&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To act as an enemy to the corporation or engage in acts that attempt to hurt or endanger the corporation.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Sexual assault&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To attempt to or succeed in the acts of assaulting another person sexually, including rape.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Conduct Unbecoming of an Officer&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Breaking any laws when you are an [[rank | officer]] will always result in this added to the penalty.  You are an officer and expected to act with dignity, honor, and respect at all times.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Double Brig Time&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Double Brig Time&amp;lt;br&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Repeat Offender&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To repeat a previous crime you have been convicted or and released from.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Double time (stacks with conduct unbecoming of an officer)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent Confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;False Arrest&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To order the arrest of a Marine who is then found to be innocent.  Does NOT stack with Conduct Unbecoming of an Officer&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military Officers and military law enforcement agents are expected to use their best discretion when applying sentences and apprehending those who violate the above laws. Failure to do so will result in immediate contract termination at the discretion of Central Command military officials.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Apophis775</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=5653</id>
		<title>Marine Law</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=5653"/>
		<updated>2017-11-23T05:35:28Z</updated>

		<summary type="html">&lt;p&gt;Apophis775: /* Detainment and Brig Procedures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;United States Colonial Marines&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Uniform Code of Military Justice&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  The Commander of the USS Almayer and all its crew are not above UCMJ, Procedures, or Code of Conduct.  UCMJ also applies to all personnel who are in the vicinity of a USCM Operation or on board a ship.  The only exceptions are Diplomatically Immune Weyland-Yutani Executives (not including the on-board Liaison) and specially dispatched officials from High Command who have exception to authority for emergency matters.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Foreword=&lt;br /&gt;
The United States Colonial Marines Uniform Code of Military Justice is enforced by the Office of the Provost Marshal.  On ships and USCM colonies this duty falls to the Military Police and Chief MP.  They operate outside the authority of the command when enforcing the Law.  The Chief MP has the final say on law enforcement within his operational area, unless overseen by higher ranking members of the Provost Marshal.  Local Colonial Marshals are expected to fully co-operate with the Chief MPs and MPs when they are operating within their jurisdiction.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Arrest Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; If a suspect is injured or wounded, alert Medbay to have a doctor sent to the brig.  Unless the suspect&#039;s life is IMMEDIATELY in danger, they are to be brought to the Brig and treated there.&amp;lt;/small&amp;gt; &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Compliant Suspect (not resisting or running)===&lt;br /&gt;
# Verbally inform the suspect you are taking them into custody and the charge.&lt;br /&gt;
# Order the suspect to the ground.&lt;br /&gt;
# Handcuff the suspect.&lt;br /&gt;
# Bring the suspect to the Brig for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Non-Compliant Suspect (resisting or running)===&lt;br /&gt;
# Prepare a non-lethal method of neutralization&lt;br /&gt;
# Apply until they are no longer resisting&lt;br /&gt;
# Secure the suspect and Inform the suspect of their charge&lt;br /&gt;
# Bring the suspect to the brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Dangerous Suspect (has used a lethal weapon against law enforcement)===&lt;br /&gt;
# Ensure you have a non-lethal response prepared&lt;br /&gt;
#  Engage the suspect and attempt to subdue them.  Minimize collateral damage.&lt;br /&gt;
#* If the suspect cannot be subdued with non-lethal force,the Chief MP or acting commander (may authorize a lethal force response in extreme situations, primarily when Marine lives and/or the safety of the ship are at risk.&lt;br /&gt;
# Secure the suspect and any weapons they had and inform them of their charges.&lt;br /&gt;
# Bring the suspect to the Brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Detainment and Brig Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If the prisoner is removed from his cell for ANY REASON the timer is PAUSED.  Time spent outside a cell does NOT count towards time being served for the crime, even if he is in medbay.  Also, Prisoners should NEVER be left with their ID on.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
# Inform the prisoner of the charge and set the timer&lt;br /&gt;
# Remove all equipment from the prisoner and place it into their locker.  Weapons may be secured in the MP armory if you wish.&lt;br /&gt;
## If the suspect is being held for less than 30 minutes for a non-violent offense, remove all of their equipment with the exception of their boots, jumpsuit, and radio.&lt;br /&gt;
## If the suspect is being held for more than 30 minutes, is considered an escape risk, has committed a violent offense, or presents a danger to himself or others, then remove all their equipment and dress them in an orange jumpsuit and boots.  Return their radio, unless they are abusing it.&lt;br /&gt;
# Buckle the prisoner to the bed.&lt;br /&gt;
# Flash the prisoner and remove their handcuffs.&lt;br /&gt;
# Recover your handcuffs and any equipment and leave the cell.&lt;br /&gt;
# For the duration that there are prisoners in the Brig, the Chief MP or a regular MP must be in security AT ALL TIMES (unless it&#039;s an emergency).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Prisoner Rights=&lt;br /&gt;
The following is a list of basic rights the prisoners have.  They can NOT be denied, except in an extreme situation and only then with authorization from the Chief MP.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Medical Treatment===&lt;br /&gt;
All treatment must take place in the brig if possible.  If not, an MP may escort a prisoner to medbay for treatment.  The prisoner MUST have an orange jumpsuit and shoes, and will not be given their Radio or ID until they return.  Time spent in medical will NOT count against their sentence.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Access to a Radio===&lt;br /&gt;
Unless the prisoner has abused the radio, they are authorized their headset.  If any MP believes that it is being abused (including being used to co-ordinate a prison-break), this right can be denied.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Appeal Sentence in a timely manner===&lt;br /&gt;
The prisoner may request an appeal on his sentence from the Chief MP.  If the Chief MP is not available, he may appeal to the acting commander.  This right is rescinded during emergencies.  The Chief MP has the final say on all appeals, and can override the Commander if he feels it is in the best interest of the ship&#039;s safety.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Protection from threats===&lt;br /&gt;
Prisoners must be kept safe, unharmed, and healthy during their confinement.  MPs must work to the best of their ability to ensure this.  Self-inflicting wounds will result in being straight-jacketed for the entire duration.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Execution Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;“The man who passes the sentence should swing the sword. If you would take a man&#039;s life, you owe it to him to look into his eyes and hear his final words. And if you cannot bear to do that, then perhaps the man does not deserve to die.”&amp;lt;br/&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
Executions of prisoners are authorized for crimes with execution as the maximum punishment.  Additionally, if the maximum amount of time to be served is greater than 1 hour, or for repeated offenders, the Chief MP or Acting Commander may request an execution.  Both must agree for an execution to be authorized.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Procedure===&lt;br /&gt;
# The Commander or Chief MP must make a ship-wide announcement from the CIC communication console informing the crew of the intent to execute the prisoner, why, and the execution method.  In a code Red or Code Delta situation, this procedure can be ignored.  (Example:  &amp;quot;I, Captain Erin Kowalski, hereby authorize the execution of Donald Cluwne on the charges of murder, assault, and damage to the ship.  He will be executed by firing squad in the briefing room.&amp;quot;)   Authorized methods of execution are either Firing Squad (handled by MPs) or Lethal Injection (handled by CMO).&lt;br /&gt;
# The Acting Commander OR Chief MP (whoever made the initial request) MUST be present at the execution.&lt;br /&gt;
# The Condemned MUST be given a chance to give any final words.  They may use a radio for this (even if their radio was taken for abuse).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Battlefield Execution===&lt;br /&gt;
The Commander &amp;amp; Admiral of the Almayer holds the authority to perform a Battlefield Execution (&amp;lt;span style=&amp;quot;color:red; font-weight:bold;&amp;quot;&amp;gt;Important: Only [http://www.colonial-marines.com/viewforum.php?f=141 whitelisted] Commanders have this authority&amp;lt;/span&amp;gt;). They may kill anyone under their command or on their ship without any warning or procedure if they feel they are a threat to the mission.  The CO/Admiral must state why the individual was executed and should the MPs have concerns, they may contact USCM High Command VIA FAX to inquire if the execution was reasonable afterwards.  (This is similar to the &amp;quot;Rule 0&amp;quot; rule which applies to admins - you&#039;re able to do this, but it&#039;s much better not to, since you are subject to the consequences of your actions and may be removed from the whitelist if your reasons aren&#039;t acceptable.).&amp;lt;br/&amp;gt;&lt;br /&gt;
This power can only be used on captured prisoners when it is not possible to perform standard execution procedures.&amp;lt;br/&amp;gt;&lt;br /&gt;
(This is similar to the &amp;quot;Rule 0&amp;quot; rule which applies to admins - you&#039;re able to do this, but it&#039;s much better not to, since you are subject to the consequences of your actions and may be removed from the whitelist if your reasons aren&#039;t acceptable.)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Incompetent Command=&lt;br /&gt;
As Military Police you are expected to enforce the Law and Procedures upon all members of the crew.  If the Commander, XO, or any command staff are in violation of UCMJ at any time, the Chief MP is authorized to remove them from command permanently and replace them with whoever is next in the Chain of Command.  However, this requires confirmation from Central Command before it is enacted (you can use the fax machine in the Chief MPs office).&lt;br /&gt;
If they are not going to be removed from command permanently, they can instead be placed into the brig to server their sentence and the next in command takes temporary command.  Central Command does not need to approve these cases and only needs to be alerted.  However, visiting executives and Admirals are NOT bound by this and can only be removed with Central Command approval.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Special Provisions=&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Mutinies===&lt;br /&gt;
Military Police are strictly forbidden from participating in mutinies against the legitimate Command staff.  If you are made aware of a mutiny, you must take all necessary actions to prevent it and protect the legal Command Staff.  If, the Chief MP believes that the legal command staff is unable to perform their duties for any reason, the Chief MP may contact Central Command for permission to relieve them of command and replace them with the next officer in the Chain of Command (using the fax machine in the Chief MP office).  If a Chief MP is not available, a consensus between the MPs can result in the same situation.  Mutinies are unlawful, however, and MPs must do everything in their power to prevent and suppress a Mutiny.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Command Requested Arrests===&lt;br /&gt;
If the Commander, Acting Commander, or a Staff Officer requests a marine to be arrested for a crime, you MUST arrest said marine.  You may hold the marine for a maximum of 10 minutes while evidence is gathered.  If the marine is proven innocent in the end, the requesting officer may be held liable for a False Arrest charge.&lt;br /&gt;
===Crew Authorized Weapons===&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Code Green&#039;&#039;&#039; - Authorized Weapons may be carried by deploying marines, security (non-lethals only), the Acting Commander, XO, Staff Officers, and Requisitions Officer.  If you have a weapon, you must keep it holstered at all times while on the ship.  This applies to Deploying Marines as well.&lt;br /&gt;
*&#039;&#039;&#039;Code Blue&#039;&#039;&#039; - All crew are authorized pistols.  Unless there is an immediate threat, only Law Enforcement may have weapons unholstered.&lt;br /&gt;
*&#039;&#039;&#039;Code Red&#039;&#039;&#039; - No Weapon Restrictions (Except as explained in the Rules)&lt;br /&gt;
Exceptions: If you or someone you are responsible for are in immediate, life-threatening danger and the appropriate code-level has not been set.  (Note: Meta-gaming rules still apply and over-ride the exception)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Current Marine Laws=&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; It is the duty of the arresting marine, to determine the punishment, ranging from the Minimum to Maximum.  It is reccomended to make the severity of the punishment meet the crime and to minimize excessive punishments.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;EXCESSIVE TIME:&#039;&#039;&#039; If the total punishment is to exceed 60 minutes, the Chief MP can give special permission for permanent confinement, no matter the crime.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Charge&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Minimum Punishment&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Maximum Punishment&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Disrespect to a superior&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Using offensive names, disobeying orders, or being directly disrespectful to someone of a higher rank or position.  Each offense stacks.  Punishment time is per offense.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Hooliganism&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Behavior that is generally disruptive to the ship and crew that classifies as low level shenanigans not deserving of more severe punishment.  Things such as slipping people with soap/water, excessive window knocking, and force-feeding other marines.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Improper Uniform&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Moving around the ship outside the Cryo/Cafeteria/Preparation areas without proper military uniform for your job during non-emergency situations.  Marines should always be wearing their uniform, boots, and armor at a minimum.  Regular crew should be wearing their uniform and boots/shoes without armor unless there is a direct threat.  MPs should not have riot armor except in riot situations.  Any headgear should be your properly assigned headgear or an approved military alternative.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;15 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Disorderly Conduct&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Directly and intentionally disrupting primary operations of the ship.  Fighting in the RO line, disrupting the briefing, or inciting rioting/mutiny. &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Insubordination&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Failing to follow a lawful order from someone of a superior rank or position.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 Minutes&amp;lt;br&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drinking on Duty&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Consumption of any alcohol or inhibiting chemicals during a military operation or while on active duty.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Damage to Government Property&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Damaging the ship or making any unauthorized modifications to it during peacetime.To get authorization, confirm with the department head the change falls under, the Chief Engineer, and the current commander.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Return ship to it&#039;s exact previous state.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 Minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Resisting Arrest&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To resist a lawful arrest by a Military Police officer (most people run, be fair).&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Interfering with an arrest&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To disrupt or interfere with a lawful arrest.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Same punishment as accused&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Same punishment as accused&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Jailbreak/Escape&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To escape, attempt escape, or be broken out.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Double initial time is applied to all involved&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent Confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Trespassing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Unauthorized access of an area restricted by Command personnel or an area which a person does not have access to.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Contraband&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To retain possession of, distribute, or use contraband items, including drugs and non-standard issued equipment.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 minutes&amp;lt;br&amp;gt;confiscation of contraband items. &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes&amp;lt;br&amp;gt;confiscation of contraband items.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Theft&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To retain possession of items belonging to another marine.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 minutes&amp;lt;br&amp;gt;item returned to owner&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;45 minutes&amp;lt;br&amp;gt;item returned to owner&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drug Use&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Consuming either space drugs or medical compounds not authorized for distribution.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drug Distribution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Distribution of medical compounds (including combat stimulants) without authorization from the CMO and Acting Commander.  Includes space drugs, which are never authorized to be distributed.  &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;15 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes&amp;lt;br&amp;gt;Demotion from chemical access&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drunk on Duty&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;This only applies to the Military side of USCM: Excessive drinking resulting in becoming drunk planetside, or while serving aboard the ship as a general crew member to the point you are unable to communicate properly or perform your job.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Until Sober&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drunk and Disorderly&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;This only applies to Civilian jobs and Survivors:  Excessive drinking resulting in either being unable to communicate and perform your job correctly, or belligerent behavior&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Until Sober&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Minor Weapon Violation&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Improper operation or conduct with a weapon you are authorized with during green or blue alert.  This includes walking around with weapons un-holstered or discharging weapons during non-emergencies.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Warning for first offense (always)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes AND confiscation of weapon&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Unauthorized Weapon&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Possession of a weapon you are not authorized during a non-emergency situation, detailed as code levels in the &#039;&#039;Weapon Usage for Crew&#039;&#039; section above. As code levels decrease in threat, weapons should be stored appropriately and not kept on-person or in personal areas.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Warning and&amp;lt;br&amp;gt;confiscation of contraband items.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 Minutes and&amp;lt;br&amp;gt;confiscation of contraband items.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Assault&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To threaten or use physical force against someone without intent to kill. &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Neglect of duty&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Failure to perform their role to an acceptable standard. For example, a Commander failing to properly organize and ensure his personnel are given orders.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Demotion/removal of command&amp;lt;br&amp;gt;25 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Assault with a deadly weapon&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To enact physical force against someone with a lethal weapon, such as a sidearm, blade, or rifle.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;20 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Manslaughter&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To be the cause of another person&#039;s death without malicious intent.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;20 minutes&amp;lt;br&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;45 Minutes&amp;lt;br&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Murder or Unauthorized Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To attempt or succeed in the attempts of killing someone with malicious intent. Executions are only authorized with permission from and in the presence of the acting Commander.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mutiny&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To attempt or succeed at overpowering or overthrowing a commanding officer.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Terrorist Collaboration&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To act as an enemy to the corporation or engage in acts that attempt to hurt or endanger the corporation.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Sexual assault&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To attempt to or succeed in the acts of assaulting another person sexually, including rape.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Conduct Unbecoming of an Officer&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Breaking any laws when you are an [[rank | officer]] will always result in this added to the penalty.  You are an officer and expected to act with dignity, honor, and respect at all times.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Double Brig Time&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Double Brig Time&amp;lt;br&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Repeat Offender&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To repeat a previous crime you have been convicted or and released from.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Double time (stacks with conduct unbecoming of an officer)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent Confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;False Arrest&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To order the arrest of a Marine who is then found to be innocent.  Does NOT stack with Conduct Unbecoming of an Officer&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military Officers and military law enforcement agents are expected to use their best discretion when applying sentences and apprehending those who violate the above laws. Failure to do so will result in immediate contract termination at the discretion of Central Command military officials.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Apophis775</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=5437</id>
		<title>Marine Law</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=5437"/>
		<updated>2017-10-26T02:16:15Z</updated>

		<summary type="html">&lt;p&gt;Apophis775: /* Incompetent Command */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;United States Colonial Marines&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Uniform Code of Military Justice&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  The Commander of the USS Almayer and all its crew are not above UCMJ, Procedures, or Code of Conduct.  UCMJ also applies to all personnel who are in the vicinity of a USCM Operation or on board a ship.  The only exceptions are Diplomatically Immune Weyland-Yutani Executives (not including the on-board Liaison) and specially dispatched officials from High Command who have exception to authority for emergency matters.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Forward=&lt;br /&gt;
The United States Colonial Marines Uniform Code of Military Justice is enforced by the Office of the Provost Marshal.  On ships and USCM colonies this duty falls to the Military Police and Chief MP.  They operate outside the authority of the command when enforcing the Law.  The Chief MP has the final say on law enforcement within his operational area, unless overseen by higher ranking members of the Provost Marshal.  Local Colonial Marshals are expected to fully co-operate with the Chief MPs and MPs when they are operating within their jurisdiction.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Arrest Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; If a suspect is injured or wounded, alert Medbay to have a doctor sent to the brig.  Unless the suspect&#039;s life is IMMEDIATELY in danger, they are to be brought to the Brig and treated there.&amp;lt;/small&amp;gt; &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Compliant Suspect (not resisting or running)===&lt;br /&gt;
# Verbally inform the suspect you are taking them into custody and the charge.&lt;br /&gt;
# Order the suspect to the ground.&lt;br /&gt;
# Handcuff the suspect.&lt;br /&gt;
# Bring the suspect to the Brig for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Non-Compliant Suspect (resisting or running)===&lt;br /&gt;
# Prepare a non-lethal method of neutralization&lt;br /&gt;
# Apply until they are no longer resisting&lt;br /&gt;
# Secure the suspect and Inform the suspect of their charge&lt;br /&gt;
# Bring the suspect to the brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Dangerous Suspect (has used a lethal weapon against law enforcement)===&lt;br /&gt;
# Ensure you have a non-lethal response prepared&lt;br /&gt;
#  Engage the suspect and attempt to subdue them.  Minimize collateral damage.&lt;br /&gt;
#* If the suspect cannot be subdued with non-lethal force,the Chief MP or acting commander (may authorize a lethal force response in extreme situations, primarily when Marine lives and/or the safety of the ship are at risk.&lt;br /&gt;
# Secure the suspect and any weapons they had and inform them of their charges.&lt;br /&gt;
# Bring the suspect to the Brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Detainment and Brig Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If the prisoner is removed from his cell for ANY REASON the timer is PAUSED.  Time spent outside a cell does NOT count towards time being served for the crime, even if he is in medbay.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
# Inform the prisoner of the charge and set the timer&lt;br /&gt;
# Remove all equipment from the prisoner and place it into their locker.  Weapons may be secured in the MP armory if you wish.&lt;br /&gt;
## If the suspect is being held for less than 30 minutes for a non-violent offense, remove all of their equipment with the exception of their boots, jumpsuit, and radio.&lt;br /&gt;
## If the suspect is being held for more than 30 minutes, is considered an escape risk, has committed a violent offense, or presents a danger to himself or others, then remove all their equipment and dress them in an orange jumpsuit and boots.  Return their radio, unless they are abusing it.&lt;br /&gt;
# Buckle the prisoner to the bed.&lt;br /&gt;
# Flash the prisoner and remove their handcuffs.&lt;br /&gt;
# Recover your handcuffs and any equipment and leave the cell.&lt;br /&gt;
# For the duration that there are prisoners in the Brig, the Chief MP or a regular MP must be in security AT ALL TIMES (unless it&#039;s an emergency).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Prisoner Rights=&lt;br /&gt;
The following is a list of basic rights the prisoners have.  They can NOT be denied, except in an extreme situation and only then with authorization from the Chief MP.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Medical Treatment===&lt;br /&gt;
All treatment must take place in the brig if possible.  If not, an MP may escort a prisoner to medbay for treatment.  The prisoner MUST have an orange jumpsuit and shoes, and will not be given their Radio or ID until they return.  Time spent in medical will NOT count against their sentence.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Access to a Radio===&lt;br /&gt;
Unless the prisoner has abused the radio, they are authorized their headset.  If any MP believes that it is being abused (including being used to co-ordinate a prison-break), this right can be denied.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Appeal Sentence in a timely manner===&lt;br /&gt;
The prisoner may request an appeal on his sentence from the Chief MP.  If the Chief MP is not available, he may appeal to the acting commander.  This right is rescinded during emergencies.  The Chief MP has the final say on all appeals, and can override the Commander if he feels it is in the best interest of the ship&#039;s safety.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Protection from threats===&lt;br /&gt;
Prisoners must be kept safe, unharmed, and healthy during their confinement.  MPs must work to the best of their ability to ensure this.  Self-inflicting wounds will result in being straight-jacketed for the entire duration.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Execution Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;“The man who passes the sentence should swing the sword. If you would take a man&#039;s life, you owe it to him to look into his eyes and hear his final words. And if you cannot bear to do that, then perhaps the man does not deserve to die.”&amp;lt;br/&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
Executions of prisoners are authorized for crimes with execution as the maximum punishment.  Additionally, if the maximum amount of time to be served is greater than 1 hour, or for repeated offenders, the Chief MP or Acting Commander may request an execution.  Both must agree for an execution to be authorized.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Procedure===&lt;br /&gt;
# The Commander or Chief MP must make a ship-wide announcement from the CIC communication console informing the crew of the intent to execute the prisoner, why, and the execution method.  In a code Red or Code Delta situation, this procedure can be ignored.  (Example:  &amp;quot;I, Captain Erin Kowalski, hereby authorize the execution of Donald Cluwne on the charges of murder, assault, and damage to the ship.  He will be executed by firing squad in the briefing room.&amp;quot;)   Authorized methods of execution are either Firing Squad (handled by MPs) or Lethal Injection (handled by CMO).&lt;br /&gt;
# The Acting Commander OR Chief MP (whoever made the initial request) MUST be present at the execution.&lt;br /&gt;
# The Condemned MUST be given a chance to give any final words.  They may use a radio for this (even if their radio was taken for abuse).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Battlefield Execution===&lt;br /&gt;
The Commander &amp;amp; Admiral of the Almayer  holds the authority to perform a Battlefield Execution. They may kill anyone under their command or on their ship without any warning or procedure if they feel they are a threat to the mission.  The CO/Admiral must state why the individual was executed and should the MPs have concerns, they may contact USCM High Command VIA FAX to inquire if the execution was reasonable afterwards.  (This is similar to the &amp;quot;Rule 0&amp;quot; rule which applies to admins - you&#039;re able to do this, but it&#039;s much better not to, since you are subject to the consequences of your actions and may be removed from the whitelist if your reasons aren&#039;t acceptable.).&amp;lt;br/&amp;gt;&lt;br /&gt;
This power can only be used on captured prisoners when it is not possible to perform standard execution procedures.&amp;lt;br/&amp;gt;&lt;br /&gt;
(This is similar to the &amp;quot;Rule 0&amp;quot; rule which applies to admins - you&#039;re able to do this, but it&#039;s much better not to, since you are subject to the consequences of your actions and may be removed from the whitelist if your reasons aren&#039;t acceptable.)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Incompetent Command=&lt;br /&gt;
As Military Police you are expected to enforce the Law and Procedures upon all members of the crew.  If the Commander, XO, or any command staff are in violation of UCMJ at any time, the Chief MP is authorized to remove them from command permanently and replace them with whoever is next in the Chain of Command.  However, this requires confirmation from Central Command before it is enacted (you can use the fax machine in the Chief MPs office).&lt;br /&gt;
If they are not going to be removed from command permanently, they can instead be placed into the brig to server their sentence and the next in command takes temporary command.  Central Command does not need to approve these cases and only needs to be alerted.  However, visiting executives and Admirals are NOT bound by this and can only be removed with Central Command approval.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Special Provisions=&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Mutinies===&lt;br /&gt;
Military Police are strictly forbidden from participating in mutinies against the legitimate Command staff.  If you are made aware of a mutiny, you must take all necessary actions to prevent it and protect the legal Command Staff.  If, the Chief MP believes that the legal command staff is unable to perform their duties for any reason, the Chief MP may contact Central Command for permission to relieve them of command and replace them with the next officer in the Chain of Command (using the fax machine in the Chief MP office).  If a Chief MP is not available, a consensus between the MPs can result in the same situation.  Mutinies are unlawful, however, and MPs must do everything in their power to prevent and suppress a Mutiny.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Command Requested Arrests===&lt;br /&gt;
If the Commander, Acting Commander, or a Staff Officer requests a marine to be arrested for a crime, you MUST arrest said marine.  You may hold the marine for a maximum of 10 minutes while evidence is gathered.  If the marine is proven innocent in the end, the requesting officer may be held liable for a False Arrest charge.&lt;br /&gt;
===Crew Authorized Weapons===&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Code Green&#039;&#039;&#039; - Authorized Weapons may be carried by deploying marines, security (non-lethals only), the Acting Commander, XO, Staff Officers, and Requisitions Officer.  If you have a weapon, you must keep it holstered at all times while on the ship.  This applies to Deploying Marines as well.&lt;br /&gt;
*&#039;&#039;&#039;Code Blue&#039;&#039;&#039; - All crew are authorized pistols.  Unless there is an immediate threat, only Law Enforcement may have weapons unholstered.&lt;br /&gt;
*&#039;&#039;&#039;Code Red&#039;&#039;&#039; - No Weapon Restrictions (Except as explained in the Rules)&lt;br /&gt;
Exceptions: If you or someone you are responsible for are in immediate, life-threatening danger and the appropriate code-level has not been set.  (Note: Meta-gaming rules still apply and over-ride the exception)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Current Marine Laws=&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; It is the duty of the arresting marine, to determine the punishment, ranging from the Minimum to Maximum.  It is reccomended to make the severity of the punishment meet the crime and to minimize excessive punishments.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;EXCESSIVE TIME:&#039;&#039;&#039; If the total punishment is to exceed 60 minutes, the Chief MP can give special permission for permanent confinement, no matter the crime.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Charge&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Minimum Punishment&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Maximum Punishment&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Disrespect to a superior&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Using offensive names, disobeying orders, or being directly disrespectful to someone of a higher rank or position.  Each offense stacks.  Punishment time is per offense.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Hooliganism&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Behavior that is generally disruptive to the ship and crew that classifies as low level shenanigans not deserving of more severe punishment.  Things such as slipping people with soap/water, excessive window knocking, and force-feeding other marines.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Improper Uniform&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Moving around the ship outside the Cryo/Cafeteria/Preparation areas without proper military uniform for your job during non-emergency situations.  Marines should always be wearing their uniform, boots, and armor at a minimum.  Regular crew should be wearing their uniform and boots/shoes without armor unless there is a direct threat.  MPs should not have riot armor except in riot situations.  Any headgear should be your properly assigned headgear or an approved military alternative.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;15 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Disorderly Conduct&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Directly and intentionally disrupting primary operations of the ship.  Fighting in the RO line, disrupting the briefing, or inciting rioting/mutiny. &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Insubordination&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Failing to follow a lawful order from someone of a superior rank or position.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 Minutes&amp;lt;br&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drinking on Duty&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Consumption of any alcohol or inhibiting chemicals during a military operation or while on active duty.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Damage to Government Property&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Damaging the ship or making any unauthorized modifications to it during peacetime.To get authorization, confirm with the department head the change falls under, the Chief Engineer, and the current commander.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Return ship to it&#039;s exact previous state.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 Minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Resisting Arrest&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To resist a lawful arrest by a Military Police officer (most people run, be fair).&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Interfering with an arrest&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To disrupt or interfere with a lawful arrest.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Same punishment as accused&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Same punishment as accused&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Jailbreak/Escape&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To escape, attempt escape, or be broken out.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Double initial time is applied to all involved&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent Confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Trespassing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Unauthorized access of an area restricted by Command personnel or an area which a person does not have access to.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Contraband&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To retain possession of, distribute, or use contraband items, including drugs and non-standard issued equipment.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 minutes&amp;lt;br&amp;gt;confiscation of contraband items. &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes&amp;lt;br&amp;gt;confiscation of contraband items.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Theft&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To retain possession of items belonging to another marine.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 minutes&amp;lt;br&amp;gt;item returned to owner&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;45 minutes&amp;lt;br&amp;gt;item returned to owner&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drug Use&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Consuming either space drugs or medical compounds not authorized for distribution.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drug Distribution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Distribution of medical compounds (including combat stimulants) without authorization from the CMO and Acting Commander.  Includes space drugs, which are never authorized to be distributed.  &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;15 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes&amp;lt;br&amp;gt;Demotion from chemical access&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drunk on Duty&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;This only applies to the Military side of USCM: Excessive drinking resulting in becoming drunk planetside, or while serving aboard the ship as a general crew member to the point you are unable to communicate properly or perform your job.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Until Sober&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drunk and Disorderly&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;This only applies to Civilian jobs and Survivors:  Excessive drinking resulting in either being unable to communicate and perform your job correctly, or belligerent behavior&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Until Sober&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Minor Weapon Violation&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Improper operation or conduct with a weapon you are authorized with during green or blue alert.  This includes walking around with weapons un-holstered or discharging weapons during non-emergencies.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Warning for first offense (always)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes AND confiscation of weapon&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Unauthorized Weapon&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Possession of a weapon you are not authorized during a non-emergency situation, detailed as code levels in the &#039;&#039;Weapon Usage for Crew&#039;&#039; section above. As code levels decrease in threat, weapons should be stored appropriately and not kept on-person or in personal areas.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Warning and&amp;lt;br&amp;gt;confiscation of contraband items.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 Minutes and&amp;lt;br&amp;gt;confiscation of contraband items.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Assault&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To threaten or use physical force against someone without intent to kill. &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Neglect of duty&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Failure to perform their role to an acceptable standard. For example, a Commander failing to properly organize and ensure his personnel are given orders.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Demotion/removal of command&amp;lt;br&amp;gt;25 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Assault with a deadly weapon&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To enact physical force against someone with a lethal weapon, such as a sidearm, blade, or rifle.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;20 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Manslaughter&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To be the cause of another person&#039;s death without malicious intent.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;20 minutes&amp;lt;br&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;45 Minutes&amp;lt;br&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Murder or Unauthorized Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To attempt or succeed in the attempts of killing someone with malicious intent. Executions are only authorized with permission from and in the presence of the acting Commander.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mutiny&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To attempt or succeed at overpowering or overthrowing a commanding officer.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Terrorist Collaboration&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To act as an enemy to the corporation or engage in acts that attempt to hurt or endanger the corporation.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Sexual assault&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To attempt to or succeed in the acts of assaulting another person sexually, including rape.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Conduct Unbecoming of an Officer&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Breaking any laws when you are an [[rank | officer]] will always result in this added to the penalty.  You are an officer and expected to act with dignity, honor, and respect at all times.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Double Brig Time&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Double Brig Time&amp;lt;br&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Repeat Offender&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To repeat a previous crime you have been convicted or and released from.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Double time (stacks with conduct unbecoming of an officer)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent Confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;False Arrest&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To order the arrest of a Marine who is then found to be innocent.  Does NOT stack with Conduct Unbecoming of an Officer&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military Officers and military law enforcement agents are expected to use their best discretion when applying sentences and apprehending those who violate the above laws. Failure to do so will result in immediate contract termination at the discretion of Central Command military officials.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Apophis775</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Equipment&amp;diff=5422</id>
		<title>Marine Equipment</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Equipment&amp;diff=5422"/>
		<updated>2017-10-22T21:15:25Z</updated>

		<summary type="html">&lt;p&gt;Apophis775: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;Check it out. Independently targeting particle-beam phalanx. WHAP! Fry half a city with this puppy. We got tactical smart missiles, phase plasma pulse rifles, RPGs. We got sonic, electronic ball-breakers! We got nukes, we got knives, sharp sticks...&#039;&#039;&amp;quot; - Private Hudson, Aliens&lt;br /&gt;
&lt;br /&gt;
The [[Marines|Colonial Marines]] are equipped with the best equipment around, well with what a couple thousand credits can buy, at least. They have a load-out of a lot of equipment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Standard Marine Weapons=&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:m4a3.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M4A3 Service Pistol&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |This is one of two handguns that the marines have stocked in their prep vendors. It is a reliable fallback weapon and it uses 9mm handgun ammunition in a 12 round magazine..&amp;lt;br&amp;gt;All &#039;&#039;&#039;[[Staff Officer|Staff Officers]]&#039;&#039;&#039; start with one, including 2 Extended Magazines and a Hollowpoint Magazine.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammunition:&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |[[File:M4A3mag.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M4A3 Magazine&#039;&#039;&#039;&lt;br /&gt;
 |Holds twelve (12) 9mm pistol rounds.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M4A3mag.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M4A3 Extended Magazine&#039;&#039;&#039;&lt;br /&gt;
 |Holds twenty two (22) 9mm pistol rounds. Holds more ammunition than the standard magazines.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M4A3-AP-mag.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M4A3 Armour Piercing Magazine&#039;&#039;&#039;&lt;br /&gt;
 |Holds twelve (12) 9mm pistol rounds. Has better armour penetration, but lower overall damage.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M4A3mag.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M4A3 Hollow Point&#039;&#039;&#039;&lt;br /&gt;
 |Holds twelve (12) 9mm pistol rounds.  Has lower overall penetration but better damage.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M4A3-Incen-mag.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M4A3 Incendiary Magazine&#039;&#039;&#039;&lt;br /&gt;
 |Holds twelve (12) 9mm pistol Incendiary rounds. Will set ablaze any and all targets hit with this round.&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:44magnum.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M44 Combat Revolver&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|This revolver is the standard sidearm for military officers, but is also available as an alternative sidearm for marines. The revolver deals significantly more damage per round than the M4A3 at the cost of ammo capacity and recoil. It uses .44 rounds, usually held in speedloaders, and holds a maximum of 6 bullets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammunition:&#039;&#039;&#039; &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |[[File:M44SL.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M44 Speed Loader&#039;&#039;&#039;&lt;br /&gt;
 |Holds seven (7) .44 rounds.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M44-MM-SL.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M44 Marksman Speed Loader&#039;&#039;&#039;&lt;br /&gt;
 |Holds seven (7) .44 rounds. Has better armour penetration, but lower overall damage.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M44-HR-SL.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M44 PW-MX speed Loader&#039;&#039;&#039;&lt;br /&gt;
 |Holds seven (7) .44 rounds. Has better overall damage, but lower penetration.&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:m39.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M39 Submachine Gun&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |This is the standard sub-machine gun. A mediocre firearm that is useful for support marines, such as [[Squad Medic|medics]], [[Combat  Engineer|engineers]] or specialists with heavy weaponry. The M39 uses 10x20mm SMG rounds, and holds 48 bullets with an optional burst fire mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammunition:&#039;&#039;&#039; &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |[[File:M39mag.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M39 Magazine&#039;&#039;&#039;&lt;br /&gt;
 |Holds forty (40) 10x20mm rounds.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M39mag.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M39 Extended Magazine&#039;&#039;&#039;&lt;br /&gt;
 |Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M39-AP-mag.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M39 Armour Piercing Magazine&#039;&#039;&#039;&lt;br /&gt;
 |Holds forty (40) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M39-Incen-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M39 Incendiary Magazine&#039;&#039;&#039;&lt;br /&gt;
 |Holds forty (40) 10x20mm Incendiary rounds. Will set ablaze any and all targets hit with this round.&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; 10px;&amp;quot; |[[File:m41a.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M41A Mk2 Pulse Rifle&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |This is the standard issue pulse rifle used by the Colonial Marines. A reliable, robust and overall effective standard issue weapon, the M41A must be held in two hands to fire. Unlike the M41A MK1, which holds 95 rounds, the MK2 holds only 32 rounds but offers the user greater capabilities to customize their weapon with attachments. The M41A MK2 has burstfire capabilities as well as a standard-issue UGL which starts unloaded, but can be loaded and reloaded with HEDP grenades.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammunition:&#039;&#039;&#039; &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |[[File:M41Amag.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M41A Magazine&#039;&#039;&#039;&lt;br /&gt;
 |Holds thirty two (32) 10x24mm rifle rounds.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M41Amag.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M41A Extended Magazine&#039;&#039;&#039;&lt;br /&gt;
 |Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M41A-AP-mag.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M41A Armour Piercing Magazine&#039;&#039;&#039;&lt;br /&gt;
 |Holds thirty two(32) 10x24mm AP rifle rounds. Has better armour penetration, but lower overall damage.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M41A-Incen-mag.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M41A Incendiary Magazine&#039;&#039;&#039;&lt;br /&gt;
 |Holds thirty two (32) 10x24mm Incendiary rifle rounds. Will set ablaze any and all targets hit with this round.&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Shotgun.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M37A2 Pump Shotgun&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |An Armat Battlefield Systems Shotgun utilized by USCM Marines. This weapon is powerful in close quarters combat and is capable of killing even the strongest of hostile targets. Due to its sheer power, the M37A2 is capable of stunning even the mighty Xenomorph when fired from close range, but users should still keep in mind that the M37A2 must be pumped after every shot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammunition:&#039;&#039;&#039; &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |[[File:slugbox.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Slug Shells&#039;&#039;&#039;&lt;br /&gt;
 |Single Slug Projectile. Effective in ranged combat. Armour piercing. Less damage.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:buckbox.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Buckshot Shells&#039;&#039;&#039;&lt;br /&gt;
 |Fires multiple small projectiles. Powerful in close range. Massive damage, with a rapid damage fall-off at range. 4 meter range. Fires in a 15 degree radius.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:incinbox.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Incendiary Slug Shells&#039;&#039;&#039;&lt;br /&gt;
 |Single Slug Projectile. Will set ablaze any  targets it hits. Rare, only found in certain planetside armouries and from certain crates orderable from requisitions.&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:knife.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M5 Survival Knife&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |The standard issue survival knife issued to Colonial Marines. A sharp cutting tool that can be hidden in your marine combat boots. Very useful for cutting through materials, but it should only to be used as a last resort against enemies. In case of being devoured it can be used to cut your way out of an [[Aliens|Alien]]. Applying cable coil to its grip allows the knife to be used as a regular Bayonet Attachment.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:throwing-knife.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M11 Throwing Knife&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A military knife designed to be thrown at the enemy. Much quieter than a firearm, but requires a steady hand to be used effectively.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Machete.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M2132 Machete&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Latest issue of the USCM Machete. Unlike the Combat Knife, this cannot slide on to marine boots, but it can fit on to your waist. Great for clearing out jungle or brush on outlying colonies. Found commonly in the hands of scouts and trackers, but difficult to carry with the usual kit. It comes with a scabbard which can fit on to your back or armor.&amp;lt;br&amp;gt;Its only available in Cargo&#039;s munition vendors.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Specialist Weapons=&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M42A_Scoped_rifle.png|96px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M42A Scoped Rifle&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A high power sniper rifle, this weapon deals a considerable amount of damage per bullet and is capable of attacking and hitting targets at extreme ranges. It comes equipped with a high power scope allowing the user a wide range of vision. For drawbacks, this weapon is limited to fifteen rounds per magazine, a very obvious and loud firing noise, and the fact that it is wholly ineffective in close range combat as bullets fired too close to the user will miss.&amp;lt;br&amp;gt;This is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; using either the &#039;&#039;&#039;Scout or Sniper Loadout&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammunition:&#039;&#039;&#039; &amp;lt;div id=&amp;quot;mw-customcollapsible-m42a&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |[[File:M42Amag.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M42A Marksmen Magazine&#039;&#039;&#039;&lt;br /&gt;
 |Holds fifteen (15) 10x28mm Caseless sniper rounds.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M42Amag.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M42A Flak Magazine&#039;&#039;&#039;&lt;br /&gt;
 |Holds fifteen (15) 10x28mm Flak sniper rounds. Upon impact with the target, the round will split into multiple small projectiles which hit adjacent targets as well as the original target.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M42Amag.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M42A Incendiary Magazine&#039;&#039;&#039;&lt;br /&gt;
 |Holds fifteen (15) 10x28mm Incendiary sniper rounds. Will set targets ablaze.&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:GrenadeLauncher.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M92 Grenade Launcher&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | The grenade launcher is a two-handed weapon that can hold and fire up to five grenades of any variety.  The most lethal aspect of the grenade launcher is the stunning effect it has on even larger versions of a Xenomorph. &amp;lt;br&amp;gt;This weapon isonly available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; using the &#039;&#039;&#039;Heavy Grenadier Loadout&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammunition:&#039;&#039;&#039; &amp;lt;div id=&amp;quot;mw-customcollapsible-grenade&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |[[File:Grenade.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M15 Fragmentation Grenade&#039;&#039;&#039;&lt;br /&gt;
 |An outdated USCM Fragmentation Grenade. With decades of service in the USCM, the old M15 Fragmentation Grenade is slowly being replaced with the slightly safer M40 HEDP. It is set to detonate in 4 seconds. Slightly better radius than the M40 HEDP.&amp;lt;br&amp;gt;They&#039;re only available in by ordering &#039;&#039;&#039;Explosives crates&#039;&#039;&#039; from Cargo.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M40 HEDP.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M40 HEDP Grenade&#039;&#039;&#039;&lt;br /&gt;
 |Exploding in a 5x5 radius, these Grenades also have the potential to damage nearby walls. Take care when using near structures leading to space or even near your own marines!&amp;lt;br&amp;gt;Both the &#039;&#039;&#039;Demolition Specialist&#039;&#039;&#039; and &#039;&#039;&#039;Heavy Grenadier Specialist&#039;&#039;&#039; have these grenades in their vendors at round start. More can be ordered in Cargo.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:incingrenade.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M40 HIDP Incendiary Grenade&#039;&#039;&#039;&lt;br /&gt;
 |Exploding in a 5x5 radius, incendiary grenades are a powerful area of denial weapon that can deal immense damage to a hostile target if its caught in the fire. Difference with this grenade is that its effects linger for a while making it useful in keeping Xenomorphs back.&amp;lt;br&amp;gt;&#039;&#039;&#039;Combat Engineers&#039;&#039;&#039; start with 2 of these in their vendors at round start. &#039;&#039;&#039;W-Y Commando Units&#039;&#039;&#039; start with one as well.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Smoke_grenade.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M40 HSDP Smoke Grenade&#039;&#039;&#039;&lt;br /&gt;
 |Standard issue USCM smoke grenade, does what it says on the tin. Primarily useful to deal with insurgents in colonies or potential hostile boarders. &amp;lt;br&amp;gt;&#039;&#039;&#039;[[Squad Leader|Squad Leaders]]&#039;&#039;&#039; start with 2 smoke grenades in their vendors at round start.&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:SADAR.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;SADAR Rocket Launcher&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A reloadable, single shot rocket launcher. This weapon carries the most powerful ordnance available to marine infantry in the form of either High Explosive, Armour Piercing, or White Phosphorus 84mm rockets. Operators should keep in mind that SADAR ammo is scarce, while the launcher itself can be unwieldy to deploy and take a few seconds to be ready to fire from a resting position. Operators should also keep in mind that the Almayer&#039;s SADAR model is reusable, but lacks an auto-tracking feature. &amp;lt;br&amp;gt; By default, the SADAR comes loaded with an HE rocket. It cannot be fired on the Almayer.&amp;lt;br&amp;gt;This is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; using the &#039;&#039;&#039;Demolitionist Loadout&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammunition:&#039;&#039;&#039; &amp;lt;div id=&amp;quot;mw-customcollapsible-sadar&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |[[File:SADAR_HE.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;High Explosive (HE) Rocket&#039;&#039;&#039;&lt;br /&gt;
 |Deals damage and stuns in a 4 meter wide area. Deals little additional damage on direct hit with a target. Ineffective against heavily armoured targets.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:SADAR_AP.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Anti-Armor (AA or AP) Rocket&#039;&#039;&#039;&lt;br /&gt;
 |Deals massive damage to any target hit directly by the rocket. Deals very little to no splash damage. Rocket MUST hit a target directly to do damage. Very effective against heavily armoured targets.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:SADAR_PHS.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Phosphorous (PHS) Rocket&#039;&#039;&#039;&lt;br /&gt;
 |Generates very high heat levels on target. High heat will generally kill any Alien hit directly, as well as deal heat damage to anyone nearby for a extended period, human or otherwise. Effective against heavily armoured targets. Spawns fire around the area hit.&lt;br /&gt;
 |}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Restricted Weapons=&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:CMateba.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Commader&#039;s Mateba&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |This version of the Mateba revolver is a limited edition produced for the USCM, and issued in extremely small amounts. Was a mail-order item back in 2172, and is highly sought after by officers across many different battalions. This one is stamped &#039;&#039;&#039;Major Ike Saker, 7th &#039;Falling Falcons&#039; Battalion.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;It is issued and only used by the &#039;&#039;&#039;[[Commander]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammunition:&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-mateba&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |[[File:Mateba_Speedloader.png]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Mateba Speed loader&#039;&#039;&#039;&lt;br /&gt;
 |Holds eight (8) .454 heavy revolver rounds.&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |[[File:88m4.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;88 Mod 4&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |A powerful sidearm issued mainly to Weyland-Yutani response teams, but also issued to the USCM in small numbers. Based on the original VP70 more than a century ago. Fires 9mm armour piercing pistol rounds and is capable of 3-round burst.&amp;lt;br&amp;gt;It is typically used by &#039;&#039;&#039;Specialists&#039;&#039;&#039; employing the usage of the &#039;&#039;&#039;Scout Loadout&#039;&#039;&#039;, or the &#039;&#039;&#039;[[Corporate Liaison]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Executive Officer]]&#039;&#039;&#039; and the &#039;&#039;&#039;[[Pilot Officer]]&#039;&#039;&#039;  for self defence. It is also a standard sidearm for &#039;&#039;&#039;[[Weyland-Yutani_PMCs|Weyland-Yutani PMC soldiers]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammunition:&#039;&#039;&#039; &amp;lt;div id=&amp;quot;mw-customcollapsible-88M4&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |[[File:88M4AP_Magazine.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;88M4 AP Magazine&#039;&#039;&#039; &lt;br /&gt;
 |Holds eighteen (18) rounds. Has better armor penetration, but lower overall damage.&amp;lt;br&amp;gt;Uses the same caliber bullets as the M4A3, allowing you to refill it using bullets from an AP M4A3 Magazine.&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:SmartGun.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M56 Smartgun&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The most complicated weapon available to a marine. Sadly, the Smartgun lacks any auto-tracking capabilities. It does, however, have an impressive 250 round ammo pool to draw from, an inbuilt infrared sensor allowing great visibility in low-light conditions, deals a good amount of damage per bullet with a high rate of fire, have burstfire capabilities, an automatic reloading system, and the coup de grace being that due to the gun&#039;s toggle-able complex targeting algorithms each bullet will not hit any fellow marine. This allows a smartgun operator to fire freely through a group of marines without fear of hitting them. The Smartgun requires a special harness to lift and will automatically retract to the harness suit storage when the user is knocked down or else loses hold of the weapon. Like the SADAR, the user must stand still while reloading.&amp;lt;br&amp;gt;Only &#039;&#039;&#039;[[Squad Smartgunner|Smartgunners]]&#039;&#039;&#039; and &#039;&#039;&#039;Weyland-Yutani PMC Heavy Gunners&#039;&#039;&#039; can use this weapon, it&#039;s also available inside the Commander&#039;s secure box inside the Command Armoury.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammunition:&#039;&#039;&#039; &amp;lt;div id=&amp;quot;mw-customcollapsible-smartgun&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |[[File:PowerPack.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M56 Power Pack&#039;&#039;&#039;&lt;br /&gt;
 |Carries two hundred and fifty (250) smartgun rounds that passes through friendlies by an IFF (Identify Friend/Foe) system. Click the icon in the top left to reload your M56 and be sure to stand still while reloading.&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |[[File:wytacshotgun.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mk221 Tactical Shotgun&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |A unique Weyland-Yutani semi-automatic shotgun with a rapid fire rate and an attached Underslung Grenade Launcher.&amp;lt;br&amp;gt;Can be found in the [[Military Police]] armoury and Combat Information Centre&#039;s armoury. It is also one of the standard shotguns for &#039;&#039;&#039;Dutch&#039;s Dozen Mercenaries&#039;&#039;&#039;, which are admin spawn only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammunition:&#039;&#039;&#039; &amp;lt;div id=&amp;quot;mw-customcollapsible-shotgun&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |[[File:slugbox.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Slug Shells&#039;&#039;&#039;&lt;br /&gt;
 |Single Slug Projectile. Effective in ranged combat. Armour piercing. Less damage.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:buckbox.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Buckshot Shells&#039;&#039;&#039;&lt;br /&gt;
 |Fires multiple small projectiles. Powerful in close range. Massive damage, Rapid damage fall-off at longer ranges,  4 meter effective range. Fires in a 15 degree radius.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:incinbox.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Incendiary Slug Shells&#039;&#039;&#039;&lt;br /&gt;
 |Single Slug Projectile. Will set ablaze any targets hit, Rare, only found in the planetside armoury and in certain requisitions crates.&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Flamethrower.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M240 Incinerator Unit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The ultra-deadly M240 is one of the most fearsome and savage weapons in the arsenal of the Colonial Marines. Firing extra-thick sticky napthal fuel from detachable fuel tanks, the M240 is able to both set hostiles ablaze and to section off an area with a wall of fire. For extended field operations, users of the M240 often find themselves refilling their tanks with whatever flammable material is available, with welding fuel being an effective and popular choice. A big drawback to the M240 is that due to the nature of the tanks, they cannot be refilled unless they are completely empty.&amp;lt;br&amp;gt;Currently, two flamers can be found in a Squad Leader&#039;s personal vendor. More flamers can be ordered from cargo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammunition:&#039;&#039;&#039; &amp;lt;div id=&amp;quot;mw-customcollapsible-incinerator&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |[[File:IncineratorTanks.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Incinerator Tank&#039;&#039;&#039;&lt;br /&gt;
 |Holds sixty (60) units worth of ultra thick napthal. This will set ablaze any and all targets hit.&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:m41ae2.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M41AE2 Heavy Pulse Rifle&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Currently undergoing field testing and being used by elite soldiers, the M41AE2 is similar to its smaller M41A cousin. Armed with 100-round box magazines, the M41AE2 fires the same 10x24mm caseless ammunition as its relatives, albeit at a slower rate of fire. This can use M41A ammo, however the bullets must be transferred manually from the M41A mags into the M41AE2 Mags. The M41AE2 was originally conceived as a squad support weapon, but was mostly supplanted by the M56 Smartgun. &amp;lt;br&amp;gt;It can be ordered from Cargo via the &#039;&#039;&#039;WY Weapons Crate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammunition:&#039;&#039;&#039; &amp;lt;div id=&amp;quot;mw-customcollapsible-m41ae2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |&lt;br /&gt;
[[File: M41AE2_Magazine.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M41AE2 Ammo Box&#039;&#039;&#039; &lt;br /&gt;
 |Holds one hundred (100) 10x24mm rounds.&amp;lt;br&amp;gt;Uses the same caliber bullets as standard M4A1 magazines, so can be refilled using bullets from standard M4A1 magazines.&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M4RA.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M4RA Battle Rifle&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An experimental designated marksman rifle of the USCM. Has a relatively slow rate of fire but deals slightly more damage per round while also possessing a functional burst fire mode. Uses special A19 high velocity rounds but is also backwards compatible with M41A magazines.&amp;lt;br&amp;gt;It can be ordered in &#039;&#039;&#039;WY weapon crates&#039;&#039;&#039; ordered by Cargo. Comes equipped with a rail scope and a M41A marksman stock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammunition:&#039;&#039;&#039; &amp;lt;div id=&amp;quot;mw-customcollapsible-m4ra&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |[[File:M41Amag.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;A19 High Velocity Magazine&#039;&#039;&#039;&lt;br /&gt;
 |Holds fifteen (15) rounds. Lower magazine size, but better damage.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M41Amag.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M41A Magazine&#039;&#039;&#039;&lt;br /&gt;
 |Holds thirty two (32) 10x24mm rifle rounds.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M41Amag.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M41A Extended Magazine&#039;&#039;&#039;&lt;br /&gt;
 |Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M41A-AP-mag.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M41A Armour Piercing Magazine&#039;&#039;&#039;&lt;br /&gt;
 |Holds thirty two (32) 10x24mm AP rifle rounds. Has better armour penetration, but lower overall damage.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M41A-Incen-mag.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M41A Incendiary Magazine&#039;&#039;&#039;&lt;br /&gt;
 |Holds thirty two (32) 10x24mm Incendiary rifle rounds. Will set ablaze any and all targets hit with this round.&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:m41amk1.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M41A Mk1 Pulse Rifle&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An older generation Pulse Rifle that has been phased out by the USCM. Still a popular weapon among [[Mercenaries|mercenary groups]] and nostalgic soldiers. Holds 95 rifle rounds per magazine, but suffers from slightly less accuracy than the newer M41A MK2 and had less variety of attachments.&amp;lt;br&amp;gt; Three rifles can be found in the command armoury on the Almayer. It is also one of the standard rifles for &#039;&#039;&#039;Dutch&#039;s Dozen Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;[[Freelancer Mercenaries]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammunition:&#039;&#039;&#039; &amp;lt;div id=&amp;quot;mw-customcollapsible-m4ra&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |[[File:M41Amag.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M41A MK1 Magazine&#039;&#039;&#039;&lt;br /&gt;
 |Holds ninety five (95) 10x24mm rounds.&amp;lt;br&amp;gt;Uses the same calibre bullets as standard M41 magazines, so can be refilled using bullets from standard M41 magazines.&lt;br /&gt;
 |}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Restricted Defensive Marine Equipment=&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M20_mine_box.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M20 Mine Box&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A secure box holding anti-personnel proximity mines. There are 4 M20 Claymore anti-personnel mines per mine box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to deploy mines:&#039;&#039;&#039; Take a M20 mine out of the box, once its in your hand stand on top of the tile you want to place the mine onto, from there, face the tile you want the mine to detect enemies on. Once done, click on the mine in your active hand; after a few seconds you&#039;ll have the mine placed and armed on your tile. Any mob that enters the mine&#039;s tile, or the tiles it&#039;s facing, living or dead, will cause the mine to detonate if it doesn&#039;t have an appropriate ID (usually Xenos). When the mine detonates, it damages and knocks prone mobs in a cross pattern. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to retrieve mines:&#039;&#039;&#039; Use a multitool on the deployed mine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suggested Usage:&#039;&#039;&#039; Place mines at key choke points that you suspect the enemy will pass through, and cover them with obstructing items (good ones include large objects like table parts, grilles, crates, wood planks, vendors and so on). A mine detonation won&#039;t kill anything by itself so make sure there is a sentry and/or marines supporting the mine to finish off anything that trips it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:SentryGun.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;UA 571-C Sentry&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These engineer-only sentry guns are the spear and shield of the Colonial Marines. These beasts hold 300 shots a mag and cause moderate damage to the target hit. The sentry&#039;s tracking and targeting system differentiates between hostile and friendly entities via their equipped IDs; anyone without an authorized ID will be fired at. Sentries have both a single shot and three shot burst fire setting, targeting either a directional lock 180 degree spread in front of the turret&#039;s facing out to 7 tiles, or 360 degrees around the turret out to 3 tiles. While on 360 mode, if a detected hostile is not within 180 degrees of the sentry&#039;s facing angle, the sentry will require time to turn in order to face and shoot it. Sentries can also be manually aimed and fired as necessary.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to construct it:&#039;&#039;&#039; Open the crate, Take the plasteel out, activate it in hand and select the turret frame. Wrench turret frame in place, add cable, add turret, add sensor, add metal, weld together, add battery (try to put in a High-Capacity one or better rather than the standard one that comes in the box), Click on turret to turn on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional instructions:&#039;&#039;&#039; You can move a built sentry by turning it off, using a screwdriver to unbolt it, then pushing/dragging it to a new position. Once the sentry is in position, use a screwdriver on it again to secure it, whereupon it can resume operation. You can use a wrench to change the sentry&#039;s facing direction while it&#039;s turned off and screwed down. Lastly, you can lock or unlock a sentry gun&#039;s settings by using an ID card on it that has an appropriate access level (usually a [[Squad Engineer]]&#039;s ID); helpful for stopping people from messing with them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maintenance:&#039;&#039;&#039; If your sentry is knocked over, click on it with an empty hand to right it. You can use a blow torch to make repairs to it if it is damaged.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suggested Usage:&#039;&#039;&#039; Place sentries at key areas that require either substantial fire support or protection, typically the forward operating base (FOB), or offensive outposts used for pushing against hostiles. Directional lock should only be used if you can secure the sentry&#039;s uncovered flanks; switch to 360 mode to deal with flanking enemies. You can use manual fire to clear obstacles in front of the gun like resin walls/doors, to engage in suppressive fire, or attack hostiles that the sentry won&#039;t automatically engage (remember to turn off safeties if this is the case; mind FF). Synergizes well with M20 mines by finishing off hostiles stunned by them.  Remember to monitor the Sentry&#039;s integrity and repair with a blow torch as needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammunition:&#039;&#039;&#039; &amp;lt;div id=&amp;quot;mw-customcollapsible-sentry&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |[[File:RotatingAmmoDrum_.png|64px]]&amp;lt;br&amp;gt;M30 Box Magazine (10x28mm Caseless) &lt;br /&gt;
 |Ammunition for the UA 571-C Sentry.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M56D.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M56D Mounted Smartgun&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These engineer-only mounted smartguns are the heavy lifters of the Colonial Marines. The M56D can hold up to 700 tungsten rounds that cause high damage to the target upon hit due to their increased armour penetration. The tracking system of a standard smartgun is non-functional on the M56D. &#039;&#039;&#039;Note that this does not have IFF tracking built into it, so you will hit friendlies with it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to toggle burst fire:&#039;&#039;&#039; Ctrl click the M56D before manning it, when you next hop on it&#039;ll use burst fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to construct it:&#039;&#039;&#039; Click on the mount once it&#039;s in your hand -&amp;gt; Wrench it -&amp;gt; Mount the Gun -&amp;gt; Screwdriver it -&amp;gt; Apply Ammo Drum, Rotate with wrench, deconstruct with screwdriver. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
Do &#039;&#039;&#039;NOT&#039;&#039;&#039; throw / fire grenades diagonally if there is a marine / wall next to you at the path, while bullets can fly diagonally pass a wall, grenades can&#039;t and will bounce back to you.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:c4.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;C4 Explosive Charge&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |C4 is typically issued to Squad Leaders, Specialists (Using the Demolitions Loadout), Engineers and Responders. C4 is primarily used for quickly breaking into secure buildings, but its also the most effective method to destroy alien tunnels. The minimum time that can be set on a charge is 10 seconds and detonates in a 1.5 meter radius.&amp;lt;br&amp;gt;&#039;&#039;&#039;Combat Engineers&#039;&#039;&#039; start with 4 per vendor, &#039;&#039;&#039;Demolition Specialists&#039;&#039;&#039; start with 2 in their crate and &#039;&#039;&#039;Squad Leaders&#039;&#039;&#039; start with 1 per vendor.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Type5.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Type 5 Shrapnel Grenade&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A fragmentation grenade found within the ranks of the UPP. Designed to explode into shrapnel and rupture the bodies of opponents. It explodes after 3 seconds after the pin has been pulled.&amp;lt;br&amp;gt;It is used by &#039;&#039;&#039;UPP Personnel&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Type8.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Type 8 White Phosphorus Grenade&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A deadly gas grenade found within the ranks of the UPP. Designed to spill white phosporus on the target. It explodes 2 seconds after the pin has been pulled.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Mk15.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Webley Mk15 Stick Grenade&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A fragmentation grenade prouduced in most colonies, most commonly using old designs and schematics. It explodes after 3 seconds after the pin has been pulled.&amp;lt;br&amp;gt;It is used by the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Improvised_Firebomb.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Improvised Fire Bomb&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A potent, improvised firebomb, coupled with a pinch of gunpowder. Cheap, very effective, and deadly in confined spaces. Commonly found in the hands of rebels and terrorists. It can be difficult to predict how many seconds you have before it goes off, so be careful. Chances are, it might explode in your face.&amp;lt;br&amp;gt;It is used by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Grenade.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M15 Fragmentation Grenade&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An outdated USCM Fragmentation Grenade. With decades of service in the USCM, the old M15 Fragmentation Grenade is slowly being replaced with the slightly safer M40 HEDP. It is set to detonate in 4 seconds. Slightly better radius than the M40 HEDP.&amp;lt;br&amp;gt;They&#039;re only available in by ordering &#039;&#039;&#039;Explosives crates&#039;&#039;&#039; from Cargo.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M40_HPDP.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M40 HPDP Grenade&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A powerful phosphorus grenade.&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M40 HEDP.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M40 HEDP Grenade&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Exploding in a 5x5 radius, these Grenades also have the potential to damage nearby walls. Take care when using near structures leading to space or even near your own marines!&amp;lt;br&amp;gt;Both the &#039;&#039;&#039;Demolition Specialist&#039;&#039;&#039; and &#039;&#039;&#039;Heavy Grenadier Specialist&#039;&#039;&#039; has these grenades in their vendors at round start. More can be ordered in Cargo.&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:incingrenade.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M40 HIDP Incendiary Grenade&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Exploding in a 5x5 radius, incendiary grenades are a powerful area of denial weapon that can deal immense damage to a hostile target if its caught in the fire. Difference with this grenade is that its effects linger for a while making it useful in keeping Xenomorphs back.&amp;lt;br&amp;gt;&#039;&#039;&#039;Combat Engineers&#039;&#039;&#039; start with 2 of these in their vendors at round start. &#039;&#039;&#039;W-Y Commando Units&#039;&#039;&#039; start with one as well.&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Smoke_grenade.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M40 HSDP Smoke Grenade&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Standard issue USCM smoke grenade, does what it says on the tin. Primarily useful to deal with insurgents in colonies or potential hostile boarders. &amp;lt;br&amp;gt;&#039;&#039;&#039;[[Squad Leader|Squad Leaders]]&#039;&#039;&#039; start with 2 smoke grenades in their vendors at round start.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Ammo Boxes=&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Big_Ammo_Box_10mm.png |64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;10x24mm Ammo Box (M41A)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. Contains 800 rounds to be placed into a mag at any given interval. This Ammo box can be used to refill standard or extended M41A, M4A1E2, and M4A1 MK1 magazines. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &lt;br /&gt;
*To reload an M41A mag just click on the ammo box with the mag in your hand and it&#039;ll fill it up if there is ammo left.&lt;br /&gt;
&lt;br /&gt;
*Keep in mind you can&#039;t fill Armour piercing mags with this ammo box.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Big_Ammo_Box_9mm.png |64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;10x20mm Ammo Box (M39)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. Contains 800 rounds to be placed into a mag at any given interval. This Ammo box can only be used to refill standard or extended M39 magazines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &lt;br /&gt;
*To reload a 10x20mm mag just click on the ammo box with the mag in your hand and it&#039;ll fill it up if there is ammo left.&lt;br /&gt;
&lt;br /&gt;
*Keep in mind you can&#039;t fill Armour piercing mags with this ammo box.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Mercenary or Black Ops Equipment =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Weyland Yutani PMC/Commando Equipment ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:ScoutRifle.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M42c Anti-Tank Rifle&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A high power sniper rifle, this weapon deals immense damage per bullet and is capable of attacking and hitting targets at extreme ranges. It comes equipped with a high power scope allowing the user a wide range of vision. It also has an ID tracker to &lt;br /&gt;
prevent non-Yutani personnel from using it. This weapon is limited to six supersonic rifle rounds per magazine, combined with a slow rate of fire, a very obvious and loud firing noise and the fact that it is ineffective in close range combat as bullets fired too close to the user will miss. However, despite these drawbacks, the M42C is an exceptionally effective weapon when properly utilized.&amp;lt;br&amp;gt;It is the standard sniper rifle for &#039;&#039;&#039;Weyland-Yutani PMC snipers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammunition:&#039;&#039;&#039; &amp;lt;div id=&amp;quot;mw-customcollapsible-m42c&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |[[File:M42Amag.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M42C Marksman Magazine&#039;&#039;&#039;&lt;br /&gt;
 |Holds six (6) 10x99mm supersonic rifle rounds.&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:m41a2.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M41A/2 Battle Rifle&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Significantly more powerful variant of the M41A Pulse Rifle. Only used by elite forces and black-op teams. This rifle deals more damage per rifle bullet.&amp;lt;br&amp;gt;It is the standard rifle for &#039;&#039;&#039;Weyland-Yutani PMC Officers&#039;&#039;&#039; and &#039;&#039;&#039;W-Y Commando Units&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammunition:&#039;&#039;&#039; &amp;lt;div id=&amp;quot;mw-customcollapsible-m4ra&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |[[File:M41Amag.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M41A Magazine&#039;&#039;&#039;&lt;br /&gt;
 |Holds thirty two (32) 10x24mm rifle rounds.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M41Amag.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M41A Extended Magazine&#039;&#039;&#039;&lt;br /&gt;
 |Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M41A-AP-mag.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M41A Armour Piercing Magazine&#039;&#039;&#039;&lt;br /&gt;
 |Holds thirty two (32) 10x24mm AP rifle rounds. Has better armour penetration, but lower overall damage.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M41A-Incen-mag.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M41A Incendiary Magazine&#039;&#039;&#039;&lt;br /&gt;
 |Holds thirty two (32) 10x24mm Incendiary rifle rounds. Will set ablaze any and all targets hit with this round.&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:m39white.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M39B/2 SMG&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A more versatile SMG variant and a upgraded M39 variant. This SMG uses specially issued 48 round armour piercing SMG magazines, making the SMG far more viable to use against armoured hostile targets. It has an ID tracker to prevent non-Yutani personnel from using it.&amp;lt;br&amp;gt;It is the standard SMG for &#039;&#039;&#039;Weyland-Yutani PMC Standards&#039;&#039;&#039;, in addition, more can be found in the armory of Big-Red.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammunition:&#039;&#039;&#039; &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |[[File:M39mag.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M39 Magazine&#039;&#039;&#039;&lt;br /&gt;
 |Holds forty (40) 10x20mm rounds.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M39mag.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M39 Extended Magazine&#039;&#039;&#039;&lt;br /&gt;
 |Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M39-AP-mag.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M39 Armour Piercing Magazine&#039;&#039;&#039;&lt;br /&gt;
 |Holds forty (40) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M39-Incen-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M39 Incendiary Magazine&#039;&#039;&#039;&lt;br /&gt;
 |Holds forty (40) 10x20mm Incendiary rounds. Will set ablaze any and all targets hit with this round.&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Vp78.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;VP-78 Pistol&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A massive, formidable automatic handgun chambered in 9mm rounds and contains 18 pistol rounds in the magazine. In addition, this sidearm has 3-burst capabilities.&amp;lt;br&amp;gt;It is a standard sidearm for &#039;&#039;&#039;Weyland-Yutani PMC Officers&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammunition:&#039;&#039;&#039; &amp;lt;div id=&amp;quot;mw-customcollapsible-vp78&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |[[File:88M4AP_Magazine.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;VP78 Magazine&#039;&#039;&#039;&lt;br /&gt;
 |Holds eighteen (18) 9mm squash-head pistol rounds.&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Mateba.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mateba Autorevolver&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Uses .454 caliber rounds and holds 6 heavy rounds in the chamber. The Mateba revolver is a very powerful revolver capable of knocking down any human it hits and uses its own recoil to rotate the cylinders. it also has burst-fire capabilities.&amp;lt;br&amp;gt;It is available to the &#039;&#039;&#039;Weyland-Yutani Commando Units&#039;&#039;&#039; as their standard sidearm. And thus, &#039;&#039;&#039;this is only available through admin events&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammunition:&#039;&#039;&#039; &amp;lt;div id=&amp;quot;mw-customcollapsible-vp78&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |[[File:Mateba_Speedloader.png]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Mateba Speed loader&#039;&#039;&#039;&lt;br /&gt;
 |Holds eight (8) .454 heavy revolver rounds.&lt;br /&gt;
 |}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Union of Progressive People Equipment ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Type71.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Type 71 Pulse Rifle&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The Type 71 is a reliable pulse rifle model chambered with 40 7.62x39mm heavy rifle rounds that has become a staple in the arsenal of the UPP (Union of Progressive Peoples). Firing only in two round bursts to conserve ammunition, the Type 71 was originally designed to be an aerodynamic, lightweight, and compact rifle to be used in multiple types of operations. The Type 71 suffers some reliability issues, and is prone to jamming in terrestrial climates, but makes up for this with a high number of variants and ease of production.&amp;lt;br&amp;gt;This is the standard rifle for &#039;&#039;&#039;UPP soldiers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammunition:&#039;&#039;&#039; &amp;lt;div id=&amp;quot;mw-customcollapsible-type71&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |[[File: Type71_Magazine.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Type 71 Magazine&#039;&#039;&#039;&lt;br /&gt;
 |Holds forty (40) 7.62x39mm heavy rifle rounds. Can share ammo between Type 71 variants.&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Type71Carbine.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Type 71 Pulse Carbine&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Placeholder Desc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammunition:&#039;&#039;&#039; &amp;lt;div id=&amp;quot;mw-customcollapsible-type71&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |[[File: Type71_Magazine.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Type 71 Magazine&#039;&#039;&#039;&lt;br /&gt;
 |Holds forty (40) 7.62x39mm heavy rifle rounds. Can share ammo between Type 71 variants.&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Type71Commando.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Type 71 &#039;Commando&#039; Pulse Carbine&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |As a much rarer variant of the standard Type 71 rifle, this version adds an integrated suppressor, a scope, and a high degree of fine-tuning to the internal mechanisms. Many parts have been replaced, filed down, and/or improved upon. As a result, this variant is rarely seen issued outside of commando units and officer cadres.&amp;lt;br&amp;gt;This is the standard rifle for &#039;&#039;&#039;UPP Officers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammunition:&#039;&#039;&#039; &amp;lt;div id=&amp;quot;mw-customcollapsible-type71&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |[[File: Type71_Magazine.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Type 71 Magazine&#039;&#039;&#039;&lt;br /&gt;
 |Holds forty (40) 7.62x39mm heavy rifle rounds. Can share ammo between Type 71 variants.&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Pk9.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Korovin PK-9 Pistol&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An updated variant of an old eastern design, dating back to from the 20th century. The standard model is commonly found among mercenary companies or in the hands of UPP NCOs due to its reliability. This model features an integrated silencer, and holds 12 .22 hollowpoint rounds inside the magazine and appears to be a UPP model. &amp;lt;br&amp;gt;It is one of the standard sidearms for &#039;&#039;&#039;UPP Leaders&#039;&#039;&#039;. The Russian model of this weapon is one of the sidearms for &#039;&#039;&#039;Iron Bear soldiers&#039;&#039;&#039;. And thus, &#039;&#039;&#039;this is only available through admin events&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammunition:&#039;&#039;&#039; &amp;lt;div id=&amp;quot;mw-customcollapsible-pk9&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |[[File:M4A3mag.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Korovin PK-9 Magazine&#039;&#039;&#039;&lt;br /&gt;
 |Holds twelve (12) 9mm pistol rounds.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M4A3mag.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;PK-9 Tranq Magazine&#039;&#039;&#039;&lt;br /&gt;
 |Holds eight (8) .22 tranq rounds.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M4A3mag.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;PK-9 Hollowpoint Magazine&#039;&#039;&#039;&lt;br /&gt;
 |Holds eight (8) .22 Hollowpoint rounds.&lt;br /&gt;
 |}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Freelancer Mercenary / Colonial Liberation Front Equipment ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MAR.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;MAR-40 Battle Rifle&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |While outdated and old, this weapon has historically proven to be extremely reliable and adaptable. It has a magazine size of 60 7.62x39mm heavy rifle rounds, and burst fire capabilities. Originally created by the USSR as a quickly deployable rifle in any type of environment. It gained a positive reputation among poorer mercenary and planetary militia groups due to its reliability and ease of manufacturing and maintenance.&amp;lt;br&amp;gt;It is one of the standard rifles for &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;, &#039;&#039;&#039;Dutch&#039;s Dozen Mercenaries&#039;&#039;&#039;,&#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039; and &#039;&#039;&#039;[[The Iron Bears|Iron Bear soldiers]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammunition:&#039;&#039;&#039; &amp;lt;div id=&amp;quot;mw-customcollapsible-Marmag&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |[[File: MAR_Magazine.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;MAR Magazine&#039;&#039;&#039;&lt;br /&gt;
 |Holds forty (40) 7.62x39mm rifle rounds. Can share ammo between the MAR-40 and the MAR-30.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File: MAR_Magazine.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;MAR Extended Magazine&#039;&#039;&#039;&lt;br /&gt;
 |Holds sixty (60) 7.62x39mm rifle rounds. Holds more ammunition than the standard magazines and can share ammo between the MAR-40 and the MAR-30.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MAR30.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;MAR-30 Battle Carbine&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A cheap, reliable assault rifle chambered in 7.62x39mm. Commonly found in the hands of criminals or mercenaries. This is the carbine variant. It shares ammo with the MAR-40.&amp;lt;br&amp;gt;It is one of the standard rifles for &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;, &#039;&#039;&#039;Dutch&#039;s Dozen Mercenaries&#039;&#039;&#039;, &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039; and &#039;&#039;&#039;Iron Bear soldiers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammunition:&#039;&#039;&#039; &amp;lt;div id=&amp;quot;mw-customcollapsible-Marmag&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |[[File: MAR_Magazine.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;MAR Magazine&#039;&#039;&#039;&lt;br /&gt;
 |Holds forty (40) 7.62x39mm rifle rounds. Can share ammo between the MAR-40 and the MAR-30.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File: MAR_Magazine.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;MAR Extended Magazine&#039;&#039;&#039;&lt;br /&gt;
 |Holds sixty (60) 7.62x39mm rifle rounds. Holds more ammunition than the standard magazines and can share ammo between the MAR-40 and the MAR-30.&lt;br /&gt;
|} &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Mp27.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;MP27 SMG&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An archaic design going back hundreds of years, the MP27 was common in its day. Today it sees limited use as cheap computer-printed replicas or family heirlooms. Holds 30 SMG rounds, uses 4.6x30mm. This weapon can fire in bursts.&amp;lt;br&amp;gt;It is one of the standard SMGs for &#039;&#039;&#039;Dutch&#039;s Dozen Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;. This can also be found inside the Big-Red&#039;s Administration Armoury or more can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammunition:&#039;&#039;&#039; &amp;lt;div id=&amp;quot;mw-customcollapsible-Mp27&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |[[File:MP5_Magazine.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;MP27 Magazine&#039;&#039;&#039;&lt;br /&gt;
 |Holds twenty (30) 4.6x30mm SMG rounds. &lt;br /&gt;
|} &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:FP9000.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;FN FP9000 Submachine Gun&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An archaic design, but one that&#039;s stood the test of time. Fires fast armor piercing rounds and can fire in bursts.&amp;lt;br&amp;gt;It is one of the standard SMGs for &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Dutch&#039;s Dozen Mercenaries&#039;&#039;&#039;. This weapon can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammunition:&#039;&#039;&#039; &amp;lt;div id=&amp;quot;mw-customcollapsible-FN&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |[[File:FN_Magazine.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;FN Magazine&#039;&#039;&#039;&lt;br /&gt;
 |Holds fifty (50) 5.7x28mm SMG rounds. &lt;br /&gt;
|} &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:CZ-81.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;CZ-81 Submachinegun&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A robust, 20th century firearm that&#039;s a combination of pistol and submachinegun. Fires .32ACP caliber rounds from a 20 round magazine.&lt;br /&gt;
Can be ordered via &#039;&#039;&#039;Cargo&#039;&#039;&#039; or found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;,  &#039;&#039;&#039;Dutch&#039;s Dozen Mercenaries&#039;&#039;&#039;, &#039;&#039;&#039;UPP Medics&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammunition:&#039;&#039;&#039; &amp;lt;div id=&amp;quot;mw-customcollapsible-CZ&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |[[File:CZ-81_Magazine.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;CZ-81 Magazine&#039;&#039;&#039;&lt;br /&gt;
 |Holds twenty (20) .32 ACP SMG rounds.&lt;br /&gt;
 |} &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MAC15.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;MAC-15 Machine Pistol&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A cheap, reliable design and manufacture make this ubiquitous submachinegun useful despite the age. Turn on burst mode for maximum firepower. Fires 9mm and carries 32 machine pistol bullets inside the magazine.&amp;lt;br&amp;gt;This weapon can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039; or it is found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammunition:&#039;&#039;&#039; &amp;lt;div id=&amp;quot;mw-customcollapsible-mac15&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |[[File:MAC15_Magazine.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;MAC15 Magazine&#039;&#039;&#039;&lt;br /&gt;
 |Holds thirty-two (32) 9mm SMG rounds. &lt;br /&gt;
|-&lt;br /&gt;
 |[[File:MAC15_Magazine.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;MAC15 Extended Magazine&#039;&#039;&#039;&lt;br /&gt;
 |Holds fifty (50) 9mm SMG rounds. Holds more ammunition than the standard magazines.&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:CustomBuildShotgun.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Custom Built Shotgun&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A small, custom-made shotgun made out of cobbled-together pile of scrap and alien wood. Fires shotgun shells and can only carry 6 shells in the chamber. This shotgun also has a burst fire feature, as if this gun needs it.&amp;lt;br&amp;gt;It is one of the standard shotguns for &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;, &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039; and &#039;&#039;&#039;Dutch&#039;s Dozen Mercenaries&#039;&#039;&#039;. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammunition:&#039;&#039;&#039; &amp;lt;div id=&amp;quot;mw-customcollapsible-shotgun&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |[[File:slugbox.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Slug Shells&#039;&#039;&#039;&lt;br /&gt;
 |Single Slug Projectile. Effective in ranged combat. Armour piercing. Less damage.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:buckbox.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Buckshot Shells&#039;&#039;&#039;&lt;br /&gt;
 |Fires multiple small projectiles. Powerful in close range. Massive damage, Rapid damage fall-off at range. 4 meter range. Fires in a 15 degree radius.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:incinbox.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Incendiary Slug Shells&#039;&#039;&#039;&lt;br /&gt;
 |Single Slug Projectile. Will set ablaze any and all targets hit with this round. Rare, only found in the plantside armoury.&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:hgshot.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;HG Pump Shotgun&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Four round pump shotgun that uses a internal magazine for quick reloading, typically used by Colonial Marshals and similar security forces.&amp;lt;br&amp;gt;Can be found on the both planets LV-624 and Big-Red. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039; or it is found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammunition:&#039;&#039;&#039; &amp;lt;div id=&amp;quot;mw-customcollapsible-shotgun&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |[[File:slugbox.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Slug Shells&#039;&#039;&#039;&lt;br /&gt;
 |Single Slug Projectile. Effective in ranged combat. Armour piercing. Less damage.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:buckbox.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Buckshot Shells&#039;&#039;&#039;&lt;br /&gt;
 |Fires multiple small projectiles. Powerful in close range. Massive damage, Rapid damage fall-off at range. 4 meter range. Fires in a 15 degree radius.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:incinbox.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Incendiary Slug Shells&#039;&#039;&#039;&lt;br /&gt;
 |Single Slug Projectile. Will set ablaze any target hit. Rare, only found in the planetside armoury or Weyland-Yutani crates from Requisitions.&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:doubleshotgun.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Double Barrel Shotgun&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A archaic design, this weapon is a simple but reliable close range shotgun. It uses shotgun shells and can only hold two shells at a time. Is able to rapidly fire both rounds in quick succession.&amp;lt;br&amp;gt;Can only be found in LV-624&#039;s old shack and in the hands of &#039;&#039;&#039;Dutch&#039;s Dozen Mercenaries&#039;&#039;&#039;, &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammunition:&#039;&#039;&#039; &amp;lt;div id=&amp;quot;mw-customcollapsible-shotgun&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |[[File:slugbox.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Slug Shells&#039;&#039;&#039;&lt;br /&gt;
 |Single Slug Projectile. Effective in ranged combat. Armour piercing. Less damage.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:buckbox.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Buckshot Shells&#039;&#039;&#039;&lt;br /&gt;
 |Fires multiple small projectiles. Powerful in close range. Massive damage, Rapid damage fall-off at range. 4 meter range. Fires in a 15 degree radius.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:incinbox.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Incendiary Slug Shells&#039;&#039;&#039;&lt;br /&gt;
 |Single Slug Projectile. Will set ablaze any and all targets hit with this round. Rare, only found in the plantside armoury.&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:SawnOff.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sawn-Off Shotgun&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A modified version of the Double Barrel Shotgun whose barrel has been artificially shortened to reduce range but increase damage and spread.&amp;lt;br&amp;gt;It is found in the hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;, &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039; and &#039;&#039;&#039;Survivors&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammunition:&#039;&#039;&#039; &amp;lt;div id=&amp;quot;mw-customcollapsible-shotgun&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |[[File:slugbox.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Slug Shells&#039;&#039;&#039;&lt;br /&gt;
 |Single Slug Projectile. Effective in ranged combat. Armour piercing. Less damage.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:buckbox.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Buckshot Shells&#039;&#039;&#039;&lt;br /&gt;
 |Fires multiple small projectiles. Powerful in close range. Massive damage, Rapid damage fall-off at range. 4 meter range. Fires in a 15 degree radius.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:incinbox.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Incendiary Slug Shells&#039;&#039;&#039;&lt;br /&gt;
 |Single Slug Projectile. Will set ablaze any and all targets hit with this round. Rare, only found in the plantside armoury.&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Desert_Eagle.png|64px]][[File:Gold_Desert_Eagle.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Vintage Desert Eagle&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A bulky .50 caliber pistol with a serious kick, probably taken from some museum somewhere. This one is engraved, &#039;&#039;&amp;quot;Peace Through Superior Firepower.&amp;quot;&#039;&#039; Has a magazine that holds 7 rounds and uses .50 heavy pistol bullets. Comes in standard variants and vintage, gold plated variants.&amp;lt;br&amp;gt;It is the main sidearm of the &#039;&#039;&#039;Freelancer Mercenaries Captain&#039;&#039;&#039; and one of the standard sidearms for &#039;&#039;&#039;Dutch&#039;s Dozen Mercenaries&#039;&#039;&#039;. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammunition:&#039;&#039;&#039; &amp;lt;div id=&amp;quot;mw-customcollapsible-deserteagle&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |[[File:M4A3_.45_Magazine.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Desert Eagle Magazine&#039;&#039;&#039;&lt;br /&gt;
 |Holds seven (7) .50AE heavy pistol rounds.&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Kt42.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;KT-42 Automag&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The KT-42 Automag is an archaic but reliable design, going back many decades. There have been many versions and variations, but the 42 is by far the most common. You can&#039;t go wrong with this handcannon.&amp;lt;br&amp;gt;It is one of the standard sidearms for &#039;&#039;&#039;Dutch&#039;s Dozen Mercenaries&#039;&#039;&#039;, &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039; and &#039;&#039;&#039;Iron Bear soldiers&#039;&#039;&#039;. It can also be found in the hands of &#039;&#039;&#039;[[Survivor|Survivors]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammunition:&#039;&#039;&#039; &amp;lt;div id=&amp;quot;mw-customcollapsible-kt42&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |[[File:KT42_Magazine.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;KT-42 Magazine&#039;&#039;&#039;&lt;br /&gt;
 |Holds seven (7) .44 pistol rounds.&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:SW357.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Smith &amp;amp; Wesson Revolver&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A lean .357 revolver made by Smith &amp;amp; Wesson. A timeless classic, from antiquity to the future. Uses .357 rounds and carries 6 revolver rounds in the chamber.&amp;lt;br&amp;gt;It is one of the standard sidearms for &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammunition:&#039;&#039;&#039; &amp;lt;div id=&amp;quot;mw-customcollapsible-SW&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |[[File:S&amp;amp;W_Speedloader.png]]&amp;lt;br&amp;gt; &#039;&#039;&#039;S&amp;amp;W Speed loader&#039;&#039;&#039;&lt;br /&gt;
 |Holds six (6) .357 pistol rounds.&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Spearhead_autorevolver.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;CMB Spearhead AutoRevolver&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Uses .357 rounds and holds 6 pistol rounds inside the chamber. Weaker then the standard .44 magnum, but has a 3 round burst fire. Standard sidearm of the colonial marshals.&amp;lt;br&amp;gt;Can be found in both LV-624 and on Big-Red. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039; and it is found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammunition:&#039;&#039;&#039; &amp;lt;div id=&amp;quot;mw-customcollapsible-Spearhead&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |[[File:Spearhead_Speedloader.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Spearhead Speed loader&#039;&#039;&#039;&lt;br /&gt;
 |Holds six (6) .357 pistol rounds.&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:holdoutpistol.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Holdout Pistol&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Easily concealable pistol, a tiny weapon that can fit in small containers or even pockets. Fires weak .22 rounds in a five light pistol round magazine.&amp;lt;br&amp;gt;Can be found on planet LV-624 and in the hands of Survivors. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039; or found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammunition:&#039;&#039;&#039; &amp;lt;div id=&amp;quot;mw-customcollapsible-holdout&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |[[File:M4A3mag.png]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Tiny Pistol Magazine&#039;&#039;&#039;&lt;br /&gt;
 |Holds five (5) .22 light pistol rounds.&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:HighpowerAutomag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Highpower Automag&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A Colonial Marshals issued, powerful semi-automatic pistol. Used for centuries by law enforcement and criminals alike, recently recreated with this new model. Fires 9mm rounds and carries 13 pistol rounds inside the magazine.&amp;lt;br&amp;gt;Can only be found in LV-624&#039;s security armoury and in the hands of &#039;&#039;&#039;Dutch&#039;s Dozen Mercenaries&#039;&#039;&#039;, &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammunition:&#039;&#039;&#039; &amp;lt;div id=&amp;quot;mw-customcollapsible-holdout&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |[[File:M4A3mag.png]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Highpower Magazine&#039;&#039;&#039;&lt;br /&gt;
 |Holds thirteen (13) 9mm pistol rounds.&lt;br /&gt;
 |}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ERT Equipment ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Svd.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;SVD Dragunov-033 Sniper Rifle&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A sniper variant of the MAR-40 rifle, with a new stock, barrel and scope. It doesn&#039;t have the punch of modern sniper rifles, but remains a finely crafted weapon. Uses 7.62x54mm rounds and holds 10 sniper bullets in the clip. It comes with a rail scope, sniper barrel and wooden stock attached.&amp;lt;br&amp;gt;It is a standard Sniper Rifle for the &#039;&#039;&#039;Iron Bear soldiers&#039;&#039;&#039;. And thus, &#039;&#039;&#039;this is only available through admin events&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammunition:&#039;&#039;&#039; &amp;lt;div id=&amp;quot;mw-customcollapsible-SVD&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |[[File:SVD_Magazine.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;SVD Magazine&#039;&#039;&#039;&lt;br /&gt;
 |Holds ten (10) 7.62x54mmR large caliber sniper rifle rounds.&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:PPSh-17b.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;PPSh-17b SMG&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Very outdated, but classic USSR weapon, commonly used as a standard issue weapon for Iron Bear operatives. While old, the weapon is reliable and can hold a large magazine size of 35 or 71 7.62x25mm SMG rounds.&amp;lt;br&amp;gt;It is the standard SMG for &#039;&#039;&#039;Iron Bear soldiers&#039;&#039;&#039;. And thus, &#039;&#039;&#039;this is only available through admin events&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammunition:&#039;&#039;&#039; &amp;lt;div id=&amp;quot;mw-customcollapsible-PPsh&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |[[File:Drum_mag.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;PPSh Drum Magazine&#039;&#039;&#039;&lt;br /&gt;
 |Holds thirty-five (35) 7.62x25mm SMG rounds.&lt;br /&gt;
|-&lt;br /&gt;
 |[[File:Drum_mag.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;PPSh Extended Drum Magazine&#039;&#039;&#039;&lt;br /&gt;
 |Holds seventy-one (71) 7.62x25mm SMG rounds. Holds more ammunition than the standard magazines.&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:nyrevolver.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Nagant-Yamasaki Revolver&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Reliable revolver often found in the hands of mercenaries or criminals, can hold eight 7.62 revolver rounds in the chamber. &amp;lt;br&amp;gt;It is one of the standard sidearms for &#039;&#039;&#039;Iron Bear soldiers&#039;&#039;&#039;. And thus, &#039;&#039;&#039;this is only available through admin events&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammunition:&#039;&#039;&#039; &amp;lt;div id=&amp;quot;mw-customcollapsible-NY&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |[[File:NY_Speedloader.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;N-Y Speed loader&#039;&#039;&#039;&lt;br /&gt;
 |Holds seven (7) 7.62x38mmR revolver rounds.&lt;br /&gt;
 |}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous Equipment=&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Auto9.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Auto-9 Machine Pistol&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An advanced, select-fire machine pistol capable of three round burst. Last seen cleaning up the mean streets of Detroit.&amp;lt;br&amp;gt;&#039;&#039;&#039;Not available during normal gameplay. Only available at admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammunition:&#039;&#039;&#039; &amp;lt;div id=&amp;quot;mw-customcollapsible-auto9&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |[[File:88M4AP_Magazine.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Auto 9 Magazine&#039;&#039;&#039;&lt;br /&gt;
 |Holds fifty (50) 9mm pistol rounds.&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MP5.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;MP5 SMG&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A German design, this was one of the most widely used submachine guns in the world. It&#039;s still possible to find this firearm in the hands of collectors or gun fanatics.&amp;lt;br&amp;gt;&#039;&#039;&#039;Not available during normal gameplay. Only available at admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammunition:&#039;&#039;&#039; &amp;lt;div id=&amp;quot;mw-customcollapsible-mp5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |[[File:MP5_Magazine.png|32px]]&amp;lt;br&amp;gt;MP5 Magazine&lt;br /&gt;
 |Holds twenty (30) 9mm SMG rounds. &lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:m4a3_45.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M4A3 Service Pistol .45&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |One of the standard USCM service pistols chambered in .45 caliber. But only issued in small numbers and reserved for high military personnel. It functions similar to the standard-issue M4A3, but deals greater damage with a smaller magazine size of 7. &amp;lt;br&amp;gt;One pistol can be found inside Cargo&#039;s armaments vendor. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;. It is also one of the standard sidearms for &#039;&#039;&#039;Dutch&#039;s Dozen Mercenaries&#039;&#039;&#039;, which is &#039;&#039;&#039;only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammunition:&#039;&#039;&#039; &amp;lt;div id=&amp;quot;mw-customcollapsible-m4a3-45&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |[[File:M4A3_.45_Magazine.png|32px]]&amp;lt;br&amp;gt; M4A3 Magazine .45&lt;br /&gt;
 |Holds seven (7) .45 pistol rounds.  Lower magazine size, but better damage.&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M16.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M16 Assault Rifle&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M16 is an American-made assault rifle chambered with 5.56×45mm rifle rounds. M16 variants have been the US military&#039;s standard issue assault rifle since the Vietnam War. Although it has long since been replaced by the M41A Mk2 as the standard assault rifle for military operations, some are still supplied in times of need.&amp;lt;br&amp;gt;&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammunition:&#039;&#039;&#039; &amp;lt;div id=&amp;quot;mw-customcollapsible-m16&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |[[File: MAR_Magazine.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M16 Magazine&#039;&#039;&#039;&lt;br /&gt;
 |Holds twenty (20) 5.56x45mm rifle rounds.&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Beretta.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Beretta 92FS Pistol&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A popular police firearm in the 20th century, often employed by hard-boiled cops while confronting terrorists. A classic of its time, chambered with 9mm.&amp;lt;br&amp;gt;It is found in the hands of &#039;&#039;&#039;Survivors&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammunition:&#039;&#039;&#039; &amp;lt;div id=&amp;quot;mw-customcollapsible-beretta&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |[[File:M4A3mag.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Beretta 92FS Magazine&#039;&#039;&#039;&lt;br /&gt;
 |Holds fifteen (15) 9mm pistol rounds.&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MatebaCustom.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mateba Autorevolver Custom++&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |This version of the Mateba revolver is snubnosed, engraved with gold, tinted black, and highly customized, specifally made for an admiral. In other functions, it remains similar to the standard Mateba.&amp;lt;br&amp;gt;&#039;&#039;&#039;Not available during normal gameplay. Only available at admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammunition:&#039;&#039;&#039; &amp;lt;div id=&amp;quot;mw-customcollapsible-mateba&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |[[File:Mateba_Speedloader.png]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Mateba Speedloader&#039;&#039;&#039;&lt;br /&gt;
 |Holds eight (8) .454 heavy revolver rounds.&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Minigun.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ol&#039; Painless Minigun&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Its a minigun, an enormous, multi-barreled rotating gatling gun. It only fires in 6 round bursts. Fires 7.62x51mm and contains 300 rounds inside the drum. Don&#039;t stand in front of it. Don&#039;t stand beside it. Just don&#039;t stand anywhere close to one and you&#039;ve got a chance to survive. Possibly.&amp;lt;br&amp;gt;&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammunition:&#039;&#039;&#039; &amp;lt;div id=&amp;quot;mw-customcollapsible-minigun&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |[[File:RotatingAmmoDrum .png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rotating Ammo Drum&#039;&#039;&#039; &lt;br /&gt;
 |Holds three hundred (300) 7.62x51mm minigun rounds.&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:ThunderBolt.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M57-A4 &#039;Lightning Bolt&#039; Quad Thermobaric Missile Launcher&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M57-A4 &#039;Lightning Bolt&#039; is possibly the most destructive man-portable weapon ever made. It is a 4-barreled missile launcher capable of burst-firing 4 missiles, which should speak for itself. Don&#039;t point it in the general direction of anything you want to survive.&amp;lt;br&amp;gt;&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammunition:&#039;&#039;&#039; &amp;lt;div id=&amp;quot;mw-customcollapsible-minigun&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |[[File:84mmThermobaric_RocketArray.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;84mm Thermobaric Rocket Array&#039;&#039;&#039;&lt;br /&gt;
 |Holds 4 HE 84mm rockets. Deals damage and stuns in a 4 meter wide area. Deals little additional damage on direct hit with a target. Ineffective against heavily armoured targets. Activate in hand to receive some metal when it&#039;s used up.&lt;br /&gt;
 |}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Weapon Attachments=&lt;br /&gt;
Marines can acquire attachments for weapons. Most attachments must be acquired via the Requisitions Officer located in the center of the Almayer&#039;s lower deck. Most ROs usually only give one or two attachments to most marines, though some may grant more to squad leaders, medics, engineers, or specialists. Being polite to the Requisitions staff might get you extra stuff. Say please and thank you. The only exception is for the Rail Flashlight and Bayonet attachments, where it can be found in Marine Vendors inside your respective Prep rooms.&lt;br /&gt;
&lt;br /&gt;
Most guns have three attachment locations: the rail, under barrel and the muzzle. Each location allows only one attachment at a time. Most attachments offer an advantage and some disadvantage. &lt;br /&gt;
&lt;br /&gt;
The statistics for attachments are subject to change and will most likely change often. Until they do change, this page will be up to date on the statistics on each attachment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Muzzle Attachments====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
|-&lt;br /&gt;
!Attachment&lt;br /&gt;
!Benefits&lt;br /&gt;
!Drawbacks&lt;br /&gt;
!Useable With&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Suppressor--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:supressor.png|64px]]&amp;lt;br&amp;gt;Suppressor&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
* Slightly increases accuracy&lt;br /&gt;
* Greatly decreases firing sound&lt;br /&gt;
* Removes firing messages&lt;br /&gt;
* Slightly decreases recoil&lt;br /&gt;
* Slightly decreases bullet scatter when burst fired&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
* Slightly decreases damage&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
*M4A3 Pistol&lt;br /&gt;
*88M4 Pistol&lt;br /&gt;
*Holdout Pistol&lt;br /&gt;
*M39 SMG&lt;br /&gt;
*MP27 SMG&lt;br /&gt;
*FN FP9000 SMG&lt;br /&gt;
*MAR-40 Battle Rifle&lt;br /&gt;
*M41A Rifle&lt;br /&gt;
*M41AE2 Rifle&lt;br /&gt;
*M4RA Rifle&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Bayonet--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:bayonet.png|64px]]&amp;lt;br&amp;gt;Bayonet&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
* Greatly increases weapon melee damage&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &lt;br /&gt;
* Slightly decreases accuracy&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
*M44 Combat Revolver&lt;br /&gt;
*M41A Rifle&lt;br /&gt;
*M41AMK1 Rifle&lt;br /&gt;
*MAR-40 Battle Rifle&lt;br /&gt;
*M37 Shotgun&lt;br /&gt;
*Double Barrel Shotgun&lt;br /&gt;
*Mk221 Tactical Shotgun&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Extended Barrel--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Extended_barrel.png|64px]]&amp;lt;br&amp;gt;Extended Barrel&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
* Moderately increases accuracy&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &lt;br /&gt;
* Slightly decreases damage&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
*M4A3 Pistol&lt;br /&gt;
*M44 Combat Revolver&lt;br /&gt;
*88M4 Pistol&lt;br /&gt;
*Desert Eagle&lt;br /&gt;
*CMB Spearhead AutoRevolver&lt;br /&gt;
*M39 SMG&lt;br /&gt;
*M41A Rifle&lt;br /&gt;
*MAR-40 Battle Rifle&lt;br /&gt;
*M37 Shotgun&lt;br /&gt;
*Mk221 Tactical Shotgun&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Barrel Charger--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Barrel_charger.png|64px]]&amp;lt;br&amp;gt;Barrel Charger&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
* Greatly increases damage&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &lt;br /&gt;
* Moderately decreases accuracy&lt;br /&gt;
* Slightly decreases firing speed&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
*M4A3 Pistol&lt;br /&gt;
*M44 Combat Revolver&lt;br /&gt;
*88M4 Pistol&lt;br /&gt;
*Desert Eagle&lt;br /&gt;
*CMB Spearhead AutoRevolver&lt;br /&gt;
*Mateba Autorevolver&lt;br /&gt;
*M39 SMG&lt;br /&gt;
*M41A Rifle&lt;br /&gt;
*M41AE2 Rifle&lt;br /&gt;
*Smartgun&lt;br /&gt;
*M37 Shotgun&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Recoil Compensator--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Recoil_compensator.png|64px]]&amp;lt;br&amp;gt;Recoil Compensator&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
* Moderately decreases recoil&lt;br /&gt;
* Moderately increases accuracy&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &lt;br /&gt;
* Slightly decreases damage&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
*M44 Combat Revolver&lt;br /&gt;
*Desert Eagle&lt;br /&gt;
*CMB Spearhead AutoRevolver&lt;br /&gt;
*Nagant-Yamasaki Revolver&lt;br /&gt;
*Mateba Autorevolver&lt;br /&gt;
*M4RA Rifle&lt;br /&gt;
*M41AE2 Rifle&lt;br /&gt;
*MAR-40 Battle Rifle&lt;br /&gt;
*M37 Shotgun&lt;br /&gt;
*Custom Built Shotgun&lt;br /&gt;
*Mk221 Tactical Shotgun&lt;br /&gt;
*HG Pump Shotgun&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Rail Attachments====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
|-&lt;br /&gt;
!Attachment&lt;br /&gt;
!Benefits&lt;br /&gt;
!Drawbacks&lt;br /&gt;
!Useable With&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Rail Flashlight--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:mountedflash.png]]&amp;lt;br&amp;gt;Rail Flashlight&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
* Generates a Light Source (greater radius than shoulder lamp, flare and flashlight)&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &lt;br /&gt;
* None&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
*M4A3 Pistol&lt;br /&gt;
*88M4 Pistol&lt;br /&gt;
*Holdout Pistol&lt;br /&gt;
*Desert Eagle&lt;br /&gt;
*Korovin PK-9 Pistol&lt;br /&gt;
*CMB Spearhead AutoRevolver&lt;br /&gt;
*Mateba Autorevolver&lt;br /&gt;
*M39 SMG&lt;br /&gt;
*MP27 SMG&lt;br /&gt;
*M41A Rifle&lt;br /&gt;
*M41AE2 Rifle&lt;br /&gt;
*MAR-40 Battle Rifle&lt;br /&gt;
*M37 Shotgun&lt;br /&gt;
*Mk221 Tactical Shotgun&lt;br /&gt;
*Double Barrel&lt;br /&gt;
*HG Pump Shotgun&lt;br /&gt;
*M240 Incinerator Unit&lt;br /&gt;
*SVD Dragunov-033 Sniper Rifle&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--RDS--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|[[File:reddot.png]]&amp;lt;br&amp;gt;Red Dot Sight&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
* Moderately increases accuracy&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &lt;br /&gt;
* None&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
*M4A3 Pistol&lt;br /&gt;
*88M4 Pistol&lt;br /&gt;
*M44 Combat Revolver&lt;br /&gt;
*Desert Eagle&lt;br /&gt;
*Korovin PK-9 Pistol&lt;br /&gt;
*CMB Spearhead AutoRevolver&lt;br /&gt;
*Mateba Autorevolver&lt;br /&gt;
*M39 SMG&lt;br /&gt;
*MP27 SMG&lt;br /&gt;
*M41A Rifle&lt;br /&gt;
*M41AMK1 Rifle&lt;br /&gt;
*M41AE2 Rifle&lt;br /&gt;
*MAR-40 Battle Rifle&lt;br /&gt;
*M37 Shotgun&lt;br /&gt;
*Mk221 Tactical Shotgun&lt;br /&gt;
*Double Barrel&lt;br /&gt;
*HG Pump Shotgun&lt;br /&gt;
*SVD Dragunov-033 Sniper Rifle&lt;br /&gt;
&lt;br /&gt;
|-&amp;lt;!--Quickfire Adapter--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:quickfire.png]]&amp;lt;br&amp;gt;Quickfire Adapter&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
* Slightly increases firing speed&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &lt;br /&gt;
* Moderately decreases accuracy&lt;br /&gt;
* Decreases burst-fire shots by 1 (from 3)&lt;br /&gt;
* Moderately increases scatter when burst-fired&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
*M4A3 Pistol&lt;br /&gt;
*88M4 Pistol&lt;br /&gt;
*Holdout Pistol&lt;br /&gt;
*Desert Eagle&lt;br /&gt;
*Korovin PK-9 Pistol&lt;br /&gt;
*CMB Spearhead AutoRevolver&lt;br /&gt;
*Mateba Autorevolver&lt;br /&gt;
*M39 SMG&lt;br /&gt;
*M41A Rifle&lt;br /&gt;
*M41AE2 Rifle&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Magnetic Harness--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Magnetic harness.png]]&amp;lt;br&amp;gt;Magnetic Harness&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
* Dropped weapon goes to suit slot&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &lt;br /&gt;
* Slightly decreases accuracy&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
*M39 SMG&lt;br /&gt;
*MP27 SMG&lt;br /&gt;
*M41A Rifle&lt;br /&gt;
*M41AE2 Rifle&lt;br /&gt;
*MAR-40 Battle Rifle&lt;br /&gt;
*M37 Shotgun&lt;br /&gt;
*Mk221 Tactical Shotgun&lt;br /&gt;
*Double Barrel&lt;br /&gt;
*HG Pump Shotgun&lt;br /&gt;
*SADAR&lt;br /&gt;
*Grenade Launcher&lt;br /&gt;
*SVD Dragunov-033 Sniper Rifle&lt;br /&gt;
*M240 Incinerator Unit&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Rail Scope--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:railscope.png]]&amp;lt;br&amp;gt;Rail Scope&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
* Greatly increases accuracy&lt;br /&gt;
* Allows the user to &#039;zoom&#039; in to see longer distances.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &lt;br /&gt;
* Moderately decreases firing speed&lt;br /&gt;
* Decreases burst-fire shots by 1 (from 3)&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
*M44 Combat Revolver&lt;br /&gt;
*MP27 SMG&lt;br /&gt;
*FN FP9000 SMG&lt;br /&gt;
*M41A Rifle&lt;br /&gt;
*M41AE2 Rifle&lt;br /&gt;
*MAR-40 Battle Rifle&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Underbarrel Attachments====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
|-&lt;br /&gt;
!Attachment&lt;br /&gt;
!Benefits&lt;br /&gt;
!Drawbacks&lt;br /&gt;
!Useable With&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Forward Grip--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|[[File:forwardgrip.png|64px]]&amp;lt;br&amp;gt;Forward Grip&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
* Slightly increases accuracy&lt;br /&gt;
* Slightly decreases recoil&lt;br /&gt;
* Slightly decreases bullet scatter when burst-fired&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &lt;br /&gt;
* Makes one handed weapons two handed&lt;br /&gt;
* Increased weapon size&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
*M39 SMG&lt;br /&gt;
*M41A Rifle&lt;br /&gt;
*M4RA Rifle&lt;br /&gt;
*M41AE2 Rifle&lt;br /&gt;
*M37 Shotgun&lt;br /&gt;
*SVD Dragunov-033 Sniper Rifle&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Gyroscopic Stabilizer--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|[[File:gyro.png|64px]]&amp;lt;br&amp;gt;Gyroscopic Stabilizer&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
* Makes two handed weapons one handed&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &lt;br /&gt;
* Slightly decreases accuracy&lt;br /&gt;
* Slightly increases recoil&lt;br /&gt;
* Slightly increases bullet scatter when burst-fired&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
*M41A Rifle&lt;br /&gt;
*M4RA Rifle&lt;br /&gt;
*M41AE2 Rifle&lt;br /&gt;
*MAR-40 Battle Rifle&lt;br /&gt;
*M37 Shotgun&lt;br /&gt;
*Double Barrel&lt;br /&gt;
*HG Pump Shotgun&lt;br /&gt;
*M42A Scoped Rifle&lt;br /&gt;
*SVD Dragunov-033 Sniper Rifle&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Bipod--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:bipod.png|64px]]&amp;lt;br&amp;gt;Bipod&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
* Greatly increases accuracy&lt;br /&gt;
* Slightly decreases recoil&lt;br /&gt;
* Reduces bullet spread when burst fired&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &lt;br /&gt;
* Increased weapon size&lt;br /&gt;
* Slightly decreases firing speed&lt;br /&gt;
* Requires setup&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
*M41A Rifle&lt;br /&gt;
*M4RA Rifle&lt;br /&gt;
*M41AE2 Rifle&lt;br /&gt;
*MAR-40 Battle Rifle&lt;br /&gt;
*M42A Scoped Rifle&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Underslung Grenade Launcher--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|[[File:Undernade.png]]&amp;lt;br&amp;gt;Underslung Grenade Launcher&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
* Adds the ability to fire up to two HEDP grenades&lt;br /&gt;
* Reloadable with additional HEDP grenades&lt;br /&gt;
* Default M41A Rifle attachment&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &lt;br /&gt;
* Starts unloaded&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
*M41A Rifle&lt;br /&gt;
*M41AMK1 Rifle&lt;br /&gt;
*MAR-40 Battle Rifle&lt;br /&gt;
*Mk221 Tactical Shotgun&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Mini Flamethrower--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|[[File:Underflame.png|64px]]&amp;lt;br&amp;gt;Mini Flamethrower&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
* Adds the ability to fire several short flame bursts&lt;br /&gt;
* Refillable with standard flamer fuel tanks&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &lt;br /&gt;
* Fuel does not stick to hostiles unlike M240 Incinerator Unit&lt;br /&gt;
* Has a lower max range of 4 tiles versus the M240 Incinerator Unit&#039;s 5 tile range.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
*M41A Rifle&lt;br /&gt;
*M41AMK1 Rifle&lt;br /&gt;
*MAR-40 Battle Rifle&lt;br /&gt;
*M37 Shotgun&lt;br /&gt;
*HG Pump Shotgun&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Masterkey Shotgun--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|[[File:Undershot.png]]&amp;lt;br&amp;gt;Masterkey Shotgun&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
* Adds the ability to fire three semi-auto buckshot&lt;br /&gt;
* Reloadable with additional buckshot&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &lt;br /&gt;
* The short barrel reduces the ammo&#039;s effectiveness&lt;br /&gt;
* Reduced accuracy when firing compared to an actual shotgun.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
*M41A Rifle&lt;br /&gt;
*M41AMK1 Rifle&lt;br /&gt;
*MAR-40 Battle Rifle&lt;br /&gt;
*Mk221 Tactical Shotgun&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Burst Fire Assembly--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Burstfire.png|64px]]&amp;lt;br&amp;gt;Burst Fire Assembly&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
* Enables burst-fire on a weapon or enhances burst-fire capability&lt;br /&gt;
* Increases burst-fire shots by 2 (from 3)&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &lt;br /&gt;
* Slightly increases bullet scatter&lt;br /&gt;
* Slightly decreases accuracy&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
*M4A3 Service Pistol&lt;br /&gt;
*88M4 Pistol&lt;br /&gt;
*Korovin PK-9 Pistol&lt;br /&gt;
*Holdout Pistol&lt;br /&gt;
*M39 SMG&lt;br /&gt;
*M41A Rifle&lt;br /&gt;
*M4RA Rifle&lt;br /&gt;
*M41AE2 Rifle&lt;br /&gt;
*MAR-40 Battle Rifle&lt;br /&gt;
*Smartgun&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Stock Attachments====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
|-&lt;br /&gt;
!Attachment&lt;br /&gt;
!Benefits&lt;br /&gt;
!Drawbacks&lt;br /&gt;
!Usable With&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--m41astock--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|[[File:m41astock.png]]&amp;lt;br&amp;gt;M41A Skeleton Stock&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
* Slightly increases accuracy&lt;br /&gt;
* Slightly decreases recoil&lt;br /&gt;
* Slightly decreases bullet scatter when burst-fired&lt;br /&gt;
* Slightly increases weapon melee damage&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &lt;br /&gt;
* Slightly increases weapon size&lt;br /&gt;
* Greatly decreases firing speed&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
*M41A Rifle&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--M44stock--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|[[File:Magnum_stock.png]]&amp;lt;br&amp;gt;M44 Magnum Sharpshooter Stock&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
* Moderately increases accuracy&lt;br /&gt;
* Slightly decreases recoil&lt;br /&gt;
* Slightly decreases bullet scatter when burst-fired&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &lt;br /&gt;
* Slightly increases weapon size&lt;br /&gt;
* Slightly decreases weapon melee damage&lt;br /&gt;
* Greatly decreases firing speed&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
*44 Combat Revolver&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--M37 Wooden Stock--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|[[File:M37_stock.png]]&amp;lt;br&amp;gt;M37 Wooden Stock&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
* Slightly increases accuracy&lt;br /&gt;
* Slightly decreases recoil&lt;br /&gt;
* Slightly increases weapon melee damage&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &lt;br /&gt;
* Slightly increases weapon size&lt;br /&gt;
* Greatly decreases firing speed&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
*M37 Shotgun&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Pouches=&lt;br /&gt;
Pouches are used by soldiers and civilians alike to carry equipment. Pouches are used to carry additional equipment, ranging from magazines, tools to medical supplies. By right-clicking a pouch you have equipped you can toggle how the worn pouch behaves when clicked with an empty hand. It can either open the storage menu, or take the first item inside the pouch. The first option is the default one for all single-slot pouches.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Equipment:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:G18-Utility-Pouch.png|64px]]&amp;lt;br&amp;gt;G8 General Utility Pouch&lt;br /&gt;
|A small, lightweight pouch that can be clipped onto Armat Systems M3 Pattern armor to provide additional storage. Unfortunately, this pouch uses the same securing system as most Armat platform weaponry, and thus only one can be clipped to the M3 Pattern Armour.&lt;br /&gt;
|-&lt;br /&gt;
![[File:gen-pouch.png|64px]]&amp;lt;br&amp;gt;Light General Pouch&lt;br /&gt;
|A general purpose pouch used to carry small items and also magazines. Contains 1 slot.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Medium-gen-pouch.png|64px]]&amp;lt;br&amp;gt;Medium General Pouch&lt;br /&gt;
|A general purpose pouch used to carry more small items and also magazines. Contains 2 slots.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Large-gen-pouch.png|64px]]&amp;lt;br&amp;gt;Large General Pouch&lt;br /&gt;
|A general purpose pouch used to carry even more small items and also magazines. Contains 3 slots.&lt;br /&gt;
|-&lt;br /&gt;
![[File:medmag-pouch.png|64px]]&amp;lt;br&amp;gt;Medium Magazine Pouch&lt;br /&gt;
|Uncommon issue pouch that can hold two magazines. Issued to Medics and Engineers. Contains 2 slots.&lt;br /&gt;
|-&lt;br /&gt;
![[File:largemag-pouch.png|64px]]&amp;lt;br&amp;gt;Large Magazine Pouch&lt;br /&gt;
|Special issue pouch that can hold up to three magazines. Issued to Squad Leaders. Contains 3 slots.&lt;br /&gt;
|-&lt;br /&gt;
![[File:explarge-pouch.png|64px]]&amp;lt;br&amp;gt;Explosive Pouch&lt;br /&gt;
|Container designed to hold up to three grenades or other explosives. Issued to Engineers.&lt;br /&gt;
|-&lt;br /&gt;
![[File:pistol-mag-pouch.png|64px]]&amp;lt;br&amp;gt;Pistol Magazine Pouch&lt;br /&gt;
|Pouch able to hold pistol magazines.&lt;br /&gt;
|-&lt;br /&gt;
![[File:pistol-pouch.png|64px]]&amp;lt;br&amp;gt;Pistol Pouch&lt;br /&gt;
|A holster to carry pistols, typically a standard issue M4A3 handgun, or 88M4 Pistol.&lt;br /&gt;
|-&lt;br /&gt;
![[File:flare-pouch.png|64px]]&amp;lt;br&amp;gt;Flare Pouch&lt;br /&gt;
|Can hold 5 flares (including activated flare). Refillable with a M94 Flare Pack.&lt;br /&gt;
|-&lt;br /&gt;
![[File:radio-pouch.png|64px]]&amp;lt;br&amp;gt;Radio Pouch&lt;br /&gt;
|Used to hold sets of radio headsets.&lt;br /&gt;
|-&lt;br /&gt;
![[File:knife-pouch.png|64px]]&amp;lt;br&amp;gt;Bayonet Pouch&lt;br /&gt;
|Can carry a combat knife.&lt;br /&gt;
|-&lt;br /&gt;
![[File:survival-pouch.png|64px]]&amp;lt;br&amp;gt;Survival Pouch&lt;br /&gt;
| Survival pouch, used for long deployments.&lt;br /&gt;
|-&lt;br /&gt;
![[File:document-pouch.png|64px]]&amp;lt;br&amp;gt;Document Pouch&lt;br /&gt;
| A pouch used to hold documents for safe keeping.&lt;br /&gt;
|-&lt;br /&gt;
![[File:electronics-pouch.png|64px]]&amp;lt;br&amp;gt;Electronics Pouch&lt;br /&gt;
|Designed to hold all your electronic needs as an engineer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What it can Hold:&#039;&#039;&#039; &amp;lt;div id=&amp;quot;mw-customcollapsible-auto9&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |[[File:Circuitboard.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Circuitboards&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Powercell.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Powercells&#039;&#039;&#039;&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:const-pouch.png|64px]]&amp;lt;br&amp;gt;Construction Pouch&lt;br /&gt;
|Designed to holster construction materials. Issued to Engineers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What it can Hold:&#039;&#039;&#039; &amp;lt;div id=&amp;quot;mw-customcollapsible-auto9&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |[[File:Metal.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Metal Sheets&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Plasteel.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Plasteel Sheets&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Sandbag_Empty.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Empty Sandbags&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Planks.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Wooden Planks&#039;&#039;&#039;&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:aid-pouch.png|64px]]&amp;lt;br&amp;gt;First-Aid Pouch&lt;br /&gt;
|Standard issue field aid for all soldiers. Come pre-loaded with basic medical supplies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What it can Hold:&#039;&#039;&#039; &amp;lt;div id=&amp;quot;mw-customcollapsible-auto9&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |[[File:Dexalin.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Autoinjectors&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Ointment.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ointment&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Gauze.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gauze&#039;&#039;&#039;&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:medic-pouch.png|64px]]&amp;lt;br&amp;gt;Medical Pouch&lt;br /&gt;
|Large pouch able to hold a wide array of medical supplies. Issued to Medics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What it can Hold:&#039;&#039;&#039; &amp;lt;div id=&amp;quot;mw-customcollapsible-auto9&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |[[File:Dexalin.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Autoinjectors&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Ointment.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ointment&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Gauze.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gauze&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Advtraumakit.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced Kits&#039;&#039;&#039;&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:medkit-pouch.png|64px]]&amp;lt;br&amp;gt;Medkit Pouch&lt;br /&gt;
|Special issue pouch, able to hold a medkit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What it can Hold:&#039;&#039;&#039; &amp;lt;div id=&amp;quot;mw-customcollapsible-auto9&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |[[File:First-aid_kit.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medkits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:syringe-pouch.png|64px]]&amp;lt;br&amp;gt;Syringe Pouch&lt;br /&gt;
|Uncommon issue pouch, able to hold an array of syringes. Issued to Medics.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=Storage Equipment=&lt;br /&gt;
Storage Equipment is important for carrying various supplies during an active mission, make sure to take one.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Equipment:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:webbing.png|64px]]&amp;lt;br&amp;gt;Webbing&lt;br /&gt;
|Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 normal sized items.&amp;lt;br&amp;gt;It is the standard webbing for most of the &#039;&#039;&#039;USCM combat personnel&#039;&#039;&#039;, excluding Standard Marines.&lt;br /&gt;
|-&lt;br /&gt;
![[File:blackwebbing.png|64px]]&amp;lt;br&amp;gt;Black Webbing&lt;br /&gt;
|Robust black synthcotton vest with lots of pocket. Has five slots.&lt;br /&gt;
|-&lt;br /&gt;
![[File:brown_webbing_vest.png|64px]]&amp;lt;br&amp;gt;Brown Webbing Vest&lt;br /&gt;
|Worn brownish synthcotton vest with lots of pockets to unburden your hands.&lt;br /&gt;
|-&lt;br /&gt;
![[File:M276_Pattern_Ammo_Load_Rig.png|64px]]&amp;lt;br&amp;gt;M276 Pattern Ammo Load Rig&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is the standard variant designed for bulk ammunition-carrying operations. This holds 5 various magazines.&amp;lt;br&amp;gt;It is the standard rig for most of the &#039;&#039;&#039;USCM combat personnel&#039;&#039;&#039;, excluding Engineers and Medics.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Shotgun_belt.png|64px]]&amp;lt;br&amp;gt;Shotgun Shell Load Rig&lt;br /&gt;
|An ammunition belt designed to hold shotgun shells or individual bullets. This holds 10 handfuls of shells.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[File:M276_pattern_knife.png|64px]]&amp;lt;br&amp;gt;M276 Pattern Knife Rig&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is specially designed with four holsters to store throwing knives. Not commonly issued, but kept in service. This holds 4 throwing knives.&amp;lt;br&amp;gt;It is one of the uncommon rigs inside &#039;&#039;&#039;USCM Vendors&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
![[File:M276_pattern_M40_HEDP.png|64px]]&amp;lt;br&amp;gt;M276 Pattern M40 HEDP Rig&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed to carry bulk quantities of M40 HEDP Grenades.&amp;lt;br&amp;gt;It is the standard rig for &#039;&#039;&#039;Heavy Grenadier Specialists&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
![[File:M276_Pattern_Toolbelt_Rig.png|64px]]&amp;lt;br&amp;gt;M276 Pattern Toolbelt Rig&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version lacks any combat functionality, and is commonly used by engineers to transport important tools. This contains all the tools for the Combat Engineers and Maintenance Technicians to do their work.&amp;lt;br&amp;gt;It is the standard rig for &#039;&#039;&#039;Combat Engineers&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
![[File:M276_pattern_medical_storage_rig.png|64px]]&amp;lt;br&amp;gt;M276 Pattern Medical Storage Rig&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is a less common configuration, designed to transport medical supplies, and light ammunitions.Note that this rig can also hold a roller bed.&amp;lt;br&amp;gt;It is one of the standard rigs for &#039;&#039;&#039;Combat Medics&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
![[File:M276_pattern_lifesaver_bag.png|64px]]&amp;lt;br&amp;gt;M276 Pattern Lifesaver Bag&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. This configuration mounts a duffel bag filled with a range of injectors and light medical supplies and is common among medics. This contains most of the autoinjectors and healing equipment a Medic can use.&amp;lt;br&amp;gt;It is one of the standard rigs for &#039;&#039;&#039;Combat Medics&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
![[File:USCM_infantry_backpack.png|64px]]&amp;lt;br&amp;gt;USCM Lightweight IMP Backpack&lt;br /&gt;
|The standard-issue backpack of the USCM. Designed to slug gear into the battlefield.&lt;br /&gt;
Have to be held in one hand to access items inside. Holds 7 normal size items.&lt;br /&gt;
|-&lt;br /&gt;
![[File:USCM_satchel.png|64px]]&amp;lt;br&amp;gt;USCM Satchel&lt;br /&gt;
|A heavy-duty satchel carried by most USCM soldiers.&amp;lt;br&amp;gt;It is standard gear for most of the USCM. Holds 5 normal size items.&lt;br /&gt;
|-&lt;br /&gt;
![[File:LightWeight_Combat_Pack.png|64px]]&amp;lt;br&amp;gt;Light Weight Combat Pack&lt;br /&gt;
|A small lightweight pack for expeditions and short-range operations.&lt;br /&gt;
Its a standard pack for &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039; and &#039;&#039;&#039;UPP Soldiers&#039;&#039;&#039;.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=Holsters and Scabbards=&lt;br /&gt;
This is a list of Holsters and Scabbard, some holsters can carry magazines with their respective firearm as well.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Equipment:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:M276_pattern_M4A3_holster_rig.png|64px]]&amp;lt;br&amp;gt;M276 Pattern M4A3 Holster Rig&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version has a holster assembly that allows one to carry the M4A3 or the WY MK88 comfortably secure. It also contains side pouches that can store 9mm or .45 magazines.&amp;lt;br&amp;gt;It is one of the uncommon rigs inside USCM Vendors. It is also the standard rig for both &#039;&#039;&#039;Commanders and Staff Officers&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
![[File:M276_pattern_M44_holster_rig.png|64px]]&amp;lt;br&amp;gt;M276 Pattern M44 Holster Rig&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the M44 magnum revolver, along with three pouches for speedloaders. It faintly smells of hay.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Type_41_pistol_holster_rig.png|64px]]&amp;lt;br&amp;gt;Type 41 Pistol Holster Rig&lt;br /&gt;
|A modification of the standard UPP pouch rig to carry a single Korovin PK-9 pistol. It also contains side pouches that can store .22 magazines, either hollowpoints or tranquilizers.&amp;lt;br&amp;gt;It is the standard rig for &#039;&#039;&#039;UPP Officers&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
![[File:M276_pattern_M39_holster_rig.png|64px]]&amp;lt;br&amp;gt;M276 Pattern M39 Holster Rig&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed for the M39 SMG, and features a larger frame to support the gun. Due to its unorthodox design, it isn&#039;t a very common sight, and is only specially issued.&amp;lt;br&amp;gt;It is one of the uncommon rigs inside &#039;&#039;&#039;USCM Vendors&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
![[File:L44_M37A2_scabbard.png|64px]]&amp;lt;br&amp;gt;L44 M37A2 Scabbard&lt;br /&gt;
|A large leather holster allowing the storage of an M37A2 Shotgun. It contains harnesses that allow it to be secured to the back for easy storage.&amp;lt;br&amp;gt;It is one of the scabbards inside &#039;&#039;&#039;USCM Vendors&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
![[File:H5_pattern_M2132_machete_scabbard.png|64px]]&amp;lt;br&amp;gt;H5 Pattern M2132 Machete Scabbard&lt;br /&gt;
|A large leather scabbard used to carry a M2132 machete. It can be strapped to the back or the armor.&amp;lt;br&amp;gt;It is one of the scabbards inside &#039;&#039;&#039;USCM Vendors&#039;&#039;&#039;. They all start with machetes inside.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=Support Equipment=&lt;br /&gt;
This is a list of equipment to aid Marines during the operation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Equipment:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Squad_Supply_Beacon.png|64px]]&amp;lt;br&amp;gt;Squad Supply Beacon&lt;br /&gt;
|A rugged, glorified laser pointer capable of sending a beam into space. Activate and throw this to call for a supply drop.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Orbital_Beacon.png|64px]]&amp;lt;br&amp;gt;Orbital Beacon&lt;br /&gt;
|A bulky device that fires a beam up to an orbiting vessel to send local coordinates for a fire mission.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Tactical_Binoculars.png|64px]]&amp;lt;br&amp;gt;Tactical Binoculars&lt;br /&gt;
|A pair of binoculars, with a laser targeting function. It is used to send a CAS mission to the targeted location. Double click to target something.&lt;br /&gt;
|-&lt;br /&gt;
![[File:M94FlarePack.png|64px]]&amp;lt;br&amp;gt;M94 Marking Flare Pack&lt;br /&gt;
|A packet of five M94 Marking Flares. Carried by USCM soldiers to light dark areas that cannot be reached with the usual TNR Shoulder Lamp.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Motion Detector.gif|48px]]&amp;lt;br&amp;gt;Motion Detector&lt;br /&gt;
|A device that detects movement, but ignores marines. It has a mode selection button on the side. Issued for Squad Leaders.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=USCM Military Clothing=&lt;br /&gt;
This is a list of clothing available for USCM personnel.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Clothing:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:jumpsuit.png|64px]]&amp;lt;br&amp;gt;USCM Marine Uniform&lt;br /&gt;
|A standard-issue Marine uniform, only worn by any Combat Marine personnel. There are also variants of this uniform issued to other Marine personnel.&lt;br /&gt;
|-&lt;br /&gt;
![[File:requisition_officer_suit.png|64px]]&amp;lt;br&amp;gt;Requisitions Officer Uniform&lt;br /&gt;
|A nicely-fitting military suit for any Requisition Officer on their supply job.&lt;br /&gt;
|-&lt;br /&gt;
![[File:staff_officer_uniform.png|64px]]&amp;lt;br&amp;gt;Staff Officer Uniform&lt;br /&gt;
|A uniform worn by commissioned officers of the USCM. Do the corps proud. &lt;br /&gt;
|-&lt;br /&gt;
![[File:chief_engineer_uniform.png|64px]]&amp;lt;br&amp;gt;Chief Engineer Uniform&lt;br /&gt;
|A uniform for a military engineer. Often found covered in oil or engine grease.&lt;br /&gt;
|-&lt;br /&gt;
![[File:executive_officer_uniform.png|64px]]&amp;lt;br&amp;gt;Executive Officer Uniform&lt;br /&gt;
|A uniform typically worn by a first-lieutenant Executive Officer in the USCM.&lt;br /&gt;
|-&lt;br /&gt;
![[File:commander_uniform.png|64px]]&amp;lt;br&amp;gt;Commander Uniform&lt;br /&gt;
|The well-ironed uniform of a USCM commander. Even looking at it the wrong way could result in being court-marshalled.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous Clothing=&lt;br /&gt;
Other pieces of clothing that may or may not be found elsewhere.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Clothing:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:swat_mask.png|64px]]&amp;lt;br&amp;gt;SWAT Mask&lt;br /&gt;
|A close-fitting tactical mask that can be connected to an air supply.&lt;br /&gt;
Can be ordered by &#039;&#039;&#039;Cargo&#039;&#039;&#039;&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=Military Helmets=&lt;br /&gt;
A list of helmets which are paired with Military Armour.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Helmet:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:M10_pattern_marine_helmet.png|64px]]&amp;lt;br&amp;gt;M10 Pattern Marine Helmet&lt;br /&gt;
|Standard Issue Helmet used by USCM. Provides modest protection from bullet and melee attacks at the head. The M10 Helmet has also one internal slot for storing pocket sized items. It also has an inbuilt camera allowing for command staff to observe the squad&#039;s actions from aboard the Almayer.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addendum&#039;&#039;&#039;: &amp;quot;Donator&amp;quot; Helmets, while looking unique are essentially a custom M10 Helmet.&lt;br /&gt;
|-&lt;br /&gt;
![[File:M11Helm.png|64px]]&amp;lt;br&amp;gt;M11 Pattern Squad Leader Helmet&lt;br /&gt;
|The M11 helmet is a stronger version of the standard issued M10 Helmet, issued for Squad Leaders.&lt;br /&gt;
|-&lt;br /&gt;
![[File:UM4Helm.png|64px]]&amp;lt;br&amp;gt;UM4 Helmet&lt;br /&gt;
|A skirted helmet designed for use with the UM/UH system.&lt;br /&gt;
|-&lt;br /&gt;
![[File:UH7Helm.png|64px]]&amp;lt;br&amp;gt;UH7 Helmet&lt;br /&gt;
|A skirted helmet designed for use with the UM/UH system.&lt;br /&gt;
|-&lt;br /&gt;
![[File:ArmoredCowl.png|64px]]&amp;lt;br&amp;gt;Armored Militia Cowl&lt;br /&gt;
|A large hood in service with some militias, meant for obscurity on the frontier. Offers some head protection due to the sturdy fibers utilized in production.&lt;br /&gt;
|-&lt;br /&gt;
![[File:CommandoHelmet.png|64px]]&amp;lt;br&amp;gt;X-13 Helmet&lt;br /&gt;
|A fully enclosed, armored helmet made for Weyland Yutani elite commandos.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Military Armour=&lt;br /&gt;
A list of 12 different military armour sets which range from commonplace in a combat operation to experimental and rare to see.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Armour:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:M3_Pattern_Personal_Armor.png|64px]]&amp;lt;br&amp;gt;M3 Pattern Personal Armour&lt;br /&gt;
|Standard Issue Armour used by USCM. Provides modest protection from bullet and melee attacks. It also has a shoulder-mounted flashlight for nighttime combat and a HUD to see their Marine roles.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addendum&#039;&#039;&#039;: &amp;quot;Donator&amp;quot; Armour, while looking unique, is essentially a custom piece of M3 Armour in terms of defence.&lt;br /&gt;
|-&lt;br /&gt;
![[File:B12_Pattern_Personal_Armour.png|64px]]&amp;lt;br&amp;gt;B12 Pattern Personal Armour&lt;br /&gt;
|An upgraded version of the M3 Pattern Armour. The main difference is that it has a stronger flashlight than the standard M3 pattern, and provides a bit of extra defense. &amp;lt;br&amp;gt;This armour is worn by &#039;&#039;&#039;Squad Leaders&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
![[File:M2_Pattern_Personal_Armour.png|64px]]&amp;lt;br&amp;gt;M2 Pattern Personal Armour&lt;br /&gt;
|Older generation of the M3 Pattern Armour. M2 Armour offers higher protection against melee attacks but less protection against projectile attacks.&amp;lt;br&amp;gt;This armour is worn by the &#039;&#039;&#039;[[Military Police]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
![[File:M56_Combat_Harness.png|64px]]&amp;lt;br&amp;gt;M56 Combat Harness&lt;br /&gt;
|A M56 Combat Harness is especially made for Smartgunners, and is required for use of the M56 Smartgun system.&amp;lt;br&amp;gt;This armour is worn by &#039;&#039;&#039;Squad Smartgunners&#039;&#039;&#039; and &#039;&#039;&#039;Commanders&#039;&#039;&#039; for emergencies.&lt;br /&gt;
|-&lt;br /&gt;
![[File:B18_Experimental_Personal_Armour.png|64px]]&amp;lt;br&amp;gt;B18 Experimental Personal Armour&lt;br /&gt;
|This Armour has the best personal protection of any armour the Marines can get, as it has a very high damage soak value and two tricordrazine auto injectors built into the wristguards, accessible with the verb &amp;quot;Create-Injector&amp;quot;.&amp;lt;br&amp;gt;This armour is worn by &#039;&#039;&#039;Heavy Grenadier Specialists&#039;&#039;&#039;. &lt;br /&gt;
|-&lt;br /&gt;
![[File:M4_Pattern_PMC_Armour.png|64px]]&amp;lt;br&amp;gt;M4 Pattern PMC Armour&lt;br /&gt;
|A modification of the standard M3 Pattern armour, worn by high profile security operators and corporate mercenaries. Sniper and Heavy Gunner variants are only issued for their respective kits.&amp;lt;br&amp;gt;This armour is worn by most &#039;&#039;&#039;Weyland-Yutani PMC personnel&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cuirass.png|64px]]&amp;lt;br&amp;gt;Freelancer Cuirass&lt;br /&gt;
|A armoured protective chestplate scrapped together from various armour plates. It keeps up remarkably well, as the craftsmanship is solid, and the design mirrors such armours in the UPP and the USCM. The many skilled craftsmen in the freelancers ranks produce these vests at about one a month.&amp;lt;br&amp;gt;This armour is worn by the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
![[File:UM5_Personal_Armor.png|64px]]&amp;lt;br&amp;gt;UM5 Personal Armour&lt;br /&gt;
|The UM5 (Union Medium Mk5) is a medium-sized body armour, roughly on par with the venerable M3 Pattern Body Armour with the USCM. Unlike the M3, however, the plate has a heavier neckplate, but unfortunately restricts movement slightly more. This has earned many United Americas members to refer UPP soldiers as &#039;tin men&#039;. A stealth modification of the UM5 is only available to selected operatives.&amp;lt;br&amp;gt;This armour is worn by the &#039;&#039;&#039;UPP soldiers&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
![[File:UH7_Heavy_Plated_Armor.png|64px]]&amp;lt;br&amp;gt;UH7 Heavy Plated Armour&lt;br /&gt;
|An extremely heavy duty set of body armor in service with the UPP military, the UH7 (Union Heavy MK7) is known for being a rugged set of armor, capable of taking immense punishment. Although the armor doesn&#039;t protect certain areas, it provides unparalleled protection from the front, which UPP engineers summarized as the most likely target for enemy fire. In order to cut costs, the head shielding in the MK6 has been stripped down a bit in the MK7, but this comes at much more streamlined production. &amp;lt;br&amp;gt;This armour is worn by the &#039;&#039;&#039;UPP Officers&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hauberk.png|64px]]&amp;lt;br&amp;gt;Colonial Militia Hauberk&lt;br /&gt;
|The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops.&amp;lt;br&amp;gt;This armour is worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
![[File:X-13_Apesuit.png|64px]]&amp;lt;br&amp;gt;X-13 Apesuit&lt;br /&gt;
|A heavy prototype combat armour. It is the most powerful personal armour available, it has an extremely high armour value that makes it very resistant to melee and projectile attacks. In addition, the armour is utterly acid proof, thus making acid spit useless for most aliens.&amp;lt;br&amp;gt;This armour is worn by the &#039;&#039;&#039;Weyland-Yutani Commando unit&#039;&#039;&#039;. And thus, &#039;&#039;&#039;this is only available through admin events&#039;&#039;&#039;.&lt;br /&gt;
 |}&lt;/div&gt;</summary>
		<author><name>Apophis775</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Doctor&amp;diff=5421</id>
		<title>Doctor</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Doctor&amp;diff=5421"/>
		<updated>2017-10-22T21:14:28Z</updated>

		<summary type="html">&lt;p&gt;Apophis775: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #2175d9&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MEDICAL&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = MD.png&lt;br /&gt;
|jobtitle = Almayer Doctor&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = Chief Medical Officer&lt;br /&gt;
|duties = Heal severely injured marines, do surgery.&lt;br /&gt;
|guides = [http://www.colonial-marines.com/wiki/Guide_to_Medicine Guide to Medicine], [http://colonial-marines.com/wiki/Surgery Surgery], [http://www.colonial-marines.com/wiki/Chem_Guide Guide to Chemistry]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;Patient: &amp;quot;Doctor, I can&#039;t feel my legs!&#039;&#039;&lt;br /&gt;
&#039;&#039;Doctor: &amp;quot;I know, we amputated your legs&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A [[Squad Medic]] can bandage a wounded marine, but sometimes the situation is so bad that the Marine should be taken from combat back to the Almayer. That&#039;s where you, the &#039;&#039;&#039;Almayer Doctor&#039;&#039;&#039; comes, safe in your medbay on the Almayer, you&#039;ll be doing all the things normal field medics can&#039;t do.&lt;br /&gt;
&lt;br /&gt;
== Role ==&lt;br /&gt;
----&lt;br /&gt;
Your job as a &#039;&#039;&#039;Almayer Doctor&#039;&#039;&#039; is &#039;&#039;&#039;to heal what the [[Squad Medic|Combat Medics]] can&#039;t&#039;&#039;&#039;. You will be responsible for:&lt;br /&gt;
* Treating major wounds and infections&lt;br /&gt;
* Operating on patients in need of major surgeries&lt;br /&gt;
* Concocting medicine as required&lt;br /&gt;
* Handling triage&lt;br /&gt;
&lt;br /&gt;
You answer to the &#039;&#039;&#039;[[Chief Medical Officer]]&#039;&#039;&#039;, and should follow their instructions and advice at all times, unless the [[Commander]] says otherwise. You also work with the [[Researcher]], they don&#039;t really do much, but don&#039;t bother them in case they&#039;re on the verge of a breakthrough!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Drug Distribution===&lt;br /&gt;
&#039;&#039;&#039;Drug distribution can be defined as:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  &amp;quot;Any drugs found in medical will require authorisation from the CMO and the CO for distribution.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To sum it up, the CMO and the acting commander are authorising the client (AKA, anyone who asks for drugs from medbay. Most commonly medics.) to be given Medbay&#039;s medical supplies.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To distribute drugs, you as a doctor will have to ask the CMO to authorise it and also the get acting commanders permission to distribute drugs as well, if that doesn&#039;t happen the act of distributing drugs is seen as illegal and is punishable in accordance to [http://www.colonial-marines.com/wiki/Marine_Law marine law.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tools of the Trade ===&lt;br /&gt;
----&lt;br /&gt;
The Almayer doctor is given a number of trusty tools to assist him or her in their duty, which is, being a doctor! These tools include:&lt;br /&gt;
* Four cryogenic cells&lt;br /&gt;
* A Chemistry laboratory&lt;br /&gt;
* Two operating theaters&lt;br /&gt;
* Four sleepers&lt;br /&gt;
* Two body scanners&lt;br /&gt;
* Defibrillators&lt;br /&gt;
* A ton of medical kits!&lt;br /&gt;
* Several IVs and a supply of blood bags&lt;br /&gt;
* A bunch of other supplies&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== I&#039;m a doctor! Now what? ===&lt;br /&gt;
----&lt;br /&gt;
At the beginning of each round, you will have 20-30 minutes to prepare the Medbay before injured marines start showing up. During this time, it is important to set up certain systems that you will need to deliver an efficient and effective medical experience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Preventing Overwork and Long Wait Times:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here are some common tasks that can help improve the effectiveness of your medical environment.&lt;br /&gt;
* Go to the cryogenic freezer and turn it on. &lt;br /&gt;
The freezer cools the cryogenic cells, which is required for them to function effectively.You are able to customize the power and target temperature for the cryogenic cells, but the default configuration is the most efficient. As an additional improvement, you can fill the cryogenic cells with enhanced beakers.&lt;br /&gt;
&lt;br /&gt;
* Create Peridaxon pills. &lt;br /&gt;
Peridaxon is an important drug used to cure internal organ injuries (damaged heart, lungs, liver, eyes, and brain). If the body scanner indicates that these target internal areas are damaged, a pill of Peridaxon will quickly cure the damage. Typical dosages should be in the 5u to 6u range.&amp;lt;br /&amp;gt;&lt;br /&gt;
Keep in mind that if the patient has robotic organs (i.e. a robotic heart), Peridaxon will have no effect and you will need to perform internal organ surgery.&lt;br /&gt;
&lt;br /&gt;
* Set up the IV drips.&lt;br /&gt;
IV drips are used to provide patients with blood. To use them, take a blood pack (or a beaker, if you want to inject chemicals) and use it on the IV drip to load it. After loading the IV drip, pull it to be adjacent to your patient and click-and-drag the IV drip to your patient&#039;s body. You should get a message that the IV drip was attached. &#039;&#039;&#039;MAKE SURE THAT THE BLOOD IS COMPATIBLE WITH YOUR PATIENT.&#039;&#039;&#039; If you are a lazy heathen, use blood (all blood types can take O- blood)&lt;br /&gt;
&lt;br /&gt;
Always unattached the IV drip when you move the patient away. Patients will take minor brute damage if you pull them away while they are still attached.&lt;br /&gt;
&lt;br /&gt;
* Produce supplies for Squad Medics.&lt;br /&gt;
Squad medics have access to the medical communications channel through a medical key available in their lockers. They may request that you provide them with certain chemicals as a part of their preparation routine. Usual requests from medics may be: Bicardine, peridaxon, tricordrazine, and other medications. Always provide these medications in pill form, and in a labeled pill bottle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Surgery ===&lt;br /&gt;
&lt;br /&gt;
As the round progresses, your main role will be to administer aid to the individuals that visit the Medbay. Since Squad Medics can patch up and resolve minor injuries, marines will typically only visit the Medbay if they have a severe internal injury that requires surgery. Because surgery is a time-consuming process with many separate steps, it is important to be educated on how to conduct surgery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a step-by-step surgery guide, please refer to the [http://colonial-marines.com/wiki/Surgery guide to Surgery].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== General Guidance ===&lt;br /&gt;
----&lt;br /&gt;
Nobody likes to wait in the Medbay while they are injured and unconscious. As a doctor, you need to organize your activities and manage your workflow efficiently in order to process patients quickly and reduce the time that everyone has to wait. This can become especially important if you are the only doctor actively conducting surgery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your actions will have a large impact upon whether or not the marines will be victorious, because your ability to do surgery influences the number of active marines currently engaged in combating the alien menace. Do your job well. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Efficiency Tips or &amp;quot;How to Save Seconds on Every Procedure&amp;quot;:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Use Peridaxon pills to cure internal organ injuries instead of surgery (unless they have mechanical organs).&lt;br /&gt;
* Before conducting surgery, always print a body scan of the patient and have it readily available.&lt;br /&gt;
* If the patient has low blood levels and also requires surgery, give them the IV drip &#039;&#039;&#039;while&#039;&#039;&#039; they are on the surgery table.&lt;br /&gt;
* Print mechanical limbs early on in the surgery procedure so they are ready immediately when you need them.&lt;br /&gt;
* Ask your patient to remove their backpack/mask. This is much faster than taking off their items manually.&lt;br /&gt;
* Wash your hands right after you set your patient&#039;s internals. It take a second for your patient to fall asleep, so you can take this time to wash your hands for the surgery.&lt;br /&gt;
* The hemostat step after an incision is OPTIONAL. If you need to speed through surgeries at top speed, you can skip &amp;quot;Clamping bleeders&amp;quot; for your patient after you apply the scalpel. Keep in mind that this will cause them to &#039;&#039;&#039;bleed&#039;&#039;&#039; during the surgery.&lt;br /&gt;
* For a single patient, conduct all required surgeries at once. This reduces the number of times you need to pick up surgery tools.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Your Skillset===&lt;br /&gt;
[[File:Doctor_skill_set.png]]&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://www.colonial-marines.com/wiki/The_Skill_System skills system page].&lt;/div&gt;</summary>
		<author><name>Apophis775</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Chemistry&amp;diff=5420</id>
		<title>Chemistry</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Chemistry&amp;diff=5420"/>
		<updated>2017-10-22T21:13:23Z</updated>

		<summary type="html">&lt;p&gt;Apophis775: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
   &#039;&#039;&#039;Brief notice:  Only Doctors, Researchers and the CMO should be messing with chemical substances.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Tools of the Trade====&lt;br /&gt;
# &#039;&#039;&#039;Grinder&#039;&#039;&#039;/&#039;&#039;&#039;Juicer&#039;&#039;&#039;: This is used to extract chemicals out of many things. For your uses, it&#039;ll be mostly pills and food. Most commonly used for grinding solid Phoron for your Clonexadone and Peridaxon needs.[[File:ChemLab.png|thumbnail|border|right|Chemistry Lab]]&lt;br /&gt;
# &#039;&#039;&#039;Chem&#039;&#039;&#039; &#039;&#039;&#039;Dispenser&#039;&#039;&#039;: If you were a marine, this would be your rifle. It dispenses the basic chemicals if a beaker is placed inside. Runs off battery charge which replenishes over time. Has several settings for dispensing chems (5 to 40 units).&lt;br /&gt;
# &#039;&#039;&#039;ChemMaster&#039;&#039;&#039;: This machine is used for precise control over the amount of chemicals in a beaker, creating bottles and pills. Once a beaker is placed in, you can move desired amounts of it&#039;s contents to &amp;quot;buffer&amp;quot; by clicking on buttons present next to the name of the chemical. Clicking again while they&#039;re in &amp;quot;buffer&amp;quot; will flush them down disposals, aka they&#039;re lost forever. This setting can be changed by the button located between the beaker and buffer contents, just click it once to change to &amp;quot;transfer to beaker.&amp;quot; A pill bottle can be inserted into the machine to automatically hold created pills. You can insert and empty beaker into the chem master and click &amp;quot;create bottle&amp;quot; several times to get a bunch of 60u containers for free. You can make Phoron pills and dissolve them in your Phoron beaker as the quickest way of removing it from advanced chems.&lt;br /&gt;
# &#039;&#039;&#039;Beakers&#039;&#039;&#039;: At round-start, there will be several empty beakers and a beaker containing Cryoxadone.&lt;br /&gt;
# &#039;&#039;&#039;Chemical Storage&#039;&#039;&#039;: Chemical storage. It can hold beakers, bottles, pill bottles, pills, etc etc. Useful for not having your chems all over the floor, but people usually forget to check it when in need of something.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Equipment====&lt;br /&gt;
*&#039;&#039;&#039;Beakers and Bottles:&#039;&#039;&#039;&lt;br /&gt;
**Most basic tool of your trade. Right-clicking one can change it&#039;s transfer amount per click. Pills can be dissolved in beakers that already contain something. If you &amp;quot;use&amp;quot; one while holding it in hand, you will put a lid on it, preventing you from splashing it&#039;s contents by clicking on the floor by mistake. They come in bottle/small beaker - 60u, large beaker - 120u, and bluespace beaker - 300u. There&#039;s only one bluespace beaker on the map, so don&#039;t put it in a grenade.&lt;br /&gt;
*&#039;&#039;&#039;Dropper:&#039;&#039;&#039;&lt;br /&gt;
**Like beakers, can be right-clicked for transfer amount. Used for moving small amounts of chemicals between other containers.&lt;br /&gt;
*&#039;&#039;&#039;Syringe:&#039;&#039;&#039;&lt;br /&gt;
**Has two modes switched by &amp;quot;using&amp;quot; it - draw and inject. Hold 15u max, draw 5u per click. Can be used to take blood samples and inject them into mass spectometers for analysis. Using it on harm intent will instantly inject a random amount of the chemical inside while dealing minor brute damage and destroying the syringe. Injecting someone else takes a short time of both standing motionless.&lt;br /&gt;
*&#039;&#039;&#039;Injector:&#039;&#039;&#039;&lt;br /&gt;
**These hold 15u max. Can be emptied and refilled via the use of a syringe. They deliver their entire capacity in one click, instantly, but are one use-only. Pre-loaded injectors cannot be filled with more than their initial amount, for example a dexalin plus autoinjector can hold only 1u no matter how hard you try to refill it. Pills can be dissolved into an injector apparently as long as it already contains something, but as with beakers, anything over the max capacity will be wasted.&lt;br /&gt;
*&#039;&#039;&#039;Pill:&#039;&#039;&#039;&lt;br /&gt;
**60u max. Takes some time to use on someone, like the syringe. There&#039;s also a tiny delay between swallowing a pill and it&#039;s contents entering your bloodstream, but it&#039;s too little to matter. Can be dissolved in a beaker already containing a solution.&lt;br /&gt;
*&#039;&#039;&#039;Pill Bottle:&#039;&#039;&#039;&lt;br /&gt;
**Holds 14 pills max. Clicking on a tile with pills on it while holding the bottle will pick up all the pills scattered on it. &lt;br /&gt;
*&#039;&#039;&#039;Syringe Case:&#039;&#039;&#039;&lt;br /&gt;
**Holds three syringes/bottles/injectors.&lt;br /&gt;
*&#039;&#039;&#039;Hypospray:&#039;&#039;&#039;&lt;br /&gt;
**Holds 30 units, comes pre-loaded with tricordrazine. Can be drained and refilled with a syringe. Instantly injects 5u doses.&lt;br /&gt;
*&#039;&#039;&#039;Labellers and Pens:&#039;&#039;&#039;&lt;br /&gt;
**Labels can be put on anything you can click on. If you use the labeller on something two times, it will look like this: pill bottle (organ damage) (safe dose: 2)&lt;br /&gt;
**Pens replace the name of a chem-master bottle, so instead of bottle (peridaxon) you get a Peridaxon bottle.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Medicines and Chemicals====&lt;br /&gt;
*&#039;&#039;&#039;How do they mix?&#039;&#039;&#039;: &lt;br /&gt;
Recipes have ratios in parts. For example, Dylovene is &amp;lt;code&amp;gt;1 part Nitrogen, 1 part Potassium and 1 part Silicon&amp;lt;/code&amp;gt;, resulting in 3 parts Dylovene. &lt;br /&gt;
&lt;br /&gt;
Peridaxon, on the other hand, is &amp;lt;code&amp;gt;1 part Bicardine, 1 part Clonexadone and 5 units Phoron (catalyst)&amp;lt;/code&amp;gt;, meaning that any amount of Bicardine and Clonexadone will mix as long as there&#039;s 5 units of Phoron present. &lt;br /&gt;
&lt;br /&gt;
Most chems mix in a direct radio, where 30 of one ingredient and 30 of another will equal 60 of your final product. If there is a catalyst present, it &#039;&#039;&#039;will not&#039;&#039;&#039; be used up in the reaction.&lt;br /&gt;
&lt;br /&gt;
Remember to always add the catalyst last, or you will end up with fucked up ratios and things like &amp;quot;5.982329779799999 units&amp;quot;.&lt;br /&gt;
The metabolism rates shown here are based on server tick rate. During times of lag ticks come slower.&lt;br /&gt;
&lt;br /&gt;
Be careful: Some chemicals produce [[#Toxin|Toxin]]s when combined with others.  Examples are: [[#Hyperzine|Hyperzine]] and [[#Peridaxon|Peridaxon]], [[#Paracetamol|Paracetamol]] and [[#Tramadol|Tramadol]], and [[#Dylovene|Dylovene]] and [[#Synaptazine|Synaptazine]].&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible sortable&amp;quot;&lt;br /&gt;
|+Recipes&lt;br /&gt;
! Name&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Effects&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; |Recipe&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; |Overdose&lt;br /&gt;
! Type&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Alkysine}}[[#Alkysine|Alkysine]]&lt;br /&gt;
| &lt;br /&gt;
*Heals &#039;&#039;&#039;Genetic&#039;&#039;&#039; Brain Damage only.&lt;br /&gt;
*Very weak painkiller.&lt;br /&gt;
|&lt;br /&gt;
*1 Part [[#Dylovene|Dylovene]]&lt;br /&gt;
*1 Part Nitrogen&lt;br /&gt;
*1 Part Chlorine&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|Ammonia}}[[#Ammonia|Ammonia]]&lt;br /&gt;
| &lt;br /&gt;
*Ingredient needed to make the [[#Space Cleaner|Space Cleaner]]&lt;br /&gt;
|&lt;br /&gt;
*3 Parts Hydrogen&lt;br /&gt;
*1 Part Nitrogen&lt;br /&gt;
| -&lt;br /&gt;
| Chemical&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|Arithrazine}}[[#Arithrazine|Arithrazine]]&lt;br /&gt;
| &lt;br /&gt;
*Advanced Radiation Healing&lt;br /&gt;
*Chance of minor Brute Damage&lt;br /&gt;
*Slight Toxin Healing&lt;br /&gt;
| &lt;br /&gt;
*1 Part [[#Hyronalin|Hyronalin]]&lt;br /&gt;
*1 Part Hydrogen&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|Bicaridine}}[[#Bicaridine|Bicaridine]]&lt;br /&gt;
| &lt;br /&gt;
*Heals Brute Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part [[#Inaprovaline|Inaprovaline]]&lt;br /&gt;
*1 Part Carbon&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|Chloral Hydrate}}[[#Chloral Hydrate|Chloral Hydrate]] &lt;br /&gt;
| &lt;br /&gt;
* Powerful sedative that&#039;s lethally toxic at high doses.&lt;br /&gt;
* Works instantly.&lt;br /&gt;
* Effective for surgery.&lt;br /&gt;
| &lt;br /&gt;
*3 Parts Chlorine&lt;br /&gt;
*1 Part Ethanol&lt;br /&gt;
*1 Part Water&lt;br /&gt;
| N/A: Always poisonous. 5U or less recommended.&lt;br /&gt;
| Chemical, Toxin&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|Clonexadone}}[[#Clonexadone|Clonexadone]] &lt;br /&gt;
| &lt;br /&gt;
* Heals all Damage when in Cryo Tube&lt;br /&gt;
* Only works at very low temperatures&lt;br /&gt;
* More effective than Cryoxadone&lt;br /&gt;
| &lt;br /&gt;
*1 Part [[#Cryoxadone|Cryoxadone]] &lt;br /&gt;
*1 Part Sodium&lt;br /&gt;
* 0.1 Part Phoron&lt;br /&gt;
* 5 Parts Phoron (Catalyst)&lt;br /&gt;
| Never&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|Cryoxadone}}[[#Cryoxadone|Cryoxadone]]&lt;br /&gt;
| &lt;br /&gt;
* Heals all Damage when in Cryo Tube&lt;br /&gt;
* Only works at very low temperatures&lt;br /&gt;
|&lt;br /&gt;
* 1 Part [[#Dexalin|Dexalin]]&lt;br /&gt;
* 1 Part Water&lt;br /&gt;
* 1 Part Oxygen&lt;br /&gt;
| Never&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|Cryptobiolin}}[[#Cryptobiolin|Cryptobiolin]]&lt;br /&gt;
| &lt;br /&gt;
*Component for Creating [[#Spaceacillin|Spaceacillin]]&lt;br /&gt;
| &lt;br /&gt;
*1 Part Potassium&lt;br /&gt;
*1 Part Sugar&lt;br /&gt;
*1 Part Oxygen&lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|Dermaline}}[[#Dermaline|Dermaline]]&lt;br /&gt;
| &lt;br /&gt;
*Rapidly heals burn damage.&lt;br /&gt;
*Heals more burn damage per tick than [[#Kelotane|Kelotane]]&lt;br /&gt;
| &lt;br /&gt;
*1 Part [[#Kelotane|Kelotane]]&lt;br /&gt;
*1 Part Phosphorus&lt;br /&gt;
*1 Part Oxygen&lt;br /&gt;
| 15 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|Dexalin}}[[#Dexalin|Dexalin]]&lt;br /&gt;
| &lt;br /&gt;
*Heals Suffocation Damage&lt;br /&gt;
| &lt;br /&gt;
*2 Parts Oxygen&lt;br /&gt;
*0.1 Parts Phoron&lt;br /&gt;
*5 Parts Phoron (Catalyst)&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|Dexalin Plus}}[[#Dexalin Plus|Dexalin Plus]]&lt;br /&gt;
| &lt;br /&gt;
*Heals All Suffocation Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part [[#Dexalin|Dexalin]]&lt;br /&gt;
*1 Part Carbon&lt;br /&gt;
*1 Part Iron&lt;br /&gt;
| 15 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|Dylovene}}[[#Dylovene|Dylovene]]&lt;br /&gt;
| &lt;br /&gt;
*Heals Toxin Damage&lt;br /&gt;
*Wakes Up Sedated Humans&lt;br /&gt;
*Overdoses at 30u and causes blindness&lt;br /&gt;
*Reacts with [[#Synaptizine|Synaptizine]] to create [[#Toxin|Toxin]]&lt;br /&gt;
| &lt;br /&gt;
*1 Part Nitrogen&lt;br /&gt;
*1 Part Potassium&lt;br /&gt;
*1 Part Silicon&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|Ethylredoxrazine}}[[#Ethylredoxrazine|Ethylredoxrazine]]&lt;br /&gt;
| &lt;br /&gt;
*Cures Drunkenness&lt;br /&gt;
| &lt;br /&gt;
*1 Part Oxygen&lt;br /&gt;
*1 Part [[#Dylovene|Dylovene]]&lt;br /&gt;
*1 Part Carbon&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|Explosion}}[[#Explosion|Explosion]]&lt;br /&gt;
| &lt;br /&gt;
*Causes Immediate Explosion&lt;br /&gt;
* Purges all chemicals from creatures/mobs this reaction occurs in.&lt;br /&gt;
| &lt;br /&gt;
*1 Part Potassium&lt;br /&gt;
*1 Part Water&lt;br /&gt;
| Never&lt;br /&gt;
| Reaction&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|Flash Powder}}[[#Flash Powder|Flash Powder]]&lt;br /&gt;
| &lt;br /&gt;
*Causes Immediate Flash Effect: Blinding&lt;br /&gt;
* Purges all chemicals from creatures/mobs this reaction occurs in.&lt;br /&gt;
| &lt;br /&gt;
*1 Part Aluminium&lt;br /&gt;
*1 Part Potassium&lt;br /&gt;
*1 Part Sulfur&lt;br /&gt;
| Never&lt;br /&gt;
| Reaction&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|Glycerol}}[[#Glycerol|Glycerol]]&lt;br /&gt;
| &lt;br /&gt;
*Used in Making Nitroglycerin&lt;br /&gt;
| &lt;br /&gt;
*3 Part Corn Oil (Blend Corn)&lt;br /&gt;
*1 Part Sulphuric Acid &lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|Hyronalin}}[[#Hyronalin|Hyronalin]]&lt;br /&gt;
|&lt;br /&gt;
*Heals Radiation Damage&lt;br /&gt;
|&lt;br /&gt;
*1 Part [[#Dylovene|Dylovene]]&lt;br /&gt;
*1 Part Radium&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Chemical&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|Hyperzine}}[[#Hyperzine|Hyperzine]]&lt;br /&gt;
| &lt;br /&gt;
*Allows Greater Movement in Heavy Armour&lt;br /&gt;
*Causes Twitching&lt;br /&gt;
*Addictive&lt;br /&gt;
*Overdoses after 6 units causing heart damage&lt;br /&gt;
*Reacts with [[#Peridaxon|Peridaxon]] to create [[#Toxin|Toxin]]&lt;br /&gt;
*Creates toxin damage when used with [[#Synaptizine|Synaptizine]]&lt;br /&gt;
| &lt;br /&gt;
*1 Part Sugar&lt;br /&gt;
*1 Part Phosphorus&lt;br /&gt;
*1 Part Sulfur&lt;br /&gt;
| 6 Units&lt;br /&gt;
| Chemical&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|Imidazoline}}[[#Imidazoline|Imidazoline]]&lt;br /&gt;
| &lt;br /&gt;
*Heals (Non-Genetic) Eye Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part Carbon&lt;br /&gt;
*1 Part Hydrogen&lt;br /&gt;
*1 Part [[#Dylovene|Dylovene]]&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|Impedrezene}}[[#Impedrezene|Impedrezene]]&lt;br /&gt;
| &lt;br /&gt;
*Causes Massive Brain Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part Mercury&lt;br /&gt;
*1 Part Oxygen&lt;br /&gt;
*1 Part Sugar&lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|Inaprovaline}}[[#Inaprovaline|Inaprovaline]]&lt;br /&gt;
| &lt;br /&gt;
*Stabilizes Critical Patients&lt;br /&gt;
*Very Weak Painkiller&lt;br /&gt;
| &lt;br /&gt;
*1 Part Carbon&lt;br /&gt;
*1 Part Sugar&lt;br /&gt;
*1 Part Oxygen&lt;br /&gt;
| 60 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|Kelotane}}[[#Kelotane|Kelotane]]&lt;br /&gt;
| &lt;br /&gt;
*Heals Burn Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part Carbon&lt;br /&gt;
*1 Part Silicon&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|Leporazine}}[[#Leporazine|Leporazine]]&lt;br /&gt;
| &lt;br /&gt;
*Stabilizes Patient Temperature&lt;br /&gt;
| &lt;br /&gt;
*1 Part Silicon&lt;br /&gt;
*1 Part Copper&lt;br /&gt;
*5 Parts Phoron (Catalyst)&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|Lexorin}}[[#Lexorin|Lexorin]]&lt;br /&gt;
| &lt;br /&gt;
*Temporarily Stops Respiration&lt;br /&gt;
*Causes Tissue Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part Phoron&lt;br /&gt;
*1 Part Hydrogen&lt;br /&gt;
*1 Part Nitrogen&lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|Lipozine}}[[#Lipozine|Lipozine]]&lt;br /&gt;
|&lt;br /&gt;
*Causes weight loss upon consumption. &lt;br /&gt;
|&lt;br /&gt;
*1 Part Salt&lt;br /&gt;
*1 Part Ethanol&lt;br /&gt;
*1 Part Radium &lt;br /&gt;
| Never&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|Napalm}}[[#Napalm|Napalm]]&lt;br /&gt;
|&lt;br /&gt;
*Causes Immediate Fire&lt;br /&gt;
* Purges all chemicals from creatures/mobs this reaction occurs in.&lt;br /&gt;
|&lt;br /&gt;
*1 Part Phoron&lt;br /&gt;
*1 Part Aluminium&lt;br /&gt;
*1 Part Sulphuric Acid&lt;br /&gt;
| Never&lt;br /&gt;
| Reaction&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|Oxycodone}}[[#Oxycodone|Oxycodone]]&lt;br /&gt;
| &lt;br /&gt;
*Extremely Powerful Painkiller&lt;br /&gt;
*Addictive&lt;br /&gt;
* Can be used in place of anesthetic tanks for surgery (has a failure chance).&lt;br /&gt;
| &lt;br /&gt;
*1 Part [[#Tramadol|Tramadol]]&lt;br /&gt;
*1 Part Ethanol&lt;br /&gt;
*1 Part Phoron (Catalyst)&lt;br /&gt;
| 20 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|Paracetamol}}[[#Paracetamol|Paracetamol]]&lt;br /&gt;
| &lt;br /&gt;
*Mild Painkiller&lt;br /&gt;
*Reacts with [[#Tramadol|Tramadol]] to create [[#Toxin|Toxin]]&lt;br /&gt;
| &lt;br /&gt;
*1 Part [[#Tramadol|Tramadol]]&lt;br /&gt;
*1 Part Sugar&lt;br /&gt;
*1 Part Water&lt;br /&gt;
| 60 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|Peridaxon}}[[#Peridaxon|Peridaxon]]&lt;br /&gt;
| &lt;br /&gt;
*Heals Organ Damage&lt;br /&gt;
*Reacts with [[#Hyperzine|Hyperzine]] to create [[#Toxin|Toxin]]&lt;br /&gt;
| &lt;br /&gt;
*1 Part [[#Bicaridine|Bicaridine]]&lt;br /&gt;
*1 Part [[#Clonexadone|Clonexadone]]&lt;br /&gt;
*5 Parts Phoron (Catalyst)&lt;br /&gt;
| 10 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|Polytrinic Acid}}[[#Polytrinic Acid|Polytrinic Acid]]&lt;br /&gt;
| &lt;br /&gt;
*Extremely Corrosive&lt;br /&gt;
*Destroys Organic Material&lt;br /&gt;
| &lt;br /&gt;
*1 Part Sulphuric Acid&lt;br /&gt;
*1 Part Chlorine&lt;br /&gt;
*1 Part Potassium&lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|Ryetalyn}}[[#Ryetalyn|Ryetalyn]]&lt;br /&gt;
| &lt;br /&gt;
*Heals genetic mutations and abnormalities.&lt;br /&gt;
| &lt;br /&gt;
*1 Part [[#Arithrazine|Arithrazine]]&lt;br /&gt;
*1 Part Carbon&lt;br /&gt;
| Never&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|Smoke}}[[#Smoke|Smoke]]&lt;br /&gt;
|&lt;br /&gt;
*Turns all other reagents in the same container into a smoke cloud immediately.&lt;br /&gt;
* Purges all chemicals from creatures/mobs this reaction occurs in per this mechanism.&lt;br /&gt;
|&lt;br /&gt;
*1 Part Potassium&lt;br /&gt;
*1 Part Sugar&lt;br /&gt;
*1 Part Phosphorus&lt;br /&gt;
| Never&lt;br /&gt;
| Reaction&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|Soporific}}[[#Soporific|Soporific]]&lt;br /&gt;
| &lt;br /&gt;
*Causes Unconsciousness&lt;br /&gt;
*Takes time to work.&lt;br /&gt;
*Unreliable, but viable as surgical anesthetic.&lt;br /&gt;
| &lt;br /&gt;
*1 Part [[#Chloral Hydrate|Chloral Hydrate]]&lt;br /&gt;
*4 Parts Sugar&lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|Spaceacillin}}[[#Spaceacillin|Spaceacillin]]&lt;br /&gt;
| &lt;br /&gt;
*Anti-Biotic&lt;br /&gt;
*Prevents and cures mundane infections (useless against the zombification process or larval infestation).&lt;br /&gt;
| &lt;br /&gt;
*1 Part [[#Inaprovaline|Inaprovaline]]&lt;br /&gt;
*1 Part [[#Cryptobiolin|Cryptobiolin]]&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|Space Cleaner}}[[#Space Cleaner|Space Cleaner]]&lt;br /&gt;
| &lt;br /&gt;
*Cleans and Disinfects Dirty Surfaces&lt;br /&gt;
| &lt;br /&gt;
*1 Part Ammonia&lt;br /&gt;
*1 Part Water&lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|Space Lube}}[[#Space Lube|Space Lube]]&lt;br /&gt;
| &lt;br /&gt;
*Makes surfaces slippery and slidey.&lt;br /&gt;
*Generally not recommended for synthesis due to risk of misuse and abuse resulting in MP/Admin consequences.&lt;br /&gt;
| &lt;br /&gt;
*1 Part Oxygen&lt;br /&gt;
*1 Part Silicon&lt;br /&gt;
*1 Part Water&lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|Sterilizine}}[[#Sterilizine|Sterilizine]]&lt;br /&gt;
| &lt;br /&gt;
*Sterilizes wounds ,and anything else it&#039;s sprayed on. Can be useful for surgery.&lt;br /&gt;
| &lt;br /&gt;
*1 Part Ethanol&lt;br /&gt;
*1 Part [[#Dylovene|Dylovene]]&lt;br /&gt;
*1 Part Chlorine&lt;br /&gt;
| Never&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|Synaptazine}}[[#Synaptazine|Synaptazine]]&lt;br /&gt;
| &lt;br /&gt;
*Reduces sleep, stun and paralysis duration.&lt;br /&gt;
*Creates toxin damage when used with [[#Hyperzine|Hyperzine]]&lt;br /&gt;
*Very weak painkiller.&lt;br /&gt;
*Reacts with [[#Dylovene|Dylovene]] to create [[#Toxin|Toxin]]&lt;br /&gt;
| &lt;br /&gt;
*1 Part Lithium&lt;br /&gt;
*1 Part Sugar&lt;br /&gt;
*1 Part Water&lt;br /&gt;
| 6 units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|Thermite}}[[#Thermite|Thermite]]&lt;br /&gt;
| &lt;br /&gt;
*Burns at Extreme Temperatures&lt;br /&gt;
*Can Melt Walls&lt;br /&gt;
| &lt;br /&gt;
*1 Part Iron&lt;br /&gt;
*1 Part Aluminium&lt;br /&gt;
*1 Part Oxygen&lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|Toxin}}[[#Toxin|Toxin]]&lt;br /&gt;
| &lt;br /&gt;
*Poison&lt;br /&gt;
*Deals toxin damage over time.&lt;br /&gt;
| &lt;br /&gt;
*1 Part [[#Paracetamol|Paracetamol]]&lt;br /&gt;
*1 Part [[#Tramadol|Tramadol]]&lt;br /&gt;
OR&lt;br /&gt;
*1 Part [[#Hyperzine|Hyperzine]]&lt;br /&gt;
*1 Part [[#Peridaxon|Peridaxon]]&lt;br /&gt;
OR&lt;br /&gt;
*1 Part [[#Dylovene|Dylovene]]&lt;br /&gt;
*1 Part [[#Synaptizine|Synaptizine]]&lt;br /&gt;
| N/A&lt;br /&gt;
| Chemical&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|Tramadol}}[[#Tramadol|Tramadol]]&lt;br /&gt;
| &lt;br /&gt;
*Moderate Painkiller&lt;br /&gt;
*Reacts with [[#Paracetamol|Paracetamol]] to create [[#Toxin|Toxin]]&lt;br /&gt;
| &lt;br /&gt;
*1 Part [[#Inaprovaline|Inaprovaline]]&lt;br /&gt;
*1 Part Ethanol&lt;br /&gt;
*1 Part Oxygen&lt;br /&gt;
*Overdoses at 30 units causing blindness&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|Tricordrazine}}[[#Tricordrazine|Tricordrazine]]&lt;br /&gt;
| &lt;br /&gt;
*Heals Brute, Burn and Toxin but at a slower rate than specialized medicines.&lt;br /&gt;
*Does not heal suffocation damage.&lt;br /&gt;
| &lt;br /&gt;
*1 Part [[#Inaprovaline|Inaprovaline]]&lt;br /&gt;
*1 Part [[#Dylovene|Dylovene]]&lt;br /&gt;
*Overdoses at 30 units causing brain damage&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|Water}}[[#Water|Water]]&lt;br /&gt;
| &lt;br /&gt;
*Quenches Thirst&lt;br /&gt;
*Causes Drowning&lt;br /&gt;
*It&#039;s Just Water&lt;br /&gt;
| &lt;br /&gt;
*1 Part Hydrogen&lt;br /&gt;
*2 Part Oxygen &lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Apophis775</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Combat_Technician&amp;diff=5419</id>
		<title>Combat Technician</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Combat_Technician&amp;diff=5419"/>
		<updated>2017-10-22T21:12:44Z</updated>

		<summary type="html">&lt;p&gt;Apophis775: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MARINE&lt;br /&gt;
|imagebgcolor = lightgrey&lt;br /&gt;
|img = CombatEngi.png&lt;br /&gt;
|jobtitle = Squad Engineer|difficulty = Medium&lt;br /&gt;
|superior = Squad Leader&lt;br /&gt;
|duties = Set up defenses, open doors and spam barbed wire.&lt;br /&gt;
|guides = [[Guide to construction|Construction]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;But the good news — we got four of these robot sentries with display and scanners intact. They really kick ass, I think they&#039;ll come in handy.&#039;&#039;&lt;br /&gt;
―Corporal Hicks, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a &#039;&#039;&#039;Squad Engineer&#039;&#039;&#039;, you main goals will be &#039;&#039;&#039;fixing power&#039;&#039;&#039;, &#039;&#039;&#039;getting through doors&#039;&#039;&#039;, and &#039;&#039;&#039;setting up fortifications for a FOB (Forward Operating Base)&#039;&#039;&#039; that&#039;ll be used for defence and to secure a supply route. Without you, your platoon will have no power or a FOB which is critical for mission success.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You&#039;ll have two different playstyles you can experiment with. One, as a FOB building and &#039;&#039;&#039;Utility Engineer&#039;&#039;&#039;, who sets up defences and makes sure power is running. Another way to play Engineer is to be a &#039;&#039;&#039;Combat Engineer&#039;&#039;&#039;, breaching walls, hacking open doors, and repairing robotic limbs on the field. Both are as good as the other, but too much of one is bad. Make sure there is an FOB that will be able to be defended, and if there is one, make sure marines will be able to effectively make it from building to building.&lt;br /&gt;
----&lt;br /&gt;
==Equipment and Gear==&lt;br /&gt;
----&lt;br /&gt;
As an Engineer, you&#039;ll have many things you&#039;ll be able to pickup. To start off, we&#039;ll talk about engineer coin items.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Defensive Equipment:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:SentryGun.png|64px]]&amp;lt;br&amp;gt;Sentry Gun&lt;br /&gt;
|The Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer&#039;s systems. Via IFF, they are unable to hit friendly marines, allowing them to be safely placed behind marine laws as they lay down supressing fire. Comes with various options, such as 360 degree mode, burst fire, and the ability to take control of it. Has 300 bullets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to construct it:&#039;&#039;&#039; Construct Turret Frame with Plasteel -&amp;gt; Wrench it -&amp;gt; Apply Cable -&amp;gt; Add Turret Piece -&amp;gt; Add Turret Sensor -&amp;gt; Apply Metal -&amp;gt; Weld it -&amp;gt; Add bigger battery if needed. Rotate with wrench, screwdriver to make it movable. Weld to repair it.&lt;br /&gt;
|-&lt;br /&gt;
![[File:M56D.png|64px]]&amp;lt;br&amp;gt;M56D Mounted Smartgun&lt;br /&gt;
|The M56D HMG is an emplacement that a marine will have to man in order to fire it. It fires heavier smartgun bullets that have increased penetration, at the downside of being immobile and not having IFF, allowing it to friendly fire. With CTRL-Click, you&#039;ll be able to toggle on burst fire. Holds 700 rounds.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to construct it:&#039;&#039;&#039; Click on the mount once it&#039;s in your hand -&amp;gt; Wrench it -&amp;gt; Mount the Gun -&amp;gt; Screwdriver it -&amp;gt; Apply Ammo Drum. Rotate with wrench, deconstruct with screwdriver. &lt;br /&gt;
&lt;br /&gt;
 |}&lt;br /&gt;
As you can only pick one, discuss with your fellow engineering comrade for the one that best suits your needs. Moving on, the most important equipment, your tools as an engineer:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|Image&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|Name&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|Function&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Screwdriver.png]]||Screwdriver||Used for securing and unsecuring sentries, Also used to hack doors.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Welder.gif]]||Welding Tool||Used for cutting through walls and fixing sentries. Has 20 units of fuel inside.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Crowbar.png]] ||Crowbar||Used for Opening unpowered doors and displacing girders so you can move them.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wrench.png]]||Wrench|| Used for securing most objects to the ground including girders,vendors, also has another use to rotate sentries. Easily the most used tool in your arsenal.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CableCoils.png]]||Cable coil||Used for fixing robotics and diverting power to other areas.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Multitool.png]]||Multitool||Used to hack doors/ vendors along with disabling mines.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wirecutters.png]]||Wirecutter||Used for cutting cable coil and mending it.&lt;br /&gt;
 |}&lt;br /&gt;
You&#039;ll want these in your toolbelt [[File:Toolbelt.png|32px]] which can obviously be situated on your belt slot. Alongside these, you&#039;ll want to put some [[File:Insulated Gloves.png]] Insulated Gloves on your hands, and [[File:goggles.png]] Welding Goggles over your eyes (which are able to be flipped up and down). Additionally, you&#039;ll get a webbing  [[file:Webbing.png]] that you&#039;ll want to apply to your jumpsuit. For your backpack, you&#039;ll either want the Welderpack [[File:Welderpack.png|32px]], the satchel [[File:USCM satchel.png|32px]], or the normal backpack [[File:USCM infantry backpack.png|32px]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|Extra Gear&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|Name&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|Function&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Incingrenade.png|32px]]||M40 HIDP Incendiary Grenade||Used for setting an area ablaze as area denial.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:C4.png|32px]]||C4||Used for exploding through walls or through people. Mostly used to blow into the CIC to mutiny.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:M20_mine_box.png|32px]] ||Minebox||Used for exploding aliens who run over it. Mostly used for killing survivors and exploding dead aliens.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Circuitboard.png]]||Circuit  Boards|| Used for fixing various things that need circuit boards, such as airlocks, APCs, and or air alarms. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:mesons.png]]||Optical Mesons||Used for seeing the layout of the ship through walls.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Lightreplacer.png]]||Light Replacer||Used to replace lights quickly. Feed with glass to refill.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Entrenching Tool Unfolded.png]]||Entrenching Tool||Used for digging and filling up sandbags, as well as deconstructing them. Can be folded to fit in a backpack.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:powercell.png|32px]]||High-Capacity Powercell|| Used for powering various devices that require power.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==Tasks as an Engineer==&lt;br /&gt;
----&lt;br /&gt;
=== Power Duty ===&lt;br /&gt;
&lt;br /&gt;
As an Engineer, you&#039;ll be given a various amount of duties. Generally one of the first two duties is FOB or Power Duty. To setup power, you&#039;ll want to locate the geothermal generators [[File:Geothermal.png]] and assess the damage. Depending on the sprite, the generator will need different steps:&lt;br /&gt;
&lt;br /&gt;
[[File:Geothermal_Destroyed.png]] = [[File:Welder.gif|link=|Welder]] -&amp;gt; [[File:Wirecutters.png|link=|Wirecutters]] -&amp;gt; [[File:Wrench.png|link=|Wrench]]&lt;br /&gt;
&lt;br /&gt;
[[File:Geothermal_Broken.png]] = [[File:Wirecutters.png|link=|Wirecutters]] -&amp;gt; [[File:Wrench.png|link=|Wrench]]&lt;br /&gt;
&lt;br /&gt;
[[File:Geothermal_Damaged.png]] = [[File:Wrench.png|link=|Wrench]]&lt;br /&gt;
&lt;br /&gt;
With this done, you&#039;ll want to turn it on and set up the Superconducting Magnetic Energy Storages, (SMESes) which can be setup by clicking on them and setting &#039;&#039;&#039;input to 250,000W&#039;&#039;&#039; and &#039;&#039;&#039;output to 200,000W&#039;&#039;&#039;. This&#039;ll ensure that they are recieving more charge than they are giving out. Do this for all three, and make sure that the SMESes are charging before you head to your next objective.&lt;br /&gt;
&lt;br /&gt;
=== Hacking ===&lt;br /&gt;
----&lt;br /&gt;
You&#039;ll also be tasked with hacking. Thankfully, it sounds a lot harder than it is. As an engineer, you&#039;ll care about three wires: Contraband, test light, and bolts. The test light depowers the door and allows you to crowbar it open, the bolt wire bolts it open or bolts it closed, and the contraband wire is used on vendors to allow for extra goodies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How do you hack? Simple. Screwdriver open the door, click on it, and pulse with your multi tool until the desired effect occurs. Need to open it? Pulse until test light is off, and then cut it or crowbar it open. Need to bolt it? Pulse until the door is bolted with a notification displayed in the chatlog. Need extra goodies from a vendor? Screwdriver the vendor, then Pulse until the goodies show up in the vendor list. Keep the wire colours in mind, since they&#039;re all universal. Sometimes when you pulse a wire shocks will come out. In this case, you&#039;ll want to cut the wire with wirecutters and then mend them. Problem solved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== APC Maintenance===&lt;br /&gt;
If the APC hasn&#039;t been blown up or destroyed during a gunfight always check the apcs wires by unscrewing the apc frame and click on the apc with your wirecutters, if the wires come up with a mend option, mend the wires with the wirecutters. (Click on mend while holding wirecutters in your active hand.) If someone blew up the apc or blasted it into another dimension follow the steps below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, someone decided to throw a grenade next to the APC or you just arrived to a broken APC and your SL has tasked you with fixing it whilst the squad holds off the incoming xeno tide. No need to panic as this section will get you to quickly repair that APC.&lt;br /&gt;
#First you&#039;ll want to whack off the cover; to do this just hit  the APC with any sort of weapon, generally a combat knife is good for this.&lt;br /&gt;
#Take out the battery (Power cell) in the APC once the cover is off with an empty hand.&lt;br /&gt;
#Use a screwdriver on the APC.&lt;br /&gt;
#Use wirecutters on the APC.&lt;br /&gt;
#Use a crowbar on the APC.&lt;br /&gt;
#Build an APC frame from 2 metal sheets then click on the APC with the APC frame in hand.&lt;br /&gt;
#Use wires (Cable Coil) on the APC.&lt;br /&gt;
#Click on the APC with a power control module in hand.&lt;br /&gt;
#Use a screwdriver on the APC.&lt;br /&gt;
#Place a new battery (Power cell) in the APC. (Just click on the APC with the battery in hand.)&lt;br /&gt;
#Use a crowbar on the APC.&lt;br /&gt;
#Open up the APC pop up window once you&#039;ve completed all previous steps and turn on the breaker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FOB Duty ==&lt;br /&gt;
----&lt;br /&gt;
As an Engineer on FOB duty, you&#039;ll be setting up the base that the marines will primarily use to organize, to heal up, to retreat to, and to make a final last stand at. To make a good FOB, you&#039;ll want to make strategic use of your landmines, the smartgun HMG or the sentry gun, and various defensive emplacements. A good FOB is the difference between losing the round and holding off long enough to make a push back and finally win the round since it provides a safe place for marines to rest, resupply and recover at.&lt;br /&gt;
&lt;br /&gt;
==Fortifications of the Trade==&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Image&lt;br /&gt;
!Name&lt;br /&gt;
!Material Needed&lt;br /&gt;
!Function&lt;br /&gt;
|-&lt;br /&gt;
|[[File:WoodenBarricade.png]]||Wood Barricade||Wood||Used for a hasty defence against aliens. Mostly seen prespawned.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Metal_Barricade.png]]||Metal Barricade||Metal||Used for constructing auxillary fortifications that aren&#039;t apart of the main FOB&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sandbag_Full.png]]||Sandbags||Sandbags||Used for making directional defences, multiple can be applied to a tile. Needs to be filled up with empty sandbags and an entrenching tool. 25 in a filled stack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Plasteel_barricade.png]]||Plasteel Barricade||Plasteel||Used to allow passage by closing it, and providing heavy protection. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Barbed_Wire.png]]||Barbed Wire||Metal||Used to make barricades and sandbags stronger, and making it so they can&#039;t be ran or climbed over. Also damages any thing that attacks it.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wall.png]]||Wall||Metal|||Used to fully block off an area.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
== FOB Duty Cont. == &lt;br /&gt;
----&lt;br /&gt;
Barricades will block block projectiles from the direction it&#039;s facing, including [[Boiler|boiler]] globs, which should be kept in mind while setting them up. Additonally, you&#039;ll want to keep a few key things in mind: Can marines easily move around the FOB, is it easily acessiable, and if needed, is it easy to retreat from and does it have multiple exits?&lt;br /&gt;
&lt;br /&gt;
Another extremely important aspect of your FOB is looking out for flanks. The enemy can and will use these to their advantage, either to sneak in and harass wounded, or the burst in and slaughter the entire FOB. As well, you&#039;ll want to keep a look out for walls that have acid sprayed over them. This means in time another opening will present itself, and you&#039;ll want to throw up more barricades to compensate.  Additionally, if you have barricades and metal to spare: &#039;&#039;&#039;THROW BARBED WIRE ON EVERYTHING&#039;&#039;&#039; as this&#039;ll increase strength, make it so [[Runner|runners]] can&#039;t run over it, and damage any attacking xenos. They only cost two metal, they&#039;re good.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Your Skillset==&lt;br /&gt;
[[File:Engineer_skill_set.png]]&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://www.colonial-marines.com/wiki/The_Skill_System skills system page].&lt;br /&gt;
&lt;br /&gt;
=General Tips=&lt;br /&gt;
*Examining an incomplete Sentry frame will list what it is and isn&#039;t missing. This can help if you stumble upon somebody&#039;s half-assed arts n&#039; crafts project, or if you find yourself forgetting steps mid-construction.&lt;br /&gt;
&lt;br /&gt;
*When constructing your defenses, keep in mind that some of your enemies can simply bypass them due to their speedy and slight nature, plan for this by ensuring some of the men guarding your defenses are geared, or at least prepared, for close quarters combat.&lt;br /&gt;
&lt;br /&gt;
*All vendors contain a &#039;contraband&#039; wire, pulsing this wire after beginning the hack with a screwdriver will cause a few new items to show up in the vendor, but as a general warning, it is against Marine Law to hack the vendors on the Almayer, so keep an eye out for [[Military Police|MP&#039;s]] before you accidentally cause trouble.&lt;br /&gt;
&lt;br /&gt;
*Plasteel and Metal are valuable resources sure, but just remember that you aren&#039;t the only person that needs them, don&#039;t hoard loads of building supplies otherwise you might find other players unable to perform their jobs.&lt;br /&gt;
&lt;br /&gt;
*In a pinch, even the average door can make a solid defense, by welding a door shut it will no longer be able to be wrenched open, either by [[Aliens|Xenomorphs]] or a [[Survivor|man wielding a crowbar]]. Hacking the door and forcing its bolts down has this same effect, but welding is substantially quicker and a lot safer when you&#039;ve got bad guys breathing down your neck.&lt;br /&gt;
&lt;br /&gt;
*As an Engineer, it&#039;s in your job description to keep any defensive structures you or another engineer builds in tip-top shape, this may include having to repair metal barricades and the like in the midst of combat or replace melted structures with new ones, which is dangerous, but it&#039;s what you signed on for. This also goes for APC&#039;s and any broken lights you may see, you&#039;ll want to replace these post-haste so that marines may benefit from their existence.&lt;br /&gt;
&lt;br /&gt;
*Just as a general reminder, if you intend to be hacking open doors or pulsing wires in vendors, you&#039;ll want to be wearing Insulated Gloves, Budget Insulated Gloves work too, but aren&#039;t as good. Failure to wear the correct PPE* for your work environment will result in a hearty shock if you touch the wrong wire. (*Personal Protection Equipment)&lt;br /&gt;
&lt;br /&gt;
*You might&#039;ve noticed that the welder is one of the two most important tools for an engineer to have, you may also have noticed it carries a measly 20u&#039;s of welding fuel before it needs to be refueled, or you could replace it with another welder that would eventually also need to be refueled. To do this, you&#039;ll need to find either a Welding Kit (It looks like two propane tanks were turned into a backpack, or some kind of futuristic jet pack) or a Fuel Tank (This one is a large gas canister that fills an entire tile, hard to miss it), the Welding Kit can be placed in the backpack slot for easy access, but carries less fuel than the Tank, the Tank carries a large amount of fuel, but can only be dragged around. After you&#039;ve located your refueling utensil, have your welder in hand, make sure it is turned OFF (This part is key to success) and click on the Kit/Tank, you&#039;ll get a bit of flavor text saying &#039;the welder has been refueled&#039; if you&#039;ve done it correctly.&lt;/div&gt;</summary>
		<author><name>Apophis775</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Researcher&amp;diff=5418</id>
		<title>Researcher</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Researcher&amp;diff=5418"/>
		<updated>2017-10-22T21:11:25Z</updated>

		<summary type="html">&lt;p&gt;Apophis775: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #2175d9&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MEDICAL / RESEARCH&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = Sci.png&lt;br /&gt;
|jobtitle = Researcher&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = Chief Medical Officer, Commander/Executive Officer&lt;br /&gt;
|duties = .Research and Develop, inspect any xenobiological elements given to you by Marines. Make chemicals.&lt;br /&gt;
|guides = [[Research_Guide | Guide to Research]], [http://www.colonial-marines.com/wiki/Chem_Guide Guide to Chemistry]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I wish you could understand what we&#039;re trying to do here. The potential for this species goes way beyond urban pacification. New alloys, new vaccines. Nothing like this we&#039;ve ever seen on any world before.&amp;quot;&#039;&#039; ―Dr. Wren, &#039;&#039;Alien Resurrection&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note that Research is currently undergoing a complete rework so as it stands researcher is very much a stand in doctor and a fluff, Rp role.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Role ==&lt;br /&gt;
----&lt;br /&gt;
The better name for this job might be &amp;quot;mad scientist&amp;quot; or &amp;quot;jack of all trades&amp;quot;. In general, your job is to research and develop new technology in the science lab and study anything xenobiological. Past that, this role can be very open-ended and can be played in several ways. It&#039;s unclear whether the Researchers are MDs or PhDs, but it&#039;s doubtful anybody will get upset at you for knowing and practicing medicine. It&#039;s also doubtful anybody will be offended if you take on engineering projects like building machines and other equipment. Unless you&#039;re trying to interact and be helpful, it&#039;s very possible that no one will pay attention to you at all - but please don&#039;t blow the ship up or harm the crew. The Researcher is a good &amp;quot;swing role&amp;quot; to help out an over-burdened medical team or assist other departments. Be prepared to channel your inner Dr. Frankenstein and clone dead people if the CMO wants you to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When dealing with Xenomorphs, this role demands a high level of roleplay. Roleplay doesn’t include:&lt;br /&gt;
* “Yeah, well it makes you a host for xenomorphs.”&lt;br /&gt;
* “Yeah, I’ve seen this before.”&lt;br /&gt;
* “They’re hostile. Kill them all. Don’t worry, I can tell.”&lt;br /&gt;
* “Just jam it in the cage and forget it exists.”&lt;br /&gt;
* “Guys, I can translate. Get me a recorder. I can tell it’ll work.” (Deduce it, please? Like, for fifteen minutes?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All variations of this are also pretty horrible, so don’t do it, okay?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
----&lt;br /&gt;
You are supplied with some top of the line equipment. A list of it can be found below:&lt;br /&gt;
* Destructive Analyzer&lt;br /&gt;
* W-Y Brand Organic Analyzer&lt;br /&gt;
* Protolathe&lt;br /&gt;
* Circuit Imprinter&lt;br /&gt;
* W-Y Brand Bio-Organic Printer&lt;br /&gt;
* Toximate 3000&lt;br /&gt;
* Chemistry Dispenser&lt;br /&gt;
* ChemMaster 3000&lt;br /&gt;
* Biological Containment Cells&lt;br /&gt;
&lt;br /&gt;
== How to Research ==&lt;br /&gt;
----&lt;br /&gt;
=== Preparation ===&lt;br /&gt;
To prepare the R&amp;amp;D lab for research:&lt;br /&gt;
* Click the research console and sync all the devices around it&lt;br /&gt;
* Get 120u Sulfuric Acid from the Chemistry Dispenser and add it to the Circuit Imprinter&lt;br /&gt;
* Add around 12 sheets of glass to the Circuit Imprinter and about 14 sheets to the Protolathe&lt;br /&gt;
* Add around 20 sheets of metal to the Protolathe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Advancing Research Levels ===&lt;br /&gt;
Get the research levels up by sticking things in the Destructive Analyzer and letting it destroy them. Here&#039;s a general guide on how to get levels up with minimal effort:&lt;br /&gt;
* Scattered around R&amp;amp;D: Matter Bin, Micro Laser, Capacitor, Large Chemical Grenade, Health Analyzer&lt;br /&gt;
* Use the Protolathe: Tracking Beacon&lt;br /&gt;
* Use the Circuit Imprinter: Arcade Machine, Gas Heating System Board, PanDEMIC 2200&lt;br /&gt;
* Use the Protolathe: Mining Drill, Optical Meson Scanners, Security HUD, Health HUD, Chem Sprayer, Nanopaste&lt;br /&gt;
* Perhaps request M39 SMGs from the RO, the armory, or the firing range (a Researcher usually needs someone to help)&lt;br /&gt;
* Use the Circuit Imprinter: Cloning Pod, RUST Fuel Controller, Subspace Broadcaster, Relay Mainframe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When these objects have all been analyzed, check your research levels. They should generally be around 4 or 5. Exceptions are Biological research and Illegal research. To gain levels in Biological, perform an autopsy on a Xenomorph and stick one alien part in the Organic Analyzer. Once that&#039;s done, stick the other parts in the Organic Printer and that&#039;ll let you print fun Xeno-based stuff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Use the console Settings to sync all research levels. It&#039;s unclear whether this transfers all technology levels to the rest of the Almayer.&lt;br /&gt;
&lt;br /&gt;
== Now What?==&lt;br /&gt;
----&lt;br /&gt;
The Researcher role is fairly open-ended. Possible projects include:&lt;br /&gt;
* Protolathing laser scalpels for the medical staff&lt;br /&gt;
* Protolathing advanced power cells for Engineers and Specialists&lt;br /&gt;
* Synthesizing useful or interesting medicines for the staff and Marines&lt;br /&gt;
* Creating Autolathes for the medical staff or in other locations&lt;br /&gt;
* Engineering large chemical grenades&lt;br /&gt;
* Building useful robots&lt;br /&gt;
* Assisting the medical staff&lt;br /&gt;
* Generating Alien technology to distribute&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other smart Researchers should add to this list&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Creating Machines and Robots==&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Noted bug: Anything requiring a &amp;quot;scanning module&amp;quot; actually wants a &amp;quot;sensing module&amp;quot;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Autolathe===&lt;br /&gt;
To make machines, you&#039;ll need a coil of wires. Request this from Engineering, find one in the sleepers, or scavenge one.&lt;br /&gt;
&lt;br /&gt;
* Print an Autolathe circuit from the Circuit Imprinter&lt;br /&gt;
* Print 3 Matter Bins and 1 Manipulator from the Protolathe (print the best ones that research allows)&lt;br /&gt;
* Print a console screen from the Autolathe&lt;br /&gt;
* Find the spot to build the Autolathe&lt;br /&gt;
* Click a stack of metal and construct the machine frame&lt;br /&gt;
* Click the machine frame with a coil of wire&lt;br /&gt;
* Click the Autolathe Circuit into the machine frame&lt;br /&gt;
* Add the other parts&lt;br /&gt;
* Tap the assembly with a screwdriver to finish it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Medibot (by default, injects Tricordazine)===&lt;br /&gt;
* Empty a medkit (there are lots in the medbay)&lt;br /&gt;
* Use the printers in the Operating Rooms to print a robot arm&lt;br /&gt;
* Add the robot arm to the empty medkit&lt;br /&gt;
* Add a Health Analyzer to the assembly&lt;br /&gt;
* Autolathe (or vend in R&amp;amp;D) and add a Proximity Sensor&lt;br /&gt;
* Use the hand labeler to name your new Medibot&lt;br /&gt;
&lt;br /&gt;
Tap the Medibot with your ID to open the control panel. This provides new options for the bot and allows a researcher to add a beaker containing medicine. Experience with this has been mixed.&lt;br /&gt;
&lt;br /&gt;
===Cleanbot===&lt;br /&gt;
* Autolathe a Bucket&lt;br /&gt;
* Autolathe (or vend in R&amp;amp;D) and add a Proximity Sensor&lt;br /&gt;
* Use the printers in the Operating Rooms to print and add a robot arm&lt;br /&gt;
* Use the hand labeler to name your new Cleanbot&lt;br /&gt;
&lt;br /&gt;
==Guide to Chemistry==&lt;br /&gt;
----&lt;br /&gt;
This guide is neither exhaustive nor proven 100% accurate:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Medical===&lt;br /&gt;
* Bicardine: Inaprovaline + Carbon&lt;br /&gt;
* Clonexadone: (5u Phoron Catalyst) Cryoxadone + Sodium + 0.1 Phoron&lt;br /&gt;
* Cryoxadone: Dexaline + Oxygen + Water&lt;br /&gt;
* Dermaline: Kelotane + Phosphorus + Oxygen&lt;br /&gt;
* Dexaline: (5u Phoron Catalyst) 0.1 Phoron + 20 Oxygen&lt;br /&gt;
* Inaprovaline: Carbon + Oxygen + Sugar&lt;br /&gt;
* Kelotane: Carbon + Silicon&lt;br /&gt;
* Peridaxon: Bicardine + Clonexadone&lt;br /&gt;
* Synthmeat: 5 Blood + Clonexadone&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A Peridaxon walkthrough: 20 Phoron + 20 Oxygen + 10 Water + 10 Oxygen + 30 Sodium + 20 Carbon + 10 Sugar + 10 Oxygen + 20 Carbon.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Non-Medical===&lt;br /&gt;
* Ammonia: 3 Hydrogen + Nitrogen&lt;br /&gt;
* Cleaner: Ammonia + Water&lt;br /&gt;
* Explosive: Potassium + Water (dangerous reaction)&lt;br /&gt;
* Fire: Phoron + Aluminum + Sulfuric Acid (dangerous reaction)&lt;br /&gt;
* Flash: Sulfur + Aluminum + Potassium&lt;br /&gt;
* Polytrinic Acid: Sulfuric Acid + Hydrochloric Acid + Potassium&lt;br /&gt;
* Silicate: (5u Phoron Catalyst) Aluminum + Silicon + Oxygen&lt;br /&gt;
* Smoke: Potassium + Sugar + Phosphorus&lt;br /&gt;
* Thermite: Iron + Aluminum + Oxygen&lt;br /&gt;
&lt;br /&gt;
==Grenades==&lt;br /&gt;
----&lt;br /&gt;
Obviously, be careful making grenades. They&#039;re dangerous. For an explosive grenade:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Autolathe 2 large beakers (Buckets also work)&lt;br /&gt;
* Protolathe 1 Large Chem Grenade (it holds 2 beakers)&lt;br /&gt;
* Grab 2 remote signalers and 1 igniter from the vendor in the lab or make them from the Autolathe&lt;br /&gt;
* Put potassium in one large beaker using the chem dispenser (Click it in your hand to use a lid)&lt;br /&gt;
* Put an equal amount of water into the other beaker using the sinks upstairs in the operating rooms (while moving using ladders do not hold open beakers in your hands, the contents will spill)&lt;br /&gt;
* Place both containers into the Large Chem Grenade shell by clicking on the shell with the beaker in your active hand&lt;br /&gt;
* Use a screwdriver (from Autolathe or a toolbox) on the igniter to make it ready to attach&lt;br /&gt;
* Set both signalers to the same frequency and same code. DO NOT use the defaults since someone will probably send signals for fun and end up triggering your grenade at a bad time. If you use a signaller now, the other should *beep, beep*.&lt;br /&gt;
* Use a screwdriver on one signaler until it&#039;s ready to attach&lt;br /&gt;
* Attach that signaler to the igniter; use the screwdriver on that assembly to make it &amp;quot;ready&amp;quot;&lt;br /&gt;
* If you put the ready signaler-igniter assembly on the ground and use the other signaler, the assembly should spark&lt;br /&gt;
* Add the ready signaler-igniter assembly to the Large Chemical Grenade by clicking on it&lt;br /&gt;
* Use the screwdriver to ready the grenade (it should turn green)&lt;br /&gt;
* Use the hand labeler to name the detonator and grenade the same thing&lt;br /&gt;
* DO NOT send the signal unless you want to breach R&amp;amp;D like an idiot. Give it to a competent marine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
60 units of each potassium and water is a medium boom.  90 units of each is a serious bang.  120 units each might breach the ship&#039;s walls. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Try out different mixes of chemicals. You can make a Peridaxon smoke cloud grenade or one filled with polytrinic acid. Just remember that certain combinations will instantly react and should not be allowed in the same beaker. For instance, if you filled one beaker with 60u potassium and tried to add 60u of water, it&#039;ll blow up in your face.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The igniter can also be combined with other things, like the timer, the proximity sensor, or the infrared laser.&lt;br /&gt;
&lt;br /&gt;
* TIMER: Set the parameters on the timer before inserting the timer assembly into the grenade shell. When the grenade is fully assembled, you&#039;ll have to click the grenade one more time to prime it and start the timer&#039;s program.&lt;br /&gt;
* PROXIMITY SENSOR: Set the parameters on the proximity sensor before inserting its assembly into the grenade shell. When the grenade is fully assembled, you&#039;ll have to click the grenade one more time to prime it and start the proximity sensor&#039;s program. It&#039;s also useful as a doorbell or early Xeno warning.&lt;br /&gt;
* IR LASER: Before attaching it to anything else, rotate the IR laser to your desired direction by clicking on it. One way to use the laser is to attach it to a signaler to detonate a grenade. It&#039;s also useful as a doorbell or early Xeno warning.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hypothetically, the components available in R&amp;amp;D could be used to make really crafty traps. As one example, the anti-acid spray seems particularly useful on explosive grenades.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Your Skillset==&lt;br /&gt;
[[File:Doctor_skill_set.png]]&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://www.colonial-marines.com/wiki/The_Skill_System skills system page].&lt;/div&gt;</summary>
		<author><name>Apophis775</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=5241</id>
		<title>Marine Law</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=5241"/>
		<updated>2017-10-04T05:27:09Z</updated>

		<summary type="html">&lt;p&gt;Apophis775: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;United States Colonial Marines&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Uniform Code of Military Justice&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  The Commander of the USS Almayer and all its crew are not above UCMJ, Procedures, or Code of Conduct.  UCMJ also applies to all personnel who are in the vicinity of a USCM Operation or on board a ship.  The only exceptions are Diplomatically Immune Weyland-Yutani Executives (not including the on-board Liaison) and specially dispatched officials from High Command who have exception to authority for emergency matters.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Forward=&lt;br /&gt;
The United States Colonial Marines Uniform Code of Military Justice is enforced by the Office of the Provost Marshal.  On ships and USCM colonies this duty falls to the Military Police and Chief MP.  They operate outside the authority of the command when enforcing the Law.  The Chief MP has the final say on law enforcement within his operational area, unless overseen by higher ranking members of the Provost Marshal.  Local Colonial Marshals are expected to fully co-operate with the Chief MPs and MPs when they are operating within their jurisdiction.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Arrest Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; If a suspect is injured or wounded, alert Medbay to have a doctor sent to the brig.  Unless the suspect&#039;s life is IMMEDIATELY in danger, they are to be brought to the Brig and treated there.&amp;lt;/small&amp;gt; &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Compliant Suspect (not resisting or running)===&lt;br /&gt;
# Verbally inform the suspect you are taking them into custody and the charge.&lt;br /&gt;
# Order the suspect to the ground.&lt;br /&gt;
# Handcuff the suspect.&lt;br /&gt;
# Bring the suspect to the Brig for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Non-Compliant Suspect (resisting or running)===&lt;br /&gt;
# Prepare a non-lethal method of neutralization&lt;br /&gt;
# Apply until they are no longer resisting&lt;br /&gt;
# Secure the suspect and Inform the suspect of their charge&lt;br /&gt;
# Bring the suspect to the brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Dangerous Suspect (has used a lethal weapon against law enforcement)===&lt;br /&gt;
# Ensure you have a non-lethal response prepared&lt;br /&gt;
#  Engage the suspect and attempt to subdue them.  Minimize collateral damage.&lt;br /&gt;
#* If the suspect cannot be subdued with non-lethal force,the Chief MP or acting commander (may authorize a lethal force response in extreme situations, primarily when Marine lives and/or the safety of the ship are at risk.&lt;br /&gt;
# Secure the suspect and any weapons they had and inform them of their charges.&lt;br /&gt;
# Bring the suspect to the Brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Detainment and Brig Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If the prisoner is removed from his cell for ANY REASON the timer is PAUSED.  Time spent outside a cell does NOT count towards time being served for the crime, even if he is in medbay.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
# Inform the prisoner of the charge and set the timer&lt;br /&gt;
# Remove all equipment from the prisoner and place it into their locker.  Weapons may be secured in the MP armory if you wish.&lt;br /&gt;
## If the suspect is being held for less than 30 minutes for a non-violent offense, remove all of their equipment with the exception of their boots, jumpsuit, and radio.&lt;br /&gt;
## If the suspect is being held for more than 30 minutes, is considered an escape risk, has committed a violent offense, or presents a danger to himself or others, then remove all their equipment and dress them in an orange jumpsuit and boots.  Return their radio, unless they are abusing it.&lt;br /&gt;
# Buckle the prisoner to the bed.&lt;br /&gt;
# Flash the prisoner and remove their handcuffs.&lt;br /&gt;
# Recover your handcuffs and any equipment and leave the cell.&lt;br /&gt;
# For the duration that there are prisoners in the Brig, the Chief MP or a regular MP must be in security AT ALL TIMES (unless it&#039;s an emergency).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Prisoner Rights=&lt;br /&gt;
The following is a list of basic rights the prisoners have.  They can NOT be denied, except in an extreme situation and only then with authorization from the Chief MP.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Medical Treatment===&lt;br /&gt;
All treatment must take place in the brig if possible.  If not, an MP may escort a prisoner to medbay for treatment.  The prisoner MUST have an orange jumpsuit and shoes, and will not be given their Radio or ID until they return.  Time spent in medical will NOT count against their sentence.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Access to a Radio===&lt;br /&gt;
Unless the prisoner has abused the radio, they are authorized their headset.  If any MP believes that it is being abused (including being used to co-ordinate a prison-break), this right can be denied.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Appeal Sentence in a timely manner===&lt;br /&gt;
The prisoner may request an appeal on his sentence from the Chief MP.  If the Chief MP is not available, he may appeal to the acting commander.  This right is rescinded during emergencies.  The Chief MP has the final say on all appeals, and can override the Commander if he feels it is in the best interest of the ship&#039;s safety.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Protection from threats===&lt;br /&gt;
Prisoners must be kept safe, unharmed, and healthy during their confinement.  MPs must work to the best of their ability to ensure this.  Self-inflicting wounds will result in being straight-jacketed for the entire duration.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Execution Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;“The man who passes the sentence should swing the sword. If you would take a man&#039;s life, you owe it to him to look into his eyes and hear his final words. And if you cannot bear to do that, then perhaps the man does not deserve to die.”&amp;lt;br/&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
Executions of prisoners are authorized for crimes with execution as the maximum punishment.  Additionally, if the maximum amount of time to be served is greater than 1 hour, or for repeated offenders, the Chief MP or Acting Commander may request an execution.  Both must agree for an execution to be authorized.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Procedure===&lt;br /&gt;
# The Commander or Chief MP must make a ship-wide announcement from the CIC communication console informing the crew of the intent to execute the prisoner, why, and the execution method.  In a code Red or Code Delta situation, this procedure can be ignored.  (Example:  &amp;quot;I, Captain Erin Kowalski, hereby authorize the execution of Donald Cluwne on the charges of murder, assault, and damage to the ship.  He will be executed by firing squad in the briefing room.&amp;quot;)   Authorized methods of execution are either Firing Squad (handled by MPs) or Lethal Injection (handled by CMO).&lt;br /&gt;
# The Acting Commander OR Chief MP (whoever made the initial request) MUST be present at the execution.&lt;br /&gt;
# The Condemned MUST be given a chance to give any final words.  They may use a radio for this (even if their radio was taken for abuse).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Battlefield Execution===&lt;br /&gt;
The Commander &amp;amp; Admiral of the Almayer  holds the authority to perform a Battlefield Execution. They may kill anyone under their command or on their ship without any warning or procedure if they feel they are a threat to the mission.  The CO/Admiral must state why the individual was executed and should the MPs have concerns, they may contact USCM High Command VIA FAX to inquire if the execution was reasonable afterwards.  (This is similar to the &amp;quot;Rule 0&amp;quot; rule which applies to admins - you&#039;re able to do this, but it&#039;s much better not to, since you are subject to the consequences of your actions and may be removed from the whitelist if your reasons aren&#039;t acceptable.).&amp;lt;br/&amp;gt;&lt;br /&gt;
This power can only be used on captured prisoners when it is not possible to perform standard execution procedures.&amp;lt;br/&amp;gt;&lt;br /&gt;
(This is similar to the &amp;quot;Rule 0&amp;quot; rule which applies to admins - you&#039;re able to do this, but it&#039;s much better not to, since you are subject to the consequences of your actions and may be removed from the whitelist if your reasons aren&#039;t acceptable.)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Incompetent Command=&lt;br /&gt;
As Military Police you are expected to enforce the Law and Procedures upon all members of the crew.  If the Commander, XO, or any command staff are in violation of UCMJ at any time, the Chief MP is authorized to remove them from command and replace them with whoever is next in the Chain of Command.  However, this requires confirmation from Central Command before it is enacted (you can use the fax machine in the Chief MPs office).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Special Provisions=&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Mutinies===&lt;br /&gt;
Military Police are strictly forbidden from participating in mutinies against the legitimate Command staff.  If you are made aware of a mutiny, you must take all necessary actions to prevent it and protect the legal Command Staff.  If, the Chief MP believes that the legal command staff is unable to perform their duties for any reason, the Chief MP may contact Central Command for permission to relieve them of command and replace them with the next officer in the Chain of Command (using the fax machine in the Chief MP office).  If a Chief MP is not available, a consensus between the MPs can result in the same situation.  Mutinies are unlawful, however, and MPs must do everything in their power to prevent and suppress a Mutiny.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Command Requested Arrests===&lt;br /&gt;
If the Commander, Acting Commander, or a Staff Officer requests a marine to be arrested for a crime, you MUST arrest said marine.  You may hold the marine for a maximum of 10 minutes while evidence is gathered.  If the marine is proven innocent in the end, the requesting officer may be held liable for a False Arrest charge.&lt;br /&gt;
===Crew Authorized Weapons===&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Code Green&#039;&#039;&#039; - Authorized Weapons may be carried by deploying marines, security (non-lethals only), the Acting Commander, XO, Staff Officers, and Requisitions Officer.  If you have a weapon, you must keep it holstered at all times while on the ship.  This applies to Deploying Marines as well.&lt;br /&gt;
*&#039;&#039;&#039;Code Blue&#039;&#039;&#039; - All crew are authorized pistols.  Unless there is an immediate threat, only Law Enforcement may have weapons unholstered.&lt;br /&gt;
*&#039;&#039;&#039;Code Red&#039;&#039;&#039; - No Weapon Restrictions (Except as explained in the Rules)&lt;br /&gt;
Exceptions: If you or someone you are responsible for are in immediate, life-threatening danger and the appropriate code-level has not been set.  (Note: Meta-gaming rules still apply and over-ride the exception)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Current Marine Laws=&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; It is the duty of the arresting marine, to determine the punishment, ranging from the Minimum to Maximum.  It is reccomended to make the severity of the punishment meet the crime and to minimize excessive punishments.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;EXCESSIVE TIME:&#039;&#039;&#039; If the total punishment is to exceed 60 minutes, the Chief MP can give special permission for permanent confinement, no matter the crime.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Charge&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Minimum Punishment&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Maximum Punishment&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Disrespect to a superior&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Using offensive names, disobeying orders, or being directly disrespectful to someone of a higher rank or position.  Each offense stacks.  Punishment time is per offense.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Hooliganism&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Behavior that is generally disruptive to the ship and crew that classifies as low level shenanigans not deserving of more severe punishment.  Things such as slipping people with soap/water, excessive window knocking, and force-feeding other marines.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Improper Uniform&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Moving around the ship outside the Cryo/Cafeteria/Preparation areas without proper military uniform for your job during non-emergency situations.  Marines should always be wearing their uniform, boots, and armor at a minimum.  Regular crew should be wearing their uniform and boots/shoes without armor unless there is a direct threat.  MPs should not have riot armor except in riot situations.  Any headgear should be your properly assigned headgear or an approved military alternative.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;15 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Disorderly Conduct&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Directly and intentionally disrupting primary operations of the ship.  Fighting in the RO line, disrupting the briefing, or inciting rioting/mutiny. &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Insubordination&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Failing to follow a lawful order from someone of a superior rank or position.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 Minutes&amp;lt;br&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drinking on Duty&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Consumption of any alcohol or inhibiting chemicals during a military operation or while on active duty.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Damage to Government Property&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Damaging the ship or making any unauthorized modifications to it during peacetime.To get authorization, confirm with the department head the change falls under, the Chief Engineer, and the current commander.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Return ship to it&#039;s exact previous state.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 Minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Resisting Arrest&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To resist a lawful arrest by a Military Police officer (most people run, be fair).&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Interfering with an arrest&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To disrupt or interfere with a lawful arrest.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Same punishment as accused&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Same punishment as accused&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Jailbreak/Escape&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To escape, attempt escape, or be broken out.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Double initial time is applied to all involved&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent Confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Trespassing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Unauthorized access of an area restricted by Command personnel or an area which a person does not have access to.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Contraband&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To retain possession of, distribute, or use contraband items, including drugs and non-standard issued equipment.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 minutes&amp;lt;br&amp;gt;confiscation of contraband items. &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes&amp;lt;br&amp;gt;confiscation of contraband items.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Theft&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To retain possession of items belonging to another marine.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 minutes&amp;lt;br&amp;gt;item returned to owner&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;45 minutes&amp;lt;br&amp;gt;item returned to owner&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drug Use&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Consuming either space drugs or medical compounds not authorized for distribution.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drug Distribution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Distribution of medical compounds (including combat stimulants) without authorization from the CMO and Acting Commander.  Includes space drugs, which are never authorized to be distributed.  &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;15 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes&amp;lt;br&amp;gt;Demotion from chemical access&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drunk on Duty&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;This only applies to the Military side of USCM: Excessive drinking resulting in becoming drunk planetside, or while serving aboard the ship as a general crew member to the point you are unable to communicate properly or perform your job.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Until Sober&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drunk and Disorderly&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;This only applies to Civilian jobs and Survivors:  Excessive drinking resulting in either being unable to communicate and perform your job correctly, or belligerent behavior&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Until Sober&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Minor Weapon Violation&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Improper operation or conduct with a weapon you are authorized with during green or blue alert.  This includes walking around with weapons un-holstered or discharging weapons during non-emergencies.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Warning for first offense (always)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes AND confiscation of weapon&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Unauthorized Weapon&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Possession of a weapon you are not authorized during a non-emergency situation, detailed as code levels in the &#039;&#039;Weapon Usage for Crew&#039;&#039; section above. As code levels decrease in threat, weapons should be stored appropriately and not kept on-person or in personal areas.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Warning and&amp;lt;br&amp;gt;confiscation of contraband items.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 Minutes and&amp;lt;br&amp;gt;confiscation of contraband items.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Assault&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To threaten or use physical force against someone without intent to kill. &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Neglect of duty&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Failure to perform their role to an acceptable standard. For example, a Commander failing to properly organize and ensure his personnel are given orders.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Demotion/removal of command&amp;lt;br&amp;gt;25 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Assault with a deadly weapon&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To enact physical force against someone with a lethal weapon, such as a sidearm, blade, or rifle.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;20 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Manslaughter&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To be the cause of another person&#039;s death without malicious intent.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;20 minutes&amp;lt;br&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;45 Minutes&amp;lt;br&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Murder or Unauthorized Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To attempt or succeed in the attempts of killing someone with malicious intent. Executions are only authorized with permission from and in the presence of the acting Commander.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mutiny&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To attempt or succeed at overpowering or overthrowing a commanding officer.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Terrorist Collaboration&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To act as an enemy to the corporation or engage in acts that attempt to hurt or endanger the corporation.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Sexual assault&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To attempt to or succeed in the acts of assaulting another person sexually, including rape.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Conduct Unbecoming of an Officer&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Breaking any laws when you are an [[rank | officer]] will always result in this added to the penalty.  You are an officer and expected to act with dignity, honor, and respect at all times.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Double Brig Time&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Double Brig Time&amp;lt;br&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Repeat Offender&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To repeat a previous crime you have been convicted or and released from.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Double time (stacks with conduct unbecoming of an officer)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent Confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;False Arrest&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To order the arrest of a Marine who is then found to be innocent.  Does NOT stack with Conduct Unbecoming of an Officer&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military Officers and military law enforcement agents are expected to use their best discretion when applying sentences and apprehending those who violate the above laws. Failure to do so will result in immediate contract termination at the discretion of Central Command military officials.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Apophis775</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Military_Police&amp;diff=5075</id>
		<title>Military Police</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Military_Police&amp;diff=5075"/>
		<updated>2017-09-21T05:22:36Z</updated>

		<summary type="html">&lt;p&gt;Apophis775: Changed protection level for &amp;quot;Military Police&amp;quot; ([Edit=Allow only autoconfirmed users] (indefinite) [Move=Allow only autoconfirmed users] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = MilitaryPolice.png&lt;br /&gt;
|jobtitle = Military Police&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = Commander, Chief Military Police and Marine Law&lt;br /&gt;
|duties = Enforce Marine Law. Detain rogue marines.&lt;br /&gt;
|guides = [[Marine Law]], [http://colonial-marines.com/viewtopic.php?f=57&amp;amp;t=5094 Server Rules]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;The difference between a normal policeman and a military policeman, is that a military policeman deals with trained killers&#039;&#039;&amp;quot; - Anonymous&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
As a Military Police Officer, your primary duty is to maintain law and order on board the Almayer. This doesn&#039;t mean going around stunning all the Marines because you saw them hold a gun, this means you respect [[Marine Law]]!&lt;br /&gt;
&lt;br /&gt;
Enforcing Marine Law may be a hard task due to Marines being armed with guns, but - if you need it - your riot suit soaks up bullets like a sponge. Still, it shouldn&#039;t be worn unless necessary. MPs start the round equipped with a flash, taser, stun baton, and some handcuffs. MPs may &#039;&#039;&#039;never&#039;&#039;&#039; use lethal force.&lt;br /&gt;
&lt;br /&gt;
You don&#039;t outrank every member of the crew, but even the Commander and other Officers are not above Marine Law. These laws apply to all personnel, except for military officials from High Command or diplomatically immune Weyland-Yutani executives, unless stated otherwise. Once they have violated Marine Law, any MP may lawfully arrest any member of the crew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military Officers and military law enforcement agents are expected to use their best discretion when applying sentences and apprehending those who violate the above laws. Failure to do so will result in immediate contract termination at the discretion of Central Command military officials.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The MPs and Server Rules=&lt;br /&gt;
MPs are held to a very high standard of conduct because they are the source of in-character discipline aboard the Almayer and the server&#039;s first line of defense against out-of-character infractions. MPs should become familiar with the [http://colonial-marines.com/viewtopic.php?f=57&amp;amp;t=5094 server rules]. Some of these rules are specifically applicable to MPs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Marine Arrest Procedure=&lt;br /&gt;
If you need to arrest someone, try to warn them first and do it with minimal drama.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Compliant/Non-aggressive suspect who is not resisting==&lt;br /&gt;
#Verbally inform the suspect you are going to take them into custody and the charge.&lt;br /&gt;
#Order the suspect to the ground.&lt;br /&gt;
#Handcuff the suspect.&lt;br /&gt;
#Inform the suspect of the expected duration they will be in the brig.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Belligerent, aggressive or non-compliant suspect==&lt;br /&gt;
#Prepare your preferred method of neutralizing resistance (Taser, Stun-Revolver, Stun-baton).&lt;br /&gt;
#Apply preferred method until suspect is no longer resisting.&lt;br /&gt;
#Secure the Suspect.&lt;br /&gt;
#Inform them of the charge and duration of their sentence (don&#039;t forget to add resisting arrest).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Brig Processing Procedure==&lt;br /&gt;
# Begin the timer the moment the prisoner is in the cell.&lt;br /&gt;
# Remove necessary items from the suspect.&amp;lt;small&amp;gt;&lt;br /&gt;
## If the suspect is being held for 30 or less minutes for a non-violent offense, remove their backpack, belt, armor (head and chest), and any tools that may be used for escape.  Do NOT strip them of their radio, jumpsuit, or boots.&lt;br /&gt;
## If the suspect is being held for more than 30 minutes, for a violent offense, or are a past escape risk fully strip them and have them wear the orange prisoner suit.  They may keep their radio unless they abuse it while in the cell (such as trying to escape, or screaming over it).&amp;lt;/small&amp;gt;&lt;br /&gt;
# Buckle-cuff the suspect to the bed.&lt;br /&gt;
# Flash the suspect and immediately remove their handcuffs.&lt;br /&gt;
# Recover your handcuffs and leave the cell.&lt;br /&gt;
# For the duration that there are prisoners, there must be at least one MP in Security at ALL TIMES (except in emergency situations).&lt;br /&gt;
&lt;br /&gt;
(Note: it may be impractical or impossible to begin the timer the moment the prisoner is in the cell. It may be better practice to begin the timer the moment the arresting MP leaves the cell.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Prisoner Rights==&lt;br /&gt;
The following is a list of rights prisoners have.  With the noted exceptions, these rights &#039;&#039;&#039;CANNOT BE DENIED&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
# Medical Treatment on Request (MP will call a doctor to treat in security, if moving to med-bay is required it will NOT count against time to serve).&lt;br /&gt;
# Access to a radio (may be denied if the prisoner is abusing it).&lt;br /&gt;
# To appeal with the Commander (or a representative he sends) in a timely manner about his case one time (commander may deny this depending on the situation).&lt;br /&gt;
# Protection from threats (the duty of the MP is to ensure that the prisoner is safe and unharmed during confinement).&lt;br /&gt;
&lt;br /&gt;
=Storing evidence=&lt;br /&gt;
Click and drag the item onto the evidence bag to place the item into the evidence bag. Once that&#039;s done place it in the gun cabinet as it&#039;s your most secure area in the Mp office, or if it&#039;s a current ongoing investigation leave it out on the centre table so that the other Mp&#039;s can look at it. Generally if you manage to get fingerprints from your perp you&#039;ll also want to store those as well.&lt;/div&gt;</summary>
		<author><name>Apophis775</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Military_Police&amp;diff=4861</id>
		<title>Military Police</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Military_Police&amp;diff=4861"/>
		<updated>2017-08-27T03:51:25Z</updated>

		<summary type="html">&lt;p&gt;Apophis775: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = MilitaryPolice.png&lt;br /&gt;
|jobtitle = Military Police&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = Commander, Chief Military Police and Marine Law&lt;br /&gt;
|duties = Enforce Marine Law. Detain rogue marines.&lt;br /&gt;
|guides = [[Marine Law]], [http://colonial-marines.com/viewtopic.php?f=57&amp;amp;t=5094 Server Rules]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;The difference between a normal policeman and a military policeman, is that a military policeman deals with trained killers&#039;&#039;&amp;quot; - Anonymous&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
As a Military Police Officer, your primary duty is to maintain law and order on board the Almayer. This doesn&#039;t mean going around stunning all the Marines because you saw them hold a gun, this means you respect [[Marine Law]]!&lt;br /&gt;
&lt;br /&gt;
Enforcing Marine Law may be a hard task due to Marines being armed with guns, but - if you need it - your riot suit soaks up bullets like a sponge. Still, it shouldn&#039;t be worn unless necessary. MPs start the round equipped with a flash, taser, stun baton, and some handcuffs. MPs may &#039;&#039;&#039;never&#039;&#039;&#039; use lethal force.&lt;br /&gt;
&lt;br /&gt;
You don&#039;t outrank every member of the crew, but even the Commander and other Officers are not above Marine Law. These laws apply to all personnel, except for military officials from High Command or diplomatically immune Weyland-Yutani executives, unless stated otherwise. Once they have violated Marine Law, any MP may lawfully arrest any member of the crew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military Officers and military law enforcement agents are expected to use their best discretion when applying sentences and apprehending those who violate the above laws. Failure to do so will result in immediate contract termination at the discretion of Central Command military officials.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The MPs and Server Rules=&lt;br /&gt;
MPs are held to a very high standard of conduct because they are the source of in-character discipline aboard the Almayer and the server&#039;s first line of defense against out-of-character infractions. MPs should become familiar with the [http://colonial-marines.com/viewtopic.php?f=57&amp;amp;t=5094 server rules]. Some of these rules are specifically applicable to MPs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Marine Arrest Procedure=&lt;br /&gt;
If you need to arrest someone, try to warn them first and do it with minimal drama.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Compliant/Non-aggressive suspect who is not resisting==&lt;br /&gt;
#Verbally inform the suspect you are going to take them into custody and the charge.&lt;br /&gt;
#Order the suspect to the ground.&lt;br /&gt;
#Handcuff the suspect.&lt;br /&gt;
#Inform the suspect of the expected duration they will be in the brig.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Belligerent, aggressive or non-compliant suspect==&lt;br /&gt;
#Prepare your preferred method of neutralizing resistance (Taser, Stun-Revolver, Stun-baton).&lt;br /&gt;
#Apply preferred method until suspect is no longer resisting.&lt;br /&gt;
#Secure the Suspect.&lt;br /&gt;
#Inform them of the charge and duration of their sentence (don&#039;t forget to add resisting arrest).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Brig Processing Procedure==&lt;br /&gt;
# Begin the timer the moment the prisoner is in the cell.&lt;br /&gt;
# Remove necessary items from the suspect.&amp;lt;small&amp;gt;&lt;br /&gt;
## If the suspect is being held for 30 or less minutes for a non-violent offense, remove their backpack, belt, armor (head and chest), and any tools that may be used for escape.  Do NOT strip them of their radio, jumpsuit, or boots.&lt;br /&gt;
## If the suspect is being held for more than 30 minutes, for a violent offense, or are a past escape risk fully strip them and have them wear the orange prisoner suit.  They may keep their radio unless they abuse it while in the cell (such as trying to escape, or screaming over it).&amp;lt;/small&amp;gt;&lt;br /&gt;
# Buckle-cuff the suspect to the bed.&lt;br /&gt;
# Flash the suspect and immediately remove their handcuffs.&lt;br /&gt;
# Recover your handcuffs and leave the cell.&lt;br /&gt;
# For the duration that there are prisoners, there must be at least one MP in Security at ALL TIMES (except in emergency situations).&lt;br /&gt;
&lt;br /&gt;
(Note: it may be impractical or impossible to begin the timer the moment the prisoner is in the cell. It may be better practice to begin the timer the moment the arresting MP leaves the cell.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Prisoner Rights==&lt;br /&gt;
The following is a list of rights prisoners have.  With the noted exceptions, these rights &#039;&#039;&#039;CANNOT BE DENIED&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
# Medical Treatment on Request (MP will call a doctor to treat in security, if moving to med-bay is required it will NOT count against time to serve).&lt;br /&gt;
# Access to a radio (may be denied if the prisoner is abusing it).&lt;br /&gt;
# To appeal with the Commander (or a representative he sends) in a timely manner about his case one time (commander may deny this depending on the situation).&lt;br /&gt;
# Protection from threats (the duty of the MP is to ensure that the prisoner is safe and unharmed during confinement).&lt;br /&gt;
&lt;br /&gt;
=Storing evidence=&lt;br /&gt;
Click and drag the item onto the evidence bag to place the item into the evidence bag. Once that&#039;s done place it in the gun cabinet as it&#039;s your most secure area in the Mp office, or if it&#039;s a current ongoing investigation leave it out on the centre table so that the other Mp&#039;s can look at it. Generally if you manage to get fingerprints from your perp you&#039;ll also want to store those as well.&lt;/div&gt;</summary>
		<author><name>Apophis775</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=4422</id>
		<title>Marine Law</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=4422"/>
		<updated>2017-07-31T23:27:54Z</updated>

		<summary type="html">&lt;p&gt;Apophis775: /* Special Provisions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;United States Colonial Marines&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Uniform Code of Military Justice&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  The Commander of the USS Almayer and all its crew are not above UCMJ, Procedures, or Code of Conduct.  UCMJ also applies to all personnel who are in the vicinity of a USCM Operation or on board a ship.  The only exceptions are Diplomatically Immune Weyland-Yutani Executives (not including the on-board Liaison) and specially dispatched officials from High Command who have exception to authority for emergency matters.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Forward=&lt;br /&gt;
The United States Colonial Marines Uniform Code of Military Justice is enforced by the Office of the Provost Marshal.  On ships and USCM colonies this duty falls to the Military Police and Chief MP.  They operate outside the authority of the command when enforcing the Law.  The Chief MP has the final say on law enforcement within his operational area, unless overseen by higher ranking members of the Provost Marshal.  Local Colonial Marshals are expected to fully co-operate with the Chief MPs and MPs when they are operating within their jurisdiction.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Arrest Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; If a suspect is injured or wounded, alert Medbay to have a doctor sent to the brig.  Unless the suspect&#039;s life is IMMEDIATELY in danger, they are to be brought to the Brig and treated there.&amp;lt;/small&amp;gt; &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Compliant Suspect (not resisting or running)===&lt;br /&gt;
# Verbally inform the suspect you are taking them into custody and the charge.&lt;br /&gt;
# Order the suspect to the ground.&lt;br /&gt;
# Handcuff the suspect.&lt;br /&gt;
# Bring the suspect to the Brig for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Non-Compliant Suspect (resisting or running)===&lt;br /&gt;
# Prepare a non-lethal method of neutralization&lt;br /&gt;
# Apply until they are no longer resisting&lt;br /&gt;
# Secure the suspect and Inform the suspect of their charge&lt;br /&gt;
# Bring the suspect to the brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Dangerous Suspect (has used a lethal weapon against law enforcement)===&lt;br /&gt;
# Ensure you have a non-lethal response prepared&lt;br /&gt;
#  Engage the suspect and attempt to subdue them.  Minimize collateral damage.&lt;br /&gt;
#* If the suspect cannot be subdued with non-lethal force,the Chief MP or acting commander (may authorize a lethal force response in extreme situations, primarily when Marine lives and/or the safety of the ship are at risk.&lt;br /&gt;
# Secure the suspect and any weapons they had and inform them of their charges.&lt;br /&gt;
# Bring the suspect to the Brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Detainment and Brig Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If the prisoner is removed from his cell for ANY REASON the timer is PAUSED.  Time spent outside a cell does NOT count towards time being served for the crime, even if he is in medbay.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
# Inform the prisoner of the charge and set the timer&lt;br /&gt;
# Remove all equipment from the prisoner and place it into their locker.  Weapons may be secured in the MP armory if you wish.&lt;br /&gt;
## If the suspect is being held for less than 30 minutes for a non-violent offense, remove all of their equipment with the exception of their boots, jumpsuit, and radio.&lt;br /&gt;
## If the suspect is being held for more than 30 minutes, is considered an escape risk, has committed a violent offense, or presents a danger to himself or others, then remove all their equipment and dress them in an orange jumpsuit and boots.  Return their radio, unless they are abusing it.&lt;br /&gt;
# Buckle the prisoner to the bed.&lt;br /&gt;
# Flash the prisoner and remove their handcuffs.&lt;br /&gt;
# Recover your handcuffs and any equipment and leave the cell.&lt;br /&gt;
# For the duration that there are prisoners in the Brig, the Chief MP or a regular MP must be in security AT ALL TIMES (unless it&#039;s an emergency).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Prisoner Rights=&lt;br /&gt;
The following is a list of basic rights the prisoners have.  They can NOT be denied, except in an extreme situation and only then with authorization from the Chief MP.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Medical Treatment===&lt;br /&gt;
All treatment must take place in the brig if possible.  If not, an MP may escort a prisoner to medbay for treatment.  The prisoner MUST have an orange jumpsuit and shoes, and will not be given their Radio or ID until they return.  Time spent in medical will NOT count against their sentence.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Access to a Radio===&lt;br /&gt;
Unless the prisoner has abused the radio, they are authorized their headset.  If any MP believes that it is being abused (including being used to co-ordinate a prison-break), this right can be denied.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Appeal Sentence in a timely manner===&lt;br /&gt;
The prisoner may request an appeal on his sentence from the Chief MP.  If the Chief MP is not available, he may appeal to the acting commander.  This right is rescinded during emergencies.  The Chief MP has the final say on all appeals, and can override the Commander if he feels it is in the best interest of the ship&#039;s safety.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Protection from threats===&lt;br /&gt;
Prisoners must be kept safe, unharmed, and healthy during their confinement.  MPs must work to the best of their ability to ensure this.  Self-inflicting wounds will result in being straight-jacketed for the entire duration.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Execution Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;“The man who passes the sentence should swing the sword. If you would take a man&#039;s life, you owe it to him to look into his eyes and hear his final words. And if you cannot bear to do that, then perhaps the man does not deserve to die.”&amp;lt;br/&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
Executions of prisoners are authorized for crimes with execution as the maximum punishment.  Additionally, if the maximum amount of time to be served is greater than 1 hour, or for repeated offenders, the Chief MP or Acting Commander may request an execution.  Both must agree for an execution to be authorized.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Procedure===&lt;br /&gt;
# The Commander or Chief MP must make a ship-wide announcement from the CIC communication console informing the crew of the intent to execute the prisoner, why, and the execution method.  In a code Red or Code Delta situation, this procedure can be ignored.  (Example:  &amp;quot;I, Captain Erin Kowalski, hereby authorize the execution of Donald Cluwne on the charges of murder, assault, and damage to the ship.  He will be executed by firing squad in the briefing room.&amp;quot;)   Authorized methods of execution are either Firing Squad (handled by MPs) or Lethal Injection (handled by CMO).&lt;br /&gt;
# The Acting Commander OR Chief MP (whoever made the initial request) MUST be present at the execution.&lt;br /&gt;
# The Condemned MUST be given a chance to give any final words.  They may use a radio for this (even if their radio was taken for abuse).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Battlefield Execution===&lt;br /&gt;
The Commander &amp;amp; Admiral of the Almayer  holds the authority to perform a Battlefield Execution. They may kill anyone under their command or on their ship without any warning or procedure if they feel they are a threat to the mission.  The CO/Admiral must state why the individual was executed and should the MPs have concerns, they may contact USCM High Command VIA FAX to inquire if the execution was reasonable afterwards.  (This is similar to the &amp;quot;Rule 0&amp;quot; rule which applies to admins - you&#039;re able to do this, but it&#039;s much better not to, since you are subject to the consequences of your actions and may be removed from the whitelist if your reasons aren&#039;t acceptable.).&amp;lt;br/&amp;gt;&lt;br /&gt;
This power can only be used on captured prisoners when it is not possible to perform standard execution procedures.&amp;lt;br/&amp;gt;&lt;br /&gt;
(This is similar to the &amp;quot;Rule 0&amp;quot; rule which applies to admins - you&#039;re able to do this, but it&#039;s much better not to, since you are subject to the consequences of your actions and may be removed from the whitelist if your reasons aren&#039;t acceptable.)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Incompetent Command=&lt;br /&gt;
As Military Police you are expected to enforce the Law and Procedures upon all members of the crew.  If the Commander, XO, or any command staff are in violation of UCMJ at any time, the Chief MP is authorized to remove them from command and replace them with whoever is next in the Chain of Command.  However, this requires confirmation from Central Command before it is enacted (you can use the fax machine in the Chief MPs office).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Special Provisions=&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Mutinies===&lt;br /&gt;
Military Police are strictly forbidden from participating in mutinies against the legitimate Command staff.  If you are made aware of a mutiny, you must take all necessary actions to prevent it and protect the legal Command Staff.  If, the Chief MP believes that the legal command staff is unable to perform their duties for any reason, the Chief MP may contact Central Command for permission to relieve them of command and replace them with the next officer in the Chain of Command (using the fax machine in the Chief MP office).  If a Chief MP is not available, a consensus between the MPs can result in the same situation.  Mutinies are unlawful, however, and MPs must do everything in their power to prevent and suppress a Mutiny.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Command Requested Arrests===&lt;br /&gt;
If the Commander, Acting Commander, or a Staff Officer requests a marine to be arrested for a crime, you MUST arrest said marine.  You may hold the marine for a maximum of 10 minutes while evidence is gathered.  If the marine is proven innocent in the end, the requesting officer may be held liable for a False Arrest charge.&lt;br /&gt;
===Crew Authorized Weapons===&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Code Green&#039;&#039;&#039; - Authorized Weapons may be carried by deploying marines, security (non-lethals only), the Acting Commander, XO, Staff Officers, and Requisitions Officer.  If you have a weapon, you must keep it holstered at all times while on the ship.  This applies to Deploying Marines as well.&lt;br /&gt;
*&#039;&#039;&#039;Code Blue&#039;&#039;&#039; - All crew are authorized pistols.  Unless there is an immediate threat, only Law Enforcement may have weapons unholstered.&lt;br /&gt;
*&#039;&#039;&#039;Code Red&#039;&#039;&#039; - No Weapon Restrictions (Except as explained in the Rules)&lt;br /&gt;
Exceptions: If you or someone you are responsible for are in immediate, life-threatening danger and the appropriate code-level has not been set.  (Note: Meta-gaming rules still apply and over-ride the exception)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Current Marine Laws=&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; It is the duty of the arresting marine, to determine the punishment, ranging from the Minimum to Maximum.  It is reccomended to make the severity of the punishment meet the crime and to minimize excessive punishments.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;EXCESSIVE TIME:&#039;&#039;&#039; If the total punishment is to exceed 60 minutes, the Chief MP can give special permission for permanent confinement, no matter the crime.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Charge&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Minimum Punishment&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Maximum Punishment&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Disrespect to a superior&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Using offensive names, disobeying orders, or being directly disrespectful to someone of a higher rank or position.  Each offense stacks.  Punishment time is per offense.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Hooliganism&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Behavior that is generally disruptive to the ship and crew that classifies as low level shenanigans not deserving of more severe punishment.  Things such as slipping people with soap/water, excessive window knocking, and force-feeding other marines.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Improper Uniform&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Moving around the ship outside the Cryo/Cafeteria/Preparation areas without proper military uniform for your job during non-emergency situations.  Marines should always be wearing their uniform, boots, and armor at a minimum.  Regular crew should be wearing their uniform and boots/shoes without armor unless there is a direct threat.  MPs should not have riot armor except in riot situations.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;15 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Disorderly Conduct&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Directly and intentionally disrupting primary operations of the ship.  Fighting in the RO line, disrupting the briefing, or inciting rioting/mutiny. &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Insubordination&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Failing to follow a lawful order from someone of a superior rank or position.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 Minutes&amp;lt;br&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drinking on Duty&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Consumption of any alcohol or inhibiting chemicals during a military operation or while on active duty.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Damage to Government Property&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Damaging the ship or making any unauthorized modifications to it during peacetime.To get authorization, confirm with the department head the change falls under, the Chief Engineer, and the current commander.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Return ship to it&#039;s exact previous state.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 Minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Resisting Arrest&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To resist a lawful arrest by a Military Police officer (most people run, be fair).&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Interfering with an arrest&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To disrupt or interfere with a lawful arrest.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Same punishment as accused&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Same punishment as accused&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Jailbreak/Escape&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To escape, attempt escape, or be broken out.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Double initial time is applied to all involved&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent Confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Trespassing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Unauthorized access of an area restricted by Command personnel or an area which a person does not have access to.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Contraband&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To retain possession of, distribute, or use contraband items, including drugs and non-standard issued equipment.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 minutes&amp;lt;br&amp;gt;confiscation of contraband items. &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes&amp;lt;br&amp;gt;confiscation of contraband items.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Theft&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To retain possession of items belonging to another marine.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 minutes&amp;lt;br&amp;gt;item returned to owner&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;45 minutes&amp;lt;br&amp;gt;item returned to owner&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drug Use&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Consuming either space drugs or medical compounds not authorized for distribution.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drug Distribution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Distribution of medical compounds (including combat stimulants) without authorization from the CMO and Acting Commander.  Includes space drugs, which are never authorized to be distributed.  &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;15 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes&amp;lt;br&amp;gt;Demotion from chemical access&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drunk on Duty&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;This only applies to the Military side of USCM: Excessive drinking resulting in becoming drunk planetside, or while serving aboard the ship as a general crew member to the point you are unable to communicate properly or perform your job.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Until Sober&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drunk and Disorderly&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;This only applies to Civilian jobs and Survivors:  Excessive drinking resulting in either being unable to communicate and perform your job correctly, or belligerent behavior&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Until Sober&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Minor Weapon Violation&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Improper operation or conduct with a weapon you are authorized with during green or blue alert.  This includes walking around with weapons un-holstered or discharging weapons during non-emergencies.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Warning for first offense (always)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes AND confiscation of weapon&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Unauthorized Weapon&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Possession of a weapon you are not authorized during a non-emergency situation, detailed as code levels in the &#039;&#039;Weapon Usage for Crew&#039;&#039; section above. As code levels decrease in threat, weapons should be stored appropriately and not kept on-person or in personal areas.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Warning and&amp;lt;br&amp;gt;confiscation of contraband items.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 Minutes and&amp;lt;br&amp;gt;confiscation of contraband items.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Assault&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To threaten or use physical force against someone without intent to kill. &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Neglect of duty&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Failure to perform their role to an acceptable standard. For example, a Commander failing to properly organize and ensure his personnel are given orders.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Demotion/removal of command&amp;lt;br&amp;gt;25 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Assault with a deadly weapon&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To enact physical force against someone with a lethal weapon, such as a sidearm, blade, or rifle.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;20 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Manslaughter&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To be the cause of another person&#039;s death without malicious intent.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;20 minutes&amp;lt;br&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;45 Minutes&amp;lt;br&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Murder or Unauthorized Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To attempt or succeed in the attempts of killing someone with malicious intent. Executions are only authorized with permission from and in the presence of the acting Commander.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mutiny&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To attempt or succeed at overpowering or overthrowing a commanding officer.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Terrorist Collaboration&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To act as an enemy to the corporation or engage in acts that attempt to hurt or endanger the corporation.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Sexual assault&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To attempt to or succeed in the acts of assaulting another person sexually, including rape.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Conduct Unbecoming of an Officer&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Breaking any laws when you are an [[rank | officer]] will always result in this added to the penalty.  You are an officer and expected to act with dignity, honor, and respect at all times.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Double Brig Time&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Double Brig Time&amp;lt;br&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Repeat Offender&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To repeat a previous crime you have been convicted or and released from.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Double time (stacks with conduct unbecoming of an officer)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent Confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;False Arrest&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To order the arrest of a Marine who is then found to be innocent.  Does NOT stack with Conduct Unbecoming of an Officer&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military Officers and military law enforcement agents are expected to use their best discretion when applying sentences and apprehending those who violate the above laws. Failure to do so will result in immediate contract termination at the discretion of Central Command military officials.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Apophis775</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=4421</id>
		<title>Marine Law</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=4421"/>
		<updated>2017-07-31T23:27:40Z</updated>

		<summary type="html">&lt;p&gt;Apophis775: /* Current Marine Laws */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;United States Colonial Marines&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Uniform Code of Military Justice&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  The Commander of the USS Almayer and all its crew are not above UCMJ, Procedures, or Code of Conduct.  UCMJ also applies to all personnel who are in the vicinity of a USCM Operation or on board a ship.  The only exceptions are Diplomatically Immune Weyland-Yutani Executives (not including the on-board Liaison) and specially dispatched officials from High Command who have exception to authority for emergency matters.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Forward=&lt;br /&gt;
The United States Colonial Marines Uniform Code of Military Justice is enforced by the Office of the Provost Marshal.  On ships and USCM colonies this duty falls to the Military Police and Chief MP.  They operate outside the authority of the command when enforcing the Law.  The Chief MP has the final say on law enforcement within his operational area, unless overseen by higher ranking members of the Provost Marshal.  Local Colonial Marshals are expected to fully co-operate with the Chief MPs and MPs when they are operating within their jurisdiction.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Arrest Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; If a suspect is injured or wounded, alert Medbay to have a doctor sent to the brig.  Unless the suspect&#039;s life is IMMEDIATELY in danger, they are to be brought to the Brig and treated there.&amp;lt;/small&amp;gt; &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Compliant Suspect (not resisting or running)===&lt;br /&gt;
# Verbally inform the suspect you are taking them into custody and the charge.&lt;br /&gt;
# Order the suspect to the ground.&lt;br /&gt;
# Handcuff the suspect.&lt;br /&gt;
# Bring the suspect to the Brig for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Non-Compliant Suspect (resisting or running)===&lt;br /&gt;
# Prepare a non-lethal method of neutralization&lt;br /&gt;
# Apply until they are no longer resisting&lt;br /&gt;
# Secure the suspect and Inform the suspect of their charge&lt;br /&gt;
# Bring the suspect to the brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Dangerous Suspect (has used a lethal weapon against law enforcement)===&lt;br /&gt;
# Ensure you have a non-lethal response prepared&lt;br /&gt;
#  Engage the suspect and attempt to subdue them.  Minimize collateral damage.&lt;br /&gt;
#* If the suspect cannot be subdued with non-lethal force,the Chief MP or acting commander (may authorize a lethal force response in extreme situations, primarily when Marine lives and/or the safety of the ship are at risk.&lt;br /&gt;
# Secure the suspect and any weapons they had and inform them of their charges.&lt;br /&gt;
# Bring the suspect to the Brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Detainment and Brig Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If the prisoner is removed from his cell for ANY REASON the timer is PAUSED.  Time spent outside a cell does NOT count towards time being served for the crime, even if he is in medbay.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
# Inform the prisoner of the charge and set the timer&lt;br /&gt;
# Remove all equipment from the prisoner and place it into their locker.  Weapons may be secured in the MP armory if you wish.&lt;br /&gt;
## If the suspect is being held for less than 30 minutes for a non-violent offense, remove all of their equipment with the exception of their boots, jumpsuit, and radio.&lt;br /&gt;
## If the suspect is being held for more than 30 minutes, is considered an escape risk, has committed a violent offense, or presents a danger to himself or others, then remove all their equipment and dress them in an orange jumpsuit and boots.  Return their radio, unless they are abusing it.&lt;br /&gt;
# Buckle the prisoner to the bed.&lt;br /&gt;
# Flash the prisoner and remove their handcuffs.&lt;br /&gt;
# Recover your handcuffs and any equipment and leave the cell.&lt;br /&gt;
# For the duration that there are prisoners in the Brig, the Chief MP or a regular MP must be in security AT ALL TIMES (unless it&#039;s an emergency).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Prisoner Rights=&lt;br /&gt;
The following is a list of basic rights the prisoners have.  They can NOT be denied, except in an extreme situation and only then with authorization from the Chief MP.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Medical Treatment===&lt;br /&gt;
All treatment must take place in the brig if possible.  If not, an MP may escort a prisoner to medbay for treatment.  The prisoner MUST have an orange jumpsuit and shoes, and will not be given their Radio or ID until they return.  Time spent in medical will NOT count against their sentence.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Access to a Radio===&lt;br /&gt;
Unless the prisoner has abused the radio, they are authorized their headset.  If any MP believes that it is being abused (including being used to co-ordinate a prison-break), this right can be denied.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Appeal Sentence in a timely manner===&lt;br /&gt;
The prisoner may request an appeal on his sentence from the Chief MP.  If the Chief MP is not available, he may appeal to the acting commander.  This right is rescinded during emergencies.  The Chief MP has the final say on all appeals, and can override the Commander if he feels it is in the best interest of the ship&#039;s safety.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Protection from threats===&lt;br /&gt;
Prisoners must be kept safe, unharmed, and healthy during their confinement.  MPs must work to the best of their ability to ensure this.  Self-inflicting wounds will result in being straight-jacketed for the entire duration.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Execution Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;“The man who passes the sentence should swing the sword. If you would take a man&#039;s life, you owe it to him to look into his eyes and hear his final words. And if you cannot bear to do that, then perhaps the man does not deserve to die.”&amp;lt;br/&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
Executions of prisoners are authorized for crimes with execution as the maximum punishment.  Additionally, if the maximum amount of time to be served is greater than 1 hour, or for repeated offenders, the Chief MP or Acting Commander may request an execution.  Both must agree for an execution to be authorized.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Procedure===&lt;br /&gt;
# The Commander or Chief MP must make a ship-wide announcement from the CIC communication console informing the crew of the intent to execute the prisoner, why, and the execution method.  In a code Red or Code Delta situation, this procedure can be ignored.  (Example:  &amp;quot;I, Captain Erin Kowalski, hereby authorize the execution of Donald Cluwne on the charges of murder, assault, and damage to the ship.  He will be executed by firing squad in the briefing room.&amp;quot;)   Authorized methods of execution are either Firing Squad (handled by MPs) or Lethal Injection (handled by CMO).&lt;br /&gt;
# The Acting Commander OR Chief MP (whoever made the initial request) MUST be present at the execution.&lt;br /&gt;
# The Condemned MUST be given a chance to give any final words.  They may use a radio for this (even if their radio was taken for abuse).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Battlefield Execution===&lt;br /&gt;
The Commander &amp;amp; Admiral of the Almayer  holds the authority to perform a Battlefield Execution. They may kill anyone under their command or on their ship without any warning or procedure if they feel they are a threat to the mission.  The CO/Admiral must state why the individual was executed and should the MPs have concerns, they may contact USCM High Command VIA FAX to inquire if the execution was reasonable afterwards.  (This is similar to the &amp;quot;Rule 0&amp;quot; rule which applies to admins - you&#039;re able to do this, but it&#039;s much better not to, since you are subject to the consequences of your actions and may be removed from the whitelist if your reasons aren&#039;t acceptable.).&amp;lt;br/&amp;gt;&lt;br /&gt;
This power can only be used on captured prisoners when it is not possible to perform standard execution procedures.&amp;lt;br/&amp;gt;&lt;br /&gt;
(This is similar to the &amp;quot;Rule 0&amp;quot; rule which applies to admins - you&#039;re able to do this, but it&#039;s much better not to, since you are subject to the consequences of your actions and may be removed from the whitelist if your reasons aren&#039;t acceptable.)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Incompetent Command=&lt;br /&gt;
As Military Police you are expected to enforce the Law and Procedures upon all members of the crew.  If the Commander, XO, or any command staff are in violation of UCMJ at any time, the Chief MP is authorized to remove them from command and replace them with whoever is next in the Chain of Command.  However, this requires confirmation from Central Command before it is enacted (you can use the fax machine in the Chief MPs office).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Special Provisions=&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Mutinies===&lt;br /&gt;
Military Police are strictly forbidden from participating in mutinies against the legitimate Command staff.  If you are made aware of a mutiny, you must take all necessary actions to prevent it and protect the legal Command Staff.  If, the Chief MP believes that the legal command staff is unable to perform their duties for any reason, the Chief MP may contact Central Command for permission to relieve them of command and replace them with the next officer in the Chain of Command (using the fax machine in the Chief MP office).  If a Chief MP is not available, a consensus between the MPs can result in the same situation.  Mutinies are unlawful, however, and MPs must do everything in their power to prevent and suppress a Mutiny.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Crew Authorized Weapons===&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Code Green&#039;&#039;&#039; - Authorized Weapons may be carried by deploying marines, security (non-lethals only), the Acting Commander, XO, Staff Officers, and Requisitions Officer.  If you have a weapon, you must keep it holstered at all times while on the ship.  This applies to Deploying Marines as well.&lt;br /&gt;
*&#039;&#039;&#039;Code Blue&#039;&#039;&#039; - All crew are authorized pistols.  Unless there is an immediate threat, only Law Enforcement may have weapons unholstered.&lt;br /&gt;
*&#039;&#039;&#039;Code Red&#039;&#039;&#039; - No Weapon Restrictions (Except as explained in the Rules)&lt;br /&gt;
Exceptions: If you or someone you are responsible for are in immediate, life-threatening danger and the appropriate code-level has not been set.  (Note: Meta-gaming rules still apply and over-ride the exception)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Current Marine Laws=&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; It is the duty of the arresting marine, to determine the punishment, ranging from the Minimum to Maximum.  It is reccomended to make the severity of the punishment meet the crime and to minimize excessive punishments.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;EXCESSIVE TIME:&#039;&#039;&#039; If the total punishment is to exceed 60 minutes, the Chief MP can give special permission for permanent confinement, no matter the crime.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Charge&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Minimum Punishment&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Maximum Punishment&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Disrespect to a superior&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Using offensive names, disobeying orders, or being directly disrespectful to someone of a higher rank or position.  Each offense stacks.  Punishment time is per offense.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Hooliganism&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Behavior that is generally disruptive to the ship and crew that classifies as low level shenanigans not deserving of more severe punishment.  Things such as slipping people with soap/water, excessive window knocking, and force-feeding other marines.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Improper Uniform&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Moving around the ship outside the Cryo/Cafeteria/Preparation areas without proper military uniform for your job during non-emergency situations.  Marines should always be wearing their uniform, boots, and armor at a minimum.  Regular crew should be wearing their uniform and boots/shoes without armor unless there is a direct threat.  MPs should not have riot armor except in riot situations.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;15 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Disorderly Conduct&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Directly and intentionally disrupting primary operations of the ship.  Fighting in the RO line, disrupting the briefing, or inciting rioting/mutiny. &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Insubordination&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Failing to follow a lawful order from someone of a superior rank or position.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 Minutes&amp;lt;br&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drinking on Duty&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Consumption of any alcohol or inhibiting chemicals during a military operation or while on active duty.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Damage to Government Property&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Damaging the ship or making any unauthorized modifications to it during peacetime.To get authorization, confirm with the department head the change falls under, the Chief Engineer, and the current commander.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Return ship to it&#039;s exact previous state.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 Minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Resisting Arrest&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To resist a lawful arrest by a Military Police officer (most people run, be fair).&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Interfering with an arrest&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To disrupt or interfere with a lawful arrest.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Same punishment as accused&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Same punishment as accused&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Jailbreak/Escape&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To escape, attempt escape, or be broken out.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Double initial time is applied to all involved&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent Confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Trespassing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Unauthorized access of an area restricted by Command personnel or an area which a person does not have access to.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Contraband&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To retain possession of, distribute, or use contraband items, including drugs and non-standard issued equipment.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 minutes&amp;lt;br&amp;gt;confiscation of contraband items. &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes&amp;lt;br&amp;gt;confiscation of contraband items.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Theft&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To retain possession of items belonging to another marine.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 minutes&amp;lt;br&amp;gt;item returned to owner&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;45 minutes&amp;lt;br&amp;gt;item returned to owner&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drug Use&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Consuming either space drugs or medical compounds not authorized for distribution.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drug Distribution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Distribution of medical compounds (including combat stimulants) without authorization from the CMO and Acting Commander.  Includes space drugs, which are never authorized to be distributed.  &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;15 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes&amp;lt;br&amp;gt;Demotion from chemical access&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drunk on Duty&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;This only applies to the Military side of USCM: Excessive drinking resulting in becoming drunk planetside, or while serving aboard the ship as a general crew member to the point you are unable to communicate properly or perform your job.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Until Sober&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drunk and Disorderly&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;This only applies to Civilian jobs and Survivors:  Excessive drinking resulting in either being unable to communicate and perform your job correctly, or belligerent behavior&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Until Sober&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Minor Weapon Violation&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Improper operation or conduct with a weapon you are authorized with during green or blue alert.  This includes walking around with weapons un-holstered or discharging weapons during non-emergencies.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Warning for first offense (always)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes AND confiscation of weapon&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Unauthorized Weapon&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Possession of a weapon you are not authorized during a non-emergency situation, detailed as code levels in the &#039;&#039;Weapon Usage for Crew&#039;&#039; section above. As code levels decrease in threat, weapons should be stored appropriately and not kept on-person or in personal areas.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Warning and&amp;lt;br&amp;gt;confiscation of contraband items.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 Minutes and&amp;lt;br&amp;gt;confiscation of contraband items.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Assault&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To threaten or use physical force against someone without intent to kill. &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Neglect of duty&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Failure to perform their role to an acceptable standard. For example, a Commander failing to properly organize and ensure his personnel are given orders.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Demotion/removal of command&amp;lt;br&amp;gt;25 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Assault with a deadly weapon&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To enact physical force against someone with a lethal weapon, such as a sidearm, blade, or rifle.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;20 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Manslaughter&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To be the cause of another person&#039;s death without malicious intent.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;20 minutes&amp;lt;br&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;45 Minutes&amp;lt;br&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Murder or Unauthorized Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To attempt or succeed in the attempts of killing someone with malicious intent. Executions are only authorized with permission from and in the presence of the acting Commander.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mutiny&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To attempt or succeed at overpowering or overthrowing a commanding officer.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Terrorist Collaboration&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To act as an enemy to the corporation or engage in acts that attempt to hurt or endanger the corporation.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Sexual assault&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To attempt to or succeed in the acts of assaulting another person sexually, including rape.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Conduct Unbecoming of an Officer&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Breaking any laws when you are an [[rank | officer]] will always result in this added to the penalty.  You are an officer and expected to act with dignity, honor, and respect at all times.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Double Brig Time&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Double Brig Time&amp;lt;br&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Repeat Offender&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To repeat a previous crime you have been convicted or and released from.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Double time (stacks with conduct unbecoming of an officer)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent Confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;False Arrest&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To order the arrest of a Marine who is then found to be innocent.  Does NOT stack with Conduct Unbecoming of an Officer&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military Officers and military law enforcement agents are expected to use their best discretion when applying sentences and apprehending those who violate the above laws. Failure to do so will result in immediate contract termination at the discretion of Central Command military officials.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Apophis775</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=4389</id>
		<title>Marine Law</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=4389"/>
		<updated>2017-07-19T23:55:39Z</updated>

		<summary type="html">&lt;p&gt;Apophis775: /* Current Marine Laws */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;United States Colonial Marines&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Uniform Code of Military Justice&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  The Commander of the USS Almayer and all its crew are not above UCMJ, Procedures, or Code of Conduct.  UCMJ also applies to all personnel who are in the vicinity of a USCM Operation or on board a ship.  The only exceptions are Diplomatically Immune Weyland-Yutani Executives (not including the on-board Liaison) and specially dispatched officials from High Command who have exception to authority for emergency matters.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Forward=&lt;br /&gt;
The United States Colonial Marines Uniform Code of Military Justice is enforced by the Office of the Provost Marshal.  On ships and USCM colonies this duty falls to the Military Police and Chief MP.  They operate outside the authority of the command when enforcing the Law.  The Chief MP has the final say on law enforcement within his operational area, unless overseen by higher ranking members of the Provost Marshal.  Local Colonial Marshals are expected to fully co-operate with the Chief MPs and MPs when they are operating within their jurisdiction.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Arrest Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; If a suspect is injured or wounded, alert Medbay to have a doctor sent to the brig.  Unless the suspect&#039;s life is IMMEDIATELY in danger, they are to be brought to the Brig and treated there.&amp;lt;/small&amp;gt; &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Compliant Suspect (not resisting or running)===&lt;br /&gt;
# Verbally inform the suspect you are taking them into custody and the charge.&lt;br /&gt;
# Order the suspect to the ground.&lt;br /&gt;
# Handcuff the suspect.&lt;br /&gt;
# Bring the suspect to the Brig for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Non-Compliant Suspect (resisting or running)===&lt;br /&gt;
# Prepare a non-lethal method of neutralization&lt;br /&gt;
# Apply until they are no longer resisting&lt;br /&gt;
# Secure the suspect and Inform the suspect of their charge&lt;br /&gt;
# Bring the suspect to the brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Dangerous Suspect (has used a lethal weapon against law enforcement)===&lt;br /&gt;
# Ensure you have a non-lethal response prepared&lt;br /&gt;
#  Engage the suspect and attempt to subdue them.  Minimize collateral damage.&lt;br /&gt;
#* If the suspect cannot be subdued with non-lethal force,the Chief MP or acting commander (may authorize a lethal force response in extreme situations, primarily when Marine lives and/or the safety of the ship are at risk.&lt;br /&gt;
# Secure the suspect and any weapons they had and inform them of their charges.&lt;br /&gt;
# Bring the suspect to the Brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Detainment and Brig Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If the prisoner is removed from his cell for ANY REASON the timer is PAUSED.  Time spent outside a cell does NOT count towards time being served for the crime, even if he is in medbay.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
# Inform the prisoner of the charge and set the timer&lt;br /&gt;
# Remove all equipment from the prisoner and place it into their locker.  Weapons may be secured in the MP armory if you wish.&lt;br /&gt;
## If the suspect is being held for less than 30 minutes for a non-violent offense, remove all of their equipment with the exception of their boots, jumpsuit, and radio.&lt;br /&gt;
## If the suspect is being held for more than 30 minutes, is considered an escape risk, has committed a violent offense, or presents a danger to himself or others, then remove all their equipment and dress them in an orange jumpsuit and boots.  Return their radio, unless they are abusing it.&lt;br /&gt;
# Buckle the prisoner to the bed.&lt;br /&gt;
# Flash the prisoner and remove their handcuffs.&lt;br /&gt;
# Recover your handcuffs and any equipment and leave the cell.&lt;br /&gt;
# For the duration that there are prisoners in the Brig, the Chief MP or a regular MP must be in security AT ALL TIMES (unless it&#039;s an emergency).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Prisoner Rights=&lt;br /&gt;
The following is a list of basic rights the prisoners have.  They can NOT be denied, except in an extreme situation and only then with authorization from the Chief MP.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Medical Treatment===&lt;br /&gt;
All treatment must take place in the brig if possible.  If not, an MP may escort a prisoner to medbay for treatment.  The prisoner MUST have an orange jumpsuit and shoes, and will not be given their Radio or ID until they return.  Time spent in medical will NOT count against their sentence.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Access to a Radio===&lt;br /&gt;
Unless the prisoner has abused the radio, they are authorized their headset.  If any MP believes that it is being abused (including being used to co-ordinate a prison-break), this right can be denied.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Appeal Sentence in a timely manner===&lt;br /&gt;
The prisoner may request an appeal on his sentence from the Chief MP.  If the Chief MP is not available, he may appeal to the acting commander.  This right is rescinded during emergencies.  The Chief MP has the final say on all appeals, and can override the Commander if he feels it is in the best interest of the ship&#039;s safety.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Protection from threats===&lt;br /&gt;
Prisoners must be kept safe, unharmed, and healthy during their confinement.  MPs must work to the best of their ability to ensure this.  Self-inflicting wounds will result in being straight-jacketed for the entire duration.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Execution Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;“The man who passes the sentence should swing the sword. If you would take a man&#039;s life, you owe it to him to look into his eyes and hear his final words. And if you cannot bear to do that, then perhaps the man does not deserve to die.”&amp;lt;br/&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
Executions of prisoners are authorized for crimes with execution as the maximum punishment.  Additionally, if the maximum amount of time to be served is greater than 1 hour, or for repeated offenders, the Chief MP or Acting Commander may request an execution.  Both must agree for an execution to be authorized.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Procedure===&lt;br /&gt;
# The Commander or Chief MP must make a ship-wide announcement from the CIC communication console informing the crew of the intent to execute the prisoner, why, and the execution method.  In a code Red or Code Delta situation, this procedure can be ignored.  (Example:  &amp;quot;I, Captain Erin Kowalski, hereby authorize the execution of Donald Cluwne on the charges of murder, assault, and damage to the ship.  He will be executed by firing squad in the briefing room.&amp;quot;)   Authorized methods of execution are either Firing Squad (handled by MPs) or Lethal Injection (handled by CMO).&lt;br /&gt;
# The Acting Commander OR Chief MP (whoever made the initial request) MUST be present at the execution.&lt;br /&gt;
# The Condemned MUST be given a chance to give any final words.  They may use a radio for this (even if their radio was taken for abuse).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Battlefield Execution===&lt;br /&gt;
The Commander &amp;amp; Admiral of the Almayer  holds the authority to perform a Battlefield Execution. They may kill anyone under their command or on their ship without any warning or procedure if they feel they are a threat to the mission.  The CO/Admiral must state why the individual was executed and should the MPs have concerns, they may contact USCM High Command VIA FAX to inquire if the execution was reasonable afterwards.  (This is similar to the &amp;quot;Rule 0&amp;quot; rule which applies to admins - you&#039;re able to do this, but it&#039;s much better not to, since you are subject to the consequences of your actions and may be removed from the whitelist if your reasons aren&#039;t acceptable.).&amp;lt;br/&amp;gt;&lt;br /&gt;
This power can only be used on captured prisoners when it is not possible to perform standard execution procedures.&amp;lt;br/&amp;gt;&lt;br /&gt;
(This is similar to the &amp;quot;Rule 0&amp;quot; rule which applies to admins - you&#039;re able to do this, but it&#039;s much better not to, since you are subject to the consequences of your actions and may be removed from the whitelist if your reasons aren&#039;t acceptable.)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Incompetent Command=&lt;br /&gt;
As Military Police you are expected to enforce the Law and Procedures upon all members of the crew.  If the Commander, XO, or any command staff are in violation of UCMJ at any time, the Chief MP is authorized to remove them from command and replace them with whoever is next in the Chain of Command.  However, this requires confirmation from Central Command before it is enacted (you can use the fax machine in the Chief MPs office).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Special Provisions=&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Mutinies===&lt;br /&gt;
Military Police are strictly forbidden from participating in mutinies against the legitimate Command staff.  If you are made aware of a mutiny, you must take all necessary actions to prevent it and protect the legal Command Staff.  If, the Chief MP believes that the legal command staff is unable to perform their duties for any reason, the Chief MP may contact Central Command for permission to relieve them of command and replace them with the next officer in the Chain of Command (using the fax machine in the Chief MP office).  If a Chief MP is not available, a consensus between the MPs can result in the same situation.  Mutinies are unlawful, however, and MPs must do everything in their power to prevent and suppress a Mutiny.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Crew Authorized Weapons===&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Code Green&#039;&#039;&#039; - Authorized Weapons may be carried by deploying marines, security (non-lethals only), the Acting Commander, XO, Staff Officers, and Requisitions Officer.  If you have a weapon, you must keep it holstered at all times while on the ship.  This applies to Deploying Marines as well.&lt;br /&gt;
*&#039;&#039;&#039;Code Blue&#039;&#039;&#039; - All crew are authorized pistols.  Unless there is an immediate threat, only Law Enforcement may have weapons unholstered.&lt;br /&gt;
*&#039;&#039;&#039;Code Red&#039;&#039;&#039; - No Weapon Restrictions (Except as explained in the Rules)&lt;br /&gt;
Exceptions: If you or someone you are responsible for are in immediate, life-threatening danger and the appropriate code-level has not been set.  (Note: Meta-gaming rules still apply and over-ride the exception)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Current Marine Laws=&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; It is the duty of the arresting marine, to determine the punishment, ranging from the Minimum to Maximum.  It is reccomended to make the severity of the punishment meet the crime and to minimize excessive punishments.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;EXCESSIVE TIME:&#039;&#039;&#039; If the total punishment is to exceed 60 minutes, the Chief MP can give special permission for permanent confinement, no matter the crime.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Charge&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Minimum Punishment&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Maximum Punishment&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Disrespect to a superior&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Using offensive names, disobeying orders, or being directly disrespectful to someone of a higher rank or position.  Each offense stacks.  Punishment time is per offense.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Hooliganism&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Behavior that is generally disruptive to the ship and crew that classifies as low level shenanigans not deserving of more severe punishment.  Things such as slipping people with soap/water, excessive window knocking, and force-feeding other marines.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Improper Uniform&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Moving around the ship outside the Cryo/Cafeteria/Preparation areas without proper military uniform for your job during non-emergency situations.  Marines should always be wearing their uniform, boots, and armor at a minimum.  Regular crew should be wearing their uniform and boots/shoes without armor unless there is a direct threat.  MPs should not have riot armor except in riot situations.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;15 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Disorderly Conduct&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Directly and intentionally disrupting primary operations of the ship.  Fighting in the RO line, disrupting the briefing, or inciting rioting/mutiny. &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Insubordination&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Failing to follow a lawful order from someone of a superior rank or position.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 Minutes&amp;lt;br&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drinking on Duty&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Consumption of any alcohol or inhibiting chemicals during a military operation or while on active duty.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Damage to Government Property&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Damaging the ship or making any unauthorized modifications to it during peacetime.To get authorization, confirm with the department head the change falls under, the Chief Engineer, and the current commander.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Return ship to it&#039;s exact previous state.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 Minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Resisting Arrest&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To resist a lawful arrest by a Military Police officer (most people run, be fair).&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Interfering with an arrest&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To disrupt or interfere with a lawful arrest.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Same punishment as accused&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Same punishment as accused&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Jailbreak/Escape&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To escape, attempt escape, or be broken out.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Double initial time is applied to all involved&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent Confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Trespassing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Unauthorized access of an area restricted by Command personnel or an area which a person does not have access to.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Contraband&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To retain possession of, distribute, or use contraband items, including drugs and non-standard issued equipment.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 minutes&amp;lt;br&amp;gt;confiscation of contraband items. &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes&amp;lt;br&amp;gt;confiscation of contraband items.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Theft&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To retain possession of items belonging to another marine.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 minutes&amp;lt;br&amp;gt;item returned to owner&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;45 minutes&amp;lt;br&amp;gt;item returned to owner&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drug Use&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Consuming either space drugs or medical compounds not authorized for distribution.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drug Distribution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Distribution of medical compounds (including combat stimulants) without authorization from the CMO and Acting Commander.  Includes space drugs, which are never authorized to be distributed.  &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;15 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes&amp;lt;br&amp;gt;Demotion from chemical access&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drunk on Duty&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;This only applies to the Military side of USCM: Excessive drinking resulting in becoming drunk planetside, or while serving aboard the ship as a general crew member to the point you are unable to communicate properly or perform your job.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Until Sober&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drunk and Disorderly&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;This only applies to Civilian jobs and Survivors:  Excessive drinking resulting in either being unable to communicate and perform your job correctly, or belligerent behavior&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Until Sober&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Minor Weapon Violation&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Improper operation or conduct with a weapon you are authorized with during green or blue alert.  This includes walking around with weapons un-holstered or discharging weapons during non-emergencies.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Warning for first offense (always)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes AND confiscation of weapon&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Unauthorized Weapon&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Possession of a weapon you are not authorized during a non-emergency situation, detailed as code levels in the &#039;&#039;Weapon Usage for Crew&#039;&#039; section above. As code levels decrease in threat, weapons should be stored appropriately and not kept on-person or in personal areas.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Warning and&amp;lt;br&amp;gt;confiscation of contraband items.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 Minutes and&amp;lt;br&amp;gt;confiscation of contraband items.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Assault&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To threaten or use physical force against someone without intent to kill. &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Neglect of duty&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Failure to perform their role to an acceptable standard. For example, a Commander failing to properly organize and ensure his personnel are given orders.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Demotion/removal of command&amp;lt;br&amp;gt;25 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Assault with a deadly weapon&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To enact physical force against someone with a lethal weapon, such as a sidearm, blade, or rifle.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;20 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Manslaughter&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To be the cause of another person&#039;s death without malicious intent.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;20 minutes&amp;lt;br&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;45 Minutes&amp;lt;br&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Murder or Unauthorized Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To attempt or succeed in the attempts of killing someone with malicious intent. Executions are only authorized with permission from and in the presence of the acting Commander.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mutiny&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To attempt or succeed at overpowering or overthrowing a commanding officer.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Terrorist Collaboration&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To act as an enemy to the corporation or engage in acts that attempt to hurt or endanger the corporation.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Sexual assault&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To attempt to or succeed in the acts of assaulting another person sexually, including rape.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Conduct Unbecoming of an Officer&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Breaking any laws when you are an [[rank | officer]] will always result in this added to the penalty.  You are an officer and expected to act with dignity, honor, and respect at all times.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Double Brig Time&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Double Brig Time&amp;lt;br&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Repeat Offender&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To repeat a previous crime you have been convicted or and released from.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Double time (stacks with conduct unbecoming of an officer)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent Confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military Officers and military law enforcement agents are expected to use their best discretion when applying sentences and apprehending those who violate the above laws. Failure to do so will result in immediate contract termination at the discretion of Central Command military officials.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Apophis775</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=3995</id>
		<title>Marine Law</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=3995"/>
		<updated>2017-07-03T06:24:15Z</updated>

		<summary type="html">&lt;p&gt;Apophis775: /* Crew Authorized Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;United States Colonial Marines&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Uniform Code of Military Justice&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  The Commander of the USS Almayer and all its crew are not above UCMJ, Procedures, or Code of Conduct.  UCMJ also applies to all personnel who are in the vicinity of a USCM Operation or on board a ship.  The only exceptions are Diplomatically Immune Weyland-Yutani Executives (not including the on-board Liaison) and specially dispatched officials from High Command who have exception to authority for emergency matters.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Forward=&lt;br /&gt;
The United States Colonial Marines Uniform Code of Military Justice is enforced by the Office of the Provost Marshal.  On ships and USCM colonies this duty falls to the Military Police and Chief MP.  They operate outside the authority of the command when enforcing the Law.  The Chief MP has the final say on law enforcement within his operational area, unless overseen by higher ranking members of the Provost Marshal.  Local Colonial Marshals are expected to fully co-operate with the Chief MPs and MPs when they are operating within their jurisdiction.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Arrest Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039; If a suspect is injured or wounded, alert Medbay to have a doctor sent to the brig.  Unless the suspect&#039;s life is IMMEDIATELY in danger, they are to be brought to the Brig and treated there.&amp;lt;/small&amp;gt; &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Compliant Suspect (not resisting or running)===&lt;br /&gt;
# Verbally inform the suspect you are taking them into custody and the charge.&lt;br /&gt;
# Order the suspect to the ground.&lt;br /&gt;
# Handcuff the suspect.&lt;br /&gt;
# Bring the suspect to the Brig for processing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Non-Compliant Suspect (resisting or running)===&lt;br /&gt;
# Prepare a non-lethal method of neutralization&lt;br /&gt;
# Apply until they are no longer resisting&lt;br /&gt;
# Secure the suspect and Inform the suspect of their charge&lt;br /&gt;
# Bring the suspect to the brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Dangerous Suspect (has used a lethal weapon against law enforcement)===&lt;br /&gt;
# Ensure you have a non-lethal response prepared&lt;br /&gt;
#  Engage the suspect and attempt to subdue them.  Minimize collateral damage.&lt;br /&gt;
#* If the suspect cannot be subdued with non-lethal force,the Chief MP or acting commander (may authorize a lethal force response in extreme situations, primarily when Marine lives and/or the safety of the ship are at risk.&lt;br /&gt;
# Secure the suspect and any weapons they had and inform them of their charges.&lt;br /&gt;
# Bring the suspect to the Brig&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Detainment and Brig Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note:&#039;&#039;  If the prisoner is removed from his cell for ANY REASON the timer is PAUSED.  Time spent outside a cell does NOT count towards time being served for the crime, even if he is in medbay.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
# Inform the prisoner of the charge and set the timer&lt;br /&gt;
# Remove all equipment from the prisoner and place it into their locker.  Weapons may be secured in the MP armory if you wish.&lt;br /&gt;
## If the suspect is being held for less than 30 minutes for a non-violent offense, remove all of their equipment with the exception of their boots, jumpsuit, and radio.&lt;br /&gt;
## If the suspect is being held for more than 30 minutes, is considered an escape risk, has committed a violent offense, or presents a danger to himself or others, then remove all their equipment and dress them in an orange jumpsuit and boots.  Return their radio, unless they are abusing it.&lt;br /&gt;
# Buckle the prisoner to the bed.&lt;br /&gt;
# Flash the prisoner and remove their handcuffs.&lt;br /&gt;
# Recover your handcuffs and any equipment and leave the cell.&lt;br /&gt;
# For the duration that there are prisoners in the Brig, the Chief MP or a regular MP must be in security AT ALL TIMES (unless it&#039;s an emergency).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Prisoner Rights=&lt;br /&gt;
The following is a list of basic rights the prisoners have.  They can NOT be denied, except in an extreme situation and only then with authorization from the Chief MP.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Medical Treatment===&lt;br /&gt;
All treatment must take place in the brig if possible.  If not, an MP may escort a prisoner to medbay for treatment.  The prisoner MUST have an orange jumpsuit and shoes, and will not be given their Radio or ID until they return.  Time spent in medical will NOT count against their sentence.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Access to a Radio===&lt;br /&gt;
Unless the prisoner has abused the radio, they are authorized their headset.  If any MP believes that it is being abused (including being used to co-ordinate a prison-break), this right can be denied.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Appeal Sentence in a timely manner===&lt;br /&gt;
The prisoner may request an appeal on his sentence from the Chief MP.  If the Chief MP is not available, he may appeal to the acting commander.  This right is rescinded during emergencies.  The Chief MP has the final say on all appeals, and can override the Commander if he feels it is in the best interest of the ship&#039;s safety.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Protection from threats===&lt;br /&gt;
Prisoners must be kept safe, unharmed, and healthy during their confinement.  MPs must work to the best of their ability to ensure this.  Self-inflicting wounds will result in being straight-jacketed for the entire duration.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Execution Procedures=&lt;br /&gt;
&amp;lt;small&amp;gt;“The man who passes the sentence should swing the sword. If you would take a man&#039;s life, you owe it to him to look into his eyes and hear his final words. And if you cannot bear to do that, then perhaps the man does not deserve to die.”&amp;lt;br/&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
Executions of prisoners are authorized for crimes with execution as the maximum punishment.  Additionally, if the maximum amount of time to be served is greater than 1 hour, or for repeated offenders, the Chief MP or Acting Commander may request an execution.  Both must agree for an execution to be authorized.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Procedure===&lt;br /&gt;
# The Commander or Chief MP must make a ship-wide announcement from the CIC communication console informing the crew of the intent to execute the prisoner, why, and the execution method.  In a code Red or Code Delta situation, this procedure can be ignored.  (Example:  &amp;quot;I, Captain Erin Kowalski, hereby authorize the execution of Donald Cluwne on the charges of murder, assault, and damage to the ship.  He will be executed by firing squad in the briefing room.&amp;quot;)   Authorized methods of execution are either Firing Squad (handled by MPs) or Lethal Injection (handled by CMO).&lt;br /&gt;
# The Acting Commander OR Chief MP (whoever made the initial request) MUST be present at the execution.&lt;br /&gt;
# The Condemned MUST be given a chance to give any final words.  They may use a radio for this (even if their radio was taken for abuse).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Battlefield Execution===&lt;br /&gt;
The Commander &amp;amp; Admiral of the Almayer  holds the authority to perform a Battlefield Execution. They may kill anyone under their command or on their ship without any warning or procedure if they feel they are a threat to the mission.  The CO/Admiral must state why the individual was executed and should the MPs have concerns, they may contact USCM High Command VIA FAX to inquire if the execution was reasonable afterwards.  (This is similar to the &amp;quot;Rule 0&amp;quot; rule which applies to admins - you&#039;re able to do this, but it&#039;s much better not to, since you are subject to the consequences of your actions and may be removed from the whitelist if your reasons aren&#039;t acceptable.).&amp;lt;br/&amp;gt;&lt;br /&gt;
This power can only be used on captured prisoners when it is not possible to perform standard execution procedures.&amp;lt;br/&amp;gt;&lt;br /&gt;
(This is similar to the &amp;quot;Rule 0&amp;quot; rule which applies to admins - you&#039;re able to do this, but it&#039;s much better not to, since you are subject to the consequences of your actions and may be removed from the whitelist if your reasons aren&#039;t acceptable.)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Incompetent Command=&lt;br /&gt;
As Military Police you are expected to enforce the Law and Procedures upon all members of the crew.  If the Commander, XO, or any command staff are in violation of UCMJ at any time, the Chief MP is authorized to remove them from command and replace them with whoever is next in the Chain of Command.  However, this requires confirmation from Central Command before it is enacted (you can use the fax machine in the Chief MPs office).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Special Provisions=&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Mutinies===&lt;br /&gt;
Military Police are strictly forbidden from participating in mutinies against the legitimate Command staff.  If you are made aware of a mutiny, you must take all necessary actions to prevent it and protect the legal Command Staff.  If, the Chief MP believes that the legal command staff is unable to perform their duties for any reason, the Chief MP may contact Central Command for permission to relieve them of command and replace them with the next officer in the Chain of Command (using the fax machine in the Chief MP office).  If a Chief MP is not available, a consensus between the MPs can result in the same situation.  Mutinies are unlawful, however, and MPs must do everything in their power to prevent and suppress a Mutiny.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Crew Authorized Weapons===&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Code Green&#039;&#039;&#039; - Authorized Weapons may be carried by deploying marines, security (non-lethals only), the Acting Commander, XO, Staff Officers, and Requisitions Officer.  If you have a weapon, you must keep it holstered at all times while on the ship.  This applies to Deploying Marines as well.&lt;br /&gt;
*&#039;&#039;&#039;Code Blue&#039;&#039;&#039; - All crew are authorized pistols.  Unless there is an immediate threat, only Law Enforcement may have weapons unholstered.&lt;br /&gt;
*&#039;&#039;&#039;Code Red&#039;&#039;&#039; - No Weapon Restrictions (Except as explained in the Rules)&lt;br /&gt;
Exceptions: If you or someone you are responsible for are in immediate, life-threatening danger and the appropriate code-level has not been set.  (Note: Meta-gaming rules still apply and over-ride the exception)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Current Marine Laws=&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; It is the duty of the arresting marine, to determine the punishment, ranging from the Minimum to Maximum.  It is reccomended to make the severity of the punishment meet the crime and to minimize excessive punishments.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;EXCESSIVE TIME:&#039;&#039;&#039; If the total punishment is to exceed 60 minutes, the Chief MP can give special permission for permanent confinement, no matter the crime.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Charge&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Minimum Punishment&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Maximum Punishment&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Disrespect to a superior&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Using offensive names, disobeying orders, or being directly disrespectful to someone of a higher rank or position.  Each offense stacks.  Punishment time is per offense.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Hooliganism&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Behavior that is generally disruptive to the ship and crew that classifies as low level shenanigans not deserving of more severe punishment.  Things such as slipping people with soap/water, excessive window knocking, and force-feeding other marines.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Improper Uniform&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Moving around the ship outside the Cryo/Cafeteria/Preparation areas without proper military uniform for your job during non-emergency situations.  Marines should always be wearing their uniform, boots, and armor at a minimum.  Regular crew should be wearing their uniform and boots/shoes without armor unless there is a direct threat.  MPs should not have riot armor except in riot situations.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;15 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Disorderly Conduct&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Directly and intentionally disrupting primary operations of the ship.  Fighting in the RO line, disrupting the briefing, or inciting rioting/mutiny. &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Insubordination&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Failing to follow a legitimate and lawful order from a superior.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 Minutes&amp;lt;br&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drinking on Duty&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Consumption of any alcohol or inhibiting chemicals during a military operation or while on active duty.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Damage to Government Property&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Damaging the ship or making any unauthorized modifications to it during peacetime.To get authorization, confirm with the department head the change falls under, the Chief Engineer, and the current commander.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Return ship to it&#039;s exact previous state.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 Minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Resisting Arrest&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To resist a lawful arrest by a Military Police officer (most people run, be fair).&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Interfering with an arrest&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To disrupt or interfere with a lawful arrest.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Same punishment as accused&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Same punishment as accused&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Jailbreak/Escape&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To escape, attempt escape, or be broken out.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Double initial time is applied to all involved&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent Confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Trespassing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Unauthorized access of an area restricted by Command personnel or an area which a person does not have access to.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Contraband&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To retain possession of, distribute, or use contraband items, including drugs and non-standard issued equipment.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 minutes&amp;lt;br&amp;gt;confiscation of contraband items. &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes&amp;lt;br&amp;gt;confiscation of contraband items.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Theft&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To retain possession of items belonging to another marine.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 minutes&amp;lt;br&amp;gt;item returned to owner&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;45 minutes&amp;lt;br&amp;gt;item returned to owner&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drug Use&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Consuming either space drugs or medical compounds not authorized for distribution.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drug Distribution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Distribution of medical compounds (including combat stimulants) without authorization from the CMO and Acting Commander.  Includes space drugs, which are never authorized to be distributed.  &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;15 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes&amp;lt;br&amp;gt;Demotion from chemical access&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drunk on Duty&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;This only applies to the Military side of USCM: Excessive drinking resulting in becoming drunk planetside, or while serving aboard the ship as a general crew member to the point you are unable to communicate properly or perform your job.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Until Sober&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drunk and Disorderly&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;This only applies to Civilian jobs and Survivors:  Excessive drinking resulting in either being unable to communicate and perform your job correctly, or belligerent behavior&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Until Sober&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Minor Weapon Violation&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Improper operation or conduct with a weapon you are authorized with during green or blue alert.  This includes walking around with weapons un-holstered or discharging weapons during non-emergencies.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Warning for first offense (always)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5 Minutes AND confiscation of weapon&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Unauthorized Weapon&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Possession of a weapon you are not authorized during a non-emergency situation, detailed as code levels in the &#039;&#039;Weapon Usage for Crew&#039;&#039; section above. As code levels decrease in threat, weapons should be stored appropriately and not kept on-person or in personal areas.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Warning and&amp;lt;br&amp;gt;confiscation of contraband items.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 Minutes and&amp;lt;br&amp;gt;confiscation of contraband items.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Assault&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To threaten or use physical force against someone without intent to kill. &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;30 minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Neglect of duty&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Failure to perform their role to an acceptable standard. For example, a Commander failing to properly organize and ensure his personnel are given orders.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 Minutes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Demotion/removal of command&amp;lt;br&amp;gt;25 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Assault with a deadly weapon&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To enact physical force against someone with a lethal weapon, such as a sidearm, blade, or rifle.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;20 minutes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Manslaughter&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To be the cause of another person&#039;s death without malicious intent.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;20 minutes&amp;lt;br&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;45 Minutes&amp;lt;br&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Murder or Unauthorized Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To attempt or succeed in the attempts of killing someone with malicious intent. Executions are only authorized with permission from and in the presence of the acting Commander.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mutiny&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To attempt or succeed at overpowering or overthrowing a commanding officer.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Terrorist Collaboration&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To act as an enemy to the corporation or engage in acts that attempt to hurt or endanger the corporation.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Sexual assault&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To attempt to or succeed in the acts of assaulting another person sexually, including rape.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Execution&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Conduct Unbecoming of an Officer&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Breaking any laws when you are an [[rank | officer]] will always result in this added to the penalty.  You are an officer and expected to act with dignity, honor, and respect at all times.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Double Brig Time&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Double Brig Time&amp;lt;br&amp;gt;Demotion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Repeat Offender&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;To repeat a previous crime you have been convicted or and released from.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Double time (stacks with conduct unbecoming of an officer)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Permanent Confinement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military Officers and military law enforcement agents are expected to use their best discretion when applying sentences and apprehending those who violate the above laws. Failure to do so will result in immediate contract termination at the discretion of Central Command military officials.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Apophis775</name></author>
	</entry>
</feed>