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User talk:Awan: Difference between revisions

Discussion page of User:Awan
(Created page with "<center>File:Under_Construction.png </center> = Who am I? = Hi, I'm Sargeantmuffinman, the current wiki maintainer that will add various things to areas of the wiki. I m...")
 
 
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<center>[[File:Under_Construction.png]] </center>
<center><big>'''United States Colonial Marines'''</big><br />
<big>Uniform Code of Military Justice</big><br /></center>
=Laws and Punishments=
'''Charges:''' Only one charge may be applied per person, per unlawful event, except Resisting Arrest which can be optionally added on to any charge. <citation>This basically means charges are served in parallel with eachother. This applies to all charges but optional charges.</citation>that It is the duty of the CMP to determine which charge to apply. A Captain may override this decision ONLY before the prisoner has been brigged unless he/she is giving the prisoner a lower time than the CMP. The Minimum Punishment should be used in most cases unless it is a duplicate crime or several crimes have been committed and only one can be chosen.


= Who am I? =


Hi, I'm Sargeantmuffinman, the current wiki maintainer that will add various things to areas of the wiki.
'''Permanent Confinement:''' If the total punishment is to exceed 60 minutes, the Chief MP or aCO can give special permission for permanent confinement, no matter the crime.
I mainly work on the marine side of things and will do general grammar changes to here and there. If other things are needed then I'll usually be the person for it.


This will also be a place for where I test wiki code.


== Note worthy things ==
'''Repeat Offenders''' Repeat offenses after the offending personnel are released may NOT be waived or lessened.


If you're uploading a new image from the map and want to add text. The font we use is  <span style="font-family: city light;">city light</span>.


=== To-Do List ===
'''Aiding, abetting, conspiring:''' Assisting others in committing a crime, directly or indirectly, encouraging them to commit one (including bribery), conspiring or attempting to commit a crime will be treated as having committed that crime with regards to punishment.
* Implement research paper work. 90% done.
* Add the weapon's entire description, attachments/ammunition to the specialization kits because scrolling back up to look at them is too much work for some.
* Oversee the medic rework page.
* CMO and Doctor page needs a good bit of touching up.
* Add a section in the tanker's page about all their modules in the new vendor at round start.
* Create a set of video tutorials on each and every occupation that is non-whitelisted.
* Make more tea.
* Look through the alien page and update it.
* Update any sprites we have.
* Add Delta level code to SOP.
* Make the guide to food.
* Add the CO's mateba customization kit.
<span style="text-decoration: line-through;"></span>


== Proving grounds ==


The areas below are usually the place where I test and learn wiki code. Hopefully it might be useful to others if anyone actually reads this.
'''Cooperation, good behavior, patience:'''  Exemplary conduct may lead to waiving or lessening punishments for minor crimes at the discretion of the aCO or CMP. I.e.: if a PFC has three counts of Insubordination but, upon imprisonment, writes a well-thought-out and genuine apology to the affected personnel and does not resist at any point during the arrest procedure, one strike may be removed from his Insubordination charge which may either cut his brig time in half or lead to an NJP and summary release at its completion.


===Section 1===


'''Associated crimes''' These are listed after most charges. These are the most closely related higher or lower charges. It is not that a severe minor crime becomes that major crime. But if for example a major crime was downgraded it is most likely should downgraded to an associated minor crime.


<span style="color:red;font-size:0.7em;font-weight:bold">(New!)</span>
==Optional==
[[Link:The Baldie|Totally not suspicious link to a joke.]]
These can be added on to any existing charge as needed.
 
{| border="1" class="wikitable sortable"
<span style="color:#"> </span>
! Charge
 
! class="unsortable" | Description
[x[The page where it is#The Subtitle of where it is|Words]x]
! Minimum Punishment
Just without the Xs.
! Maximum Punishment
[[Squad_Specialist#Pyrotechnician Loadout|Flamer Pack]]
|-  
 
| Resisting Arrest
[[Marine Equipment#Specialist Weapons|Example link]]
| To resist a lawful arrest or search by a Military Police officer.
 
| 10 minutes
== Section 2 ==
| 30 minutes
 
|-  
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;" class="wikitable sortable"
| Aiding and Abetting
! scope="col" style="background-color:grey;" width=200|Mercenary group
| Assisting others in committing a crime, directly or indirectly, or encouraging them to commit one.
! scope="col" class="unsortable" style="background-color:grey;" |Description
| Same punishment as the crime committed
|-
| Same punishment as the crime committed
![[File:Dozens.png|link=Dutch's Mercenary Team]]<br>'''[[Dutch's Mercenary Team]]'''
|The '''Dutch's Mercenary Team''' are a small, yet powerful group of mercenaries specialized in jungle warfare. Its members are trained to fight with low tech weapons and equipment, learning special survival techniques and how to conduct guerrilla warfare. They employ very older or outdated weapons such as the M16A2 and the M60, however, they are ''extremely'' well trained to use these weapons, often better than any marine with a M41A.
 
The team became specialized in fighting a mysterious alien ''predator'', expect seem them in the battlefield helping the Colonial Marines fight them.
|-
 
|[[File:Standard.png|64px]]<br>'''Marine Reinforcements'''
|As time passes by in [[Whiskey Outpost]], '''Marine Reinforcements''' from the "Dust Raiders" battalion will arrive. They consist of a normal marine squad without any specialties from any of the different ERTs mentioned. Both the reinforcements and the Dust Raider garrison share the same objective, '''to hold out Whiskey Outpost''' so that the Dust Raider garrison will station at LV-624 and alien forces in LV-624 will be repelled.
 
 
In a normal round, marine reserves can be thawed from hypersleep via [[Defcon|DEFCON]] starting from DEFCON 4. On DEFCON 3 they can be woken from hypersleep wearing full combat gear for a speedy injection of skilled help to the front lines. DEFCON reinforcements during normal rounds will have a mixture of roles normally found in a typical squad.
 
|-
![[File:Ironbear.png|64px|link=The Iron Bears]]<br>[[The Iron Bears]]
|The '''Iron Bears''' are a special forces group from the USSR.  While the USSR and the US/UA are at peace and officially co-operating, the USSR still wants USCM technology. On average Iron Bear weapons are typically slightly less effective than their USCM counterpart, but this is compensated by their weapons usually having a very large ammo supply.
 
 
The Iron Bears will defend themselves from Alien harm, but will '''attempt to seize the ship''' as soon as they can, with the focus (and their goal) of reaching the Combat Information Center to trigger the lockdown and contacting USSR for reinforcements.
 
|}
|}


===Other Stuff ===
==Minor Crimes==
 
{| border="1" class="wikitable sortable"
{| style="border: 2px solid black;
! Charge
 
! class="unsortable" | Description
  ! style="background-color:#A9A9A9;"|'''Kits:'''
! Minimum Punishment
! style="background-color:#A9A9A9;"|'''Contents:'''
! Maximum Punishment
|-
! Associated Major Crime
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | [[File:mini Pyro kit.png]]<br>'''M240 Pyrotechnician Support Kit'''
|-  
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | '''Description:''' A specialization kit that gives you access to the powerful M240 Flamethrower along with equipment to refuel it and to extinguish any friendly fiery incidents. This is one of the kit options of the '''ColMarTech Automated Closet'''.
| Insubordination
* USCM Pyrotechnician G4-1 Fuel Tank
| Failing to follow a lawful order from a superior. Using offensive names or being directly disrespectful to someone of a higher rank or position. '''Each offense stacks'''.
*
| See special provision.
{| border="1" class="mw-collapsible mw-collapsed"
| See special provision.
|+ style="text-align:left;"|M240A1 Incinerator Unit
| Neglect of duty or Disorderly Conduct
|-
|-  
|style="border: 2px solid black; padding: 5px;" |{{Anchor|M240A1 Incinerator Unit}}[[File:Flamethrower.png|64px]]
| class="sortable" | Failure to Follow Procedure
[[#M240A1 Incinerator Unit|'''M240A1 Incinerator Unit''']]
| Failing to follow the regulations found in the [[Standard Operating Procedure]].
|style="border: 2px solid black; padding: 5px;" |The ultra-deadly M240A1 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 M240A1 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 M240A1 often find themselves refilling their tanks with whatever flammable material is available, with welding fuel being an effective and popular choice. Additionally, one can ask the [[Squad_Specialist#Pyrotechnician Loadout|Pyrotechnician]] to refill your empty fuel tanks. To turn on the pilot light, go to the weapon tab and click unique action. There is no default hotkey for activating the incinerator unit, though you can set up one as a [[Macros | Macro]].
| Warning
 
| 10 Minutes; Equipment confiscation
 
| Neglect of duty or Disorderly Conduct
They can be found in the Squad Leaders Equipment vendor, PFC Kits or incinerators can be ordered from requisitions if required.
|-  
 
| Hooliganism
 
| 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 excessive window knocking, force-feeding other marines or failing to conduct oneself properly during briefing.
{| border="1" class="mw-collapsible mw-collapsed"
| 5 Minutes
|+ style="text-align:left;"|'''Ammunition:'''
| 10 Minutes
|width=150|[[File:IncineratorTanks.png]]
| Neglect of duty or Disorderly Conduct
[[#Incinerator Tank|'''Incinerator Tank''']]
|-
|Holds sixty (60) units worth of ultra thick napthal. This will set ablaze any and all targets hit.
| Vandalism
|-
| Damaging the ship or making any unauthorized modifications to it as outlined in [[Standard Operating Procedure]].
|[[File:IncineratorTanks Gel.png]]
| Return ship to its exact previous state.
[[#Large Incinerator Tank (Gel)|'''Large Incinerator Tank (Gel)''']]
| 30 Minutes
|A large fuel tank full of heavier gel fuel. Unlike its liquid contemporaries, this stuff shoots far, and burns up fast. Handle with exceptional care. Holds ninety (90) units worth of gel fuel.
| Damage to Government Property
|}
|-  
 
| Assault
{| border="1" class="mw-collapsible mw-collapsed" style="width:70%"
| To threaten or use physical force against someone ''with ill intent'', but without intent to kill.
|+ style="text-align:left;"|'''Attachments:'''
| 10 minutes
|width=150|'''[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]'''
| 30 minutes
|None
| Assault with a deadly weapon or Manslaughter
|-
|-  
|'''[[Marine_Equipment#Rail_Attachments | Rail Attachments]]'''
| Trespassing
|[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]
| Unauthorized access of an area which a person does not have access to at the beginning of the shift or without command/superior approval.
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]
| Escort out of the unauthorised area
|-
| 30 Minutes
|'''[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]'''
| None
|None
|-  
|-
| Intoxication
|'''[[Marine_Equipment#Stock_Attachments | Stock Attachments]]'''
| To consume alcohol or other substances such as alcohol or hallucinogenic drugs resulting in impaired job performance.
|None
| Brig time until sober
|}
| Brig time until sober; Demotion
|-
| Neglect of duty or Disorderly Conduct
|}
|-  
* 2 Incinerator Fuel Tank
| Contraband
* 1 Large incinerator Fuel Tank (Gel)
| Possessing, or distributing controlled substances or unauthorized items or weapons as defined in [[Standard Operating Procedure]] or impairing, intoxicating or addictive drugs such as Mindbreaker, this does not include custom mixes or dosages of medicinal drugs.
* Pocket Extinguisher
| 10 minutes; confiscation of contraband items
| Permabrig; confiscation of contraband; Demotion
| None
|-  
| Theft
| To take items (or property) from another person or entity without their express permission, or to retain possession of items that have been taken without permission.
| 10 minutes; item returned to the owner
| 30 minutes; item returned to the owner
| Disorderly Conduct
|-  
| Prevarication
| To intentionally order the arrest of a marine who is then found to be innocent, to knowingly falsly report a crime or to apply an improper or abusive NJP. If there is probable cause or a reasonable suspicion the marine cannot be charged with Prevarication.
| 5 Minutes
| 10 Minutes
| Neglect of duty
|}
|}


 
==Major Crimes==
 
{| border="1" class="wikitable sortable"
 
! Charge
 
! class="unsortable" | Description
{| style="border: 2px solid black;
! Minimum Punishment
 
! Maximum Punishment
  ! style="background-color:#A9A9A9;"|'''Equipment:'''
! Associated Lower Crimes
! style="background-color:#A9A9A9;"|'''Description:'''
|-  
|-
| Neglect of duty
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | [[File:Flamethrower.png|64.px]]<br>'''2X Flamethrower'''
| Failure to perform one’s role to an acceptable standard. For example, a Commanding Officer failing to properly organize and ensure his personnel are given orders, failing to follow proper procedure in detriment of one’s duties, or ship crew leaving the ship without authorization from the Commanding Officer or their Department Head. Any officer who commits a crime may be charged with Neglect of Duty in addition to the appropriate crimes.
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | This is the mighty weapon is used to burn through all that stands before it.
| 15 Minutes
|-
| 30 minutes; Demotion/removal of command
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" 10px;" |{{Anchor|M41A Mk2 Pulse Rifle}}[[File:m41a.png|64px]]
| Insubordination, Failure to Follow Procedure, Hooliganism and Intoxication
'''M41A Mk2 Pulse Rifle'''
|-  
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |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 accurately fire.
| Damage to Government Property
 
| Damaging the ship or USCM equipment in a way that (severely) hinders the operation. For example, using plastique explosives on the dropship fabricator or cutting telecommunications wires.
 
| 15 Minutes
{| border="1" class="mw-collapsible mw-collapsed"
| 30 Minutes
|+ style="text-align:left;"|'''Ammunition:'''
| Vandalism
|width=150|[[File:M41Amag.png]]
|-  
'''M41A Magazine'''
| Disorderly Conduct
|Holds forty (40) 10x24mm rifle rounds.
| Severely disrupting primary operations of the ship, FOB or other mission-critical locations and/or preventing commissioned/support personnel from performing their duties in an adequate and timely fashion. I.e.: disabling the chem stations in the Medbay or preventing Requisitions from delivering mission-critical Cargo. (ooc note: They have to disrupt the flow of the round)
|-
| 15 Minutes
|[[File:M41Amag.png]]
| 30 Minutes ; Demotion/removal of command
'''M41A Extended Magazine'''
| Insubordination, Failure to Follow Procedure, Hooliganism and Intoxication
|Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.
|-  
|-
| Assault with a deadly weapon
|[[File:M41A-AP-mag.png]]
| To threaten or use physical force against someone ''with ill intent'' and with a lethal weapon such as a sidearm, blade, or rifle.
'''M41A Armor Piercing Magazine'''
| 30 minutes
|Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.
| Permanent confinement
|-
| Assault
|[[File:M41A-Incen-mag.png]]
|-  
'''M41A Incendiary Magazine'''
| Manslaughter
|Holds forty (40) 10x24mm Incendiary rifle rounds. Will set ablaze any and all targets hit with this round.
| Killing someone without malicious intent. Manslaughter may be applied if someone dies as a result of a fight where the intent was not to kill.
|}
| 20 minutes; Demotion
 
| 30 Minutes; Demotion
|-
| Assault, Assault with a deadly weapon
{| style="border: 2px solid black;
|-  
 
| Illegal Confinement
! style="background-color:#A9A9A9;"|'''Equipment:'''
| Unlawfully detaining a person against their will. Includes, kidnapping, hostage taking and confining people in cells without charging them for a crime. Does not apply to Prisoners of War.
! style="background-color:#A9A9A9;"|'''Description:'''
| 30 minutes
|-
| Permanent confinement
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | [[File:Tank.png|64.px]]<br>M34A2 Longstreet light tank
| Prevarication
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | A giant piece of armor with a big gun, you know what to do.
|-  
| Interfering with an arrest
| To disrupt or interfere with a lawful arrest done by the military police.
| Same punishment as accused
| Permanent confinement
| Aiding and Abetting or Insubordination
|}
|}


{| style="border: 2px solid black;
==Capital Crimes==
 
{| border="1"  class="wikitable sortable"
! style="background-color:#E60000;"|'''Name:'''
! Charge
! style="background-color:#00BFFF;"|'''Description:'''
! class="unsortable" | Description
|-
! Minimum Punishment
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | [[File:SL.png]]<br>'''Testing Zone'''
! Maximum Punishment
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | A generic description would be here.
! Associated Lower Crimes
 
|-  
 
| Sedition
{| border="1" class="mw-collapsible mw-collapsed"
| To engage in actions or refuse to follow orders as to overthrow or usurp the legitimate command structure.  
|+ style="text-align:left;"|'''Contents:'''
| Permanent confinement
 
| Execution
| Item goes here
| Disorderly Conduct or Neglect of duty
|-
|-  
  |}
| Desertion
|-
| Refusing to carry out the duties essential to one’s post or abandoning post unauthorized, without intent to return. (Retreating from the planet when the FOB is breached is not Desertion, refusing to return when ordered is).
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |
| Permanent confinement
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |
| Execution
|-
| Disorderly Conduct or Neglect of duty
|}
|-  
 
| Murder or Unauthorized Execution
= Section 3 =
| Killing someone with malicious intent. This includes Synthetic units. Executions are only authorized as outlined in Execution Procedure.
== Weapon Attachments ==
| Permanent confinement
<center>
| Execution
{| style="width: 76%; border: none"
| Manslaughter
|style="width: 100%; vertical-align: top;" | <tabs>
|-  
<tab name="Muzzle">
| Jailbreak/Escape
 
| To escape, assist in an escape, attempt escape, or be willfully and knowingly broken out.
{| style="border: 2px solid black; class="mw-collapsible"
| Double initial time is applied to all involved
! style="background-color:#A9A9A9; width:150px;"|'''Attachment:'''
| Permanent Confinement
! style="background-color:#A9A9A9;"|'''Benefits:'''
| Interfering with an arrest or Disorderly Conduct
! style="background-color:#A9A9A9;"|'''Drawbacks:'''
|-  
 
| Sexual Assault
|-
| To attempt to or succeed in the acts of assaulting another person sexually, including rape.
<!--Suppressor-->
| Permanent confinement
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|Suppressor}}[[#Suppressor|Suppressor]]
| Execution
 
| None
[[File:supressor.png|64px]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
* Slightly increases accuracy
|}
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Greatly decreases firing sound
* Removes muzzle flashes
* Removes firing messages
* Slightly decreases recoil
* Slightly decreases bullet spread
|}
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Slightly decreases damage
|}
|-
<!--Bayonet-->
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|Bayonet}}[[#Bayonet|Bayonet]]
 
[[File:bayonet.png|64px]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Greatly increases weapon melee damage
 
* Using wire coil on a M5 Survival Knife will instantly modify it to a Bayonet.
|}
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Slightly decreases accuracy
|}
|-
<!--Extended Barrel-->
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|Extended Barrel}}[[#Extended Barrel|Extended Barrel]]
 
[[File:Extended_barrel.png|64px]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Moderately increases accuracy
|}
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Slightly decreases damage
|}
|-
<!--Barrel Charger-->
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|Barrel Charger}}[[#Barrel Charger|Barrel Charger]]
 
[[File:Barrel_charger.png|64px]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
*Greatly increases damage
|}
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Greatly decreases accuracy
|}
 
{| border="1"
|+ style="text-align:left;"|'''One Handed:'''
|
*Majorly decreases accuracy
|}
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
*Greatly decreases firing speed
|}
 
 
|-
<!--Recoil Compensator-->
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|Recoil Compensator}}[[#Recoil Compensator|Recoil Compensator]]
[[File:Recoil_compensator.png|64px]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Greatly reduces recoil
|}
 
{| border="1"
|+ style="text-align:left;"|'''One Handed:'''
|
*Moderately reduces recoil
|}
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Moderately increases accuracy
|}
 
 
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Slightly decreases damage
|}
 
|}
 
</tab>
<tab name="Rail">
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:150px;"|'''Attachment:'''
! style="background-color:#A9A9A9;"|'''Benefits:'''
! style="background-color:#A9A9A9;"|'''Drawbacks:'''
|-
 
<!--Rail Flashlight-->
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|Rail Flashlight}}[[#Rail Flashlight|Rail Flashlight]]
 
[[File:mountedflash.png]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Generates a Light Source (greater radius than shoulder lamp, flare and flashlight)
* Using a screwdriver on a normal flashlight will instantly modify it to a Rail Flashlight.
|}
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* None (but useless if you forgot to Toggle Rail Flashlight [[File:Toggle-Rail-Flashlight.png]])
|}
 
|-
<!--RDS-->
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|{{Anchor|Red Dot Sight}}[[#Red Dot Sight|Red Dot Sight]]
 
[[File:reddot.png|60px]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Moderately increases accuracy
|}
 
{| border="1"
|+ style="text-align:left;"|'''One Handed:'''
|
*Slightly increases accuracy
|}
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Slight increase of the accuracy penalty when moving
|}
 
|-
<!--S6 Reflex Sight-->
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|{{Anchor|S6 Reflex Sight}}[[#S6 Reflex Sight|S6 Reflex Sight]]
 
[[File:Reflex.png|60px]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Slightly increases accuracy
*Moderately decreases bullet spread
 
|}
 
{| border="1"
|+ style="text-align:left;"|'''One Handed:'''
|
*Slightly increases accuracy
|}
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
*Moderately increases the accuracy penalty when moving
 
|}
 
|-
<!--Quickfire Adapter-->
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|Quickfire Adapter}}[[#Quickfire Adapter|Quickfire Adapter]]
 
[[File:quickfire.png]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Moderately increases firing speed
|}
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''One Handed:'''
|
* Greatly increases spread.
|}
 
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
* Slightly increases spread.
|}
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Moderately decreases accuracy
* Decreases burst-fire shots by 1 (from 3 or 4)
|}
|-
<!--Magnetic Harness-->
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|Magnetic Harness}}[[#Magnetic Harness|Magnetic Harness]]
 
[[File:Magnetic harness.png]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Dropped weapon goes to suit slot
|}
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Slightly decreases accuracy
|}
|-
<!--S8 4x Telescopic scope-->
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|S8 Telescopic sight}}[[#S8 Telescopic sight|S8 Telescopic sight]]
[[File:railscope.png]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Majorly increases accuracy only when scoped.
* Allows the user to 'zoom' in to see sixteen tiles farther in a zoomed out view (Toggle Rail Flashlight [[File:Toggle-Rail-Flashlight.png]] or Activate Weapon Attachment [[File:Activate-Weapon-Attachment.png]] to zoom)
|}
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Slightly decreases accuracy.
* Majorly increased wield delay
|}
 
{| border="1"
|+ style="text-align:left;"|'''One Handed:'''
|
*Moderately decreases accuracy.
|}
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Moderate increase of the accuracy penalty when moving
* Slightly decreases firing speed when in use.
|}
 
|-
<!--S4 2x Telescopic Sight mini-scope-->
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|S4 Telescopic Sight}}[[#S4 Telescopic Sight|S4 Telescopic Sight]]
 
[[File:Mini_Scope.png]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Majorly increases accuracy
* Allows the user to 'zoom' in to see five tiles farther (Toggle Rail Flashlight [[File:Toggle-Rail-Flashlight.png]] or Activate Weapon Attachment [[File:Activate-Weapon-Attachment.png]] to zoom)
* Allows for slow movement when zoomed in.
|}
 
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
* Slightly decreases accuracy when not in use.
* Majorly increased wield delay
|}
 
{| border="1"
|+ style="text-align:left;"|'''One Handed:'''
|
* Moderately decreases accuracy.
|}
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Moderate increase of the accuracy penalty when moving
|}
 
|-
<!--IFTX B8 Smart-Scope-->
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|IFTX B8 Smart-Scope}}[[#IFTX B8 Smart-Scope|IFTX B8 Smart-Scope]]
 
[[File:ifts_Scope.png]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Majorly increases accuracy
* Allows the user to 'zoom' in to see five tiles farther (Toggle Rail Flashlight [[File:Toggle-Rail-Flashlight.png]] or Activate Weapon Attachment [[File:Activate-Weapon-Attachment.png]] to zoom)
* Allows for slow movement when zoomed in.
|}
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Allows the user to have IFF capabilities
|}
 
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
* Slightly decreases accuracy when not in use.
* Slight delay before use.
|}
 
{| border="1"
|+ style="text-align:left;"|'''One Handed:'''
|
* Moderately decreases accuracy.
|}
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Moderate increase of the accuracy penalty when moving
* Slightly reduces firing speed.
|}
 
|}
 
</tab>
<tab name="Underbarrel">
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:150px;"|'''Attachment:'''
! style="background-color:#A9A9A9;"|'''Benefits:'''
! style="background-color:#A9A9A9;"|'''Drawbacks:'''
 
|-
<!--Vertical Grip-->
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|{{Anchor|Vertical Grip}}[[#Vertical Grip|Vertical Grip]]
 
[[File:forwardgrip.png|64px]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Moderately increases accuracy
*Slightly decreases recoil
*Slightly decreased bullet spread
|}
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
*Moderately reduces burst spread
|}
|}


|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
==Non-Judicial Punishments (NJPs)==
{| border="1"
For crimes with a punishment equal to or lower than 10 minutes, the arresting MP, CMP or the aCO may administer a Non-Judicial Punishment instead. NJPs may only be issued to those they outrank. This may range from reprimands or PT to extra duties or reassignment to a new post, but may not be physically abusive. Additionally, Commissioned Officers and Squad Leaders may apply NJPs to marines under their command should they be insubordinate or disrespectful. Failure to comply with non-judicial punishment will result in a 10 minute increase to brig time. NJPs may not impede the marine from performing his duty for more than 10 minutes. All punishment-related orders to perform tasks outside a marine's assigned duties are considered NJPs and require the subject to have committed a named criminal offense to be issued.
|+ style="text-align:left;"|'''Wielded:'''
|
*Slightly decreases movement speed.
|}


{| border="1"
=Application=
|+ style="text-align:left;"|'''One Handed:'''
The UCMJ applies to all personnel in the vicinity of a USCM Operation or on board a ship, this includes the Captain and Chief MP. The only exceptions are specially dispatched officials from High command or the Provost Marshal Office and Diplomatically Immune Company Executives (not the onboard Liaison or PMC teams).
|
*Moderately decreases accuracy
*Slightly increased bullet spread
|}


{| border="1"
*On USCM ships and operations, the law is enforced by the MPs, Chief MP, deputized Enlisted officers and the aCO and they operate independently from the normal command structure ONLY in matters related to the enforcement of the Law. If there is no Cmp the aCO can assign an mp or Enlisted officer as aCMP. Who has to stand down as soon as the CMP arrives.
|+ style="text-align:left;"|'''Both:'''
|
*Increased weapon size
*Slight increase of the accuracy penalty when moving
|}


|-
*The Captain of the Almayer has final say on law enforcement within his operational area unless overseen by higher officials of the Provost Marshal Office or High Command.
<!--Angled Grip-->
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|{{Anchor|Angled Grip}}[[#Angled Grip|Angled Grip]]


[[File:Angled_Grip.png|64px]]
*The Chief MP is the second highest authority in law enforcement, above even the Executive Officer. Only the Captain outranks them. While he may perform arrests, it is his duty to administrate the brig, ensure records are updated, timers are properly set, procedure is observed, handle appeals and to review cases and evidence.
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Majorly decreased wield delay
*Slightly decreased recoil
*Slightly increases accuracy
*Slightly decreased bullet spread
|}


*Military Police may, at their discretion, ignore Minor Crimes unless they are ordered to enforce one. However, they should never break Marine Law themselves - Minor or Major crimes.


|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
=Insubordination=
 
Insubordination is handled through this special provision in marine law. Failing to follow a lawful order from a superior. Using offensive names or being directly disrespectful to someone of a higher rank or position. '''Each offense stacks.''' Insubordination follows a three strike system.
{| border="1"
|+ style="text-align:left;"|'''One Handed:'''
|
*Slightly decreases accuracy
*Slightly increased bullet spread
|}


{| border="1"
*The first strike is a verbal warning or NJP applied by the CMP unless the comment by the offending personnel includes threats of bodily harm, assault with a deadly weapon, seditious/mutinous comments, and/or allusions to committing crimes according to Marine Law whereupon the charge is adjusted to the corresponding major crime. Note that this is fully under the discretion of the CMP and CO, or if neither role is present, the aCO. A verbal warning has to be non ambiguous. Telling a marine to knock it off does not count as a verbal warning. We recommend the words verbal warning are used when giving the verbal warning.
|+ style="text-align:left;"|'''Both:'''
|
*Increased weapon size
|}


|-
*The second strike is either an NJP or a 5-minute sentence in the Brig. Again, this is at the discretion of the CMP or aCO. If the marine is groundside the 5 minute sentence is replaced by having to report in to an mp or the brig for a written warning. Note that if the marine is an imminent and known danger to deployed marines the 5 minute sentence can be used at the discretion of the aCO or CMP.


<!--Flashlight Grip-->
* The third strike is 10 minutes in the brig, with an opportunity for NJP unless the offender is being punished in tandem with another brig-worthy crime. Each offense following this adds another 10 minutes, meaning an NJP is no longer applicable for any reason past the fourth offense. If the combined charges against the offending personnel exceed 60 minutes, they are eligible for Permabrig or execution, as per SOP. Again, this is at the discretion of the CMP or aCO.
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|Flashlight Grip}}[[#Flashlight Grip|Flashlight Grip]]


[[File:Flash_Grip.png|64px]]
=Lawful Orders=
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
Marines are required to follow all lawful orders from their superiors and required NOT to follow unlawful orders. Giving an unlawful order with ill intent or one that is carried out will see the marine who gave the order given the same punishment as the marine who carried it out. Unlawful orders are those orders that, when carried out, would result in a breach of Marine Law. Orders meant as punishment that would cause a Marine to have to Neglect their Duties (such as “go stand here for ten minutes” or “run three laps around the hangar” are also unlawful unless applied as NJPs). If an unlawful order is carried out the superior who gave the order is liable for the crime.
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Slightly increases accuracy
*Slightly reduces recoil
|}
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Generates a smaller light source than the rail light but greater than the armor light.
|}
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* None (but useless if you forgot to Toggle Rail Flashlight [[File:Toggle-Rail-Flashlight.png]])
|}


|-
=Officer Requested Arrests=
Should a Commissioned Officer order an arrest for a crime, MPs MUST investigate the accusation and arrest the accused if guilty. They may arrest and hold that person for upto ten minutes while they gather evidence. Should the suspect be declared innocent of all accused crimes, the requesting officer may incur a Prevarication charge. The time for any crimes the suspect committed as a result of the arrest must still be served, however. An officer requested arrest has to be non ambiguous. If ambiguous we recommend that the mp asks if this is an officer requested arrest. And only if this is confirmed with an affirmative reply does it count as an officer requested arrest. If it is not an officer requested arrest arrest it should be treated as reporting a crime, the normal procedure applies and the mp's are free to pick their own course of action. If it is not an officer requested arrrest the arresting mp is liable for the arrest if made.


<!--Gyroscopic Stabilizer-->
=Arrest Procedure=
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|{{Anchor|Gyroscopic Stabilizer}}[[#Gyroscopic Stabilizer|Gyroscopic Stabilizer]]
==Compliant Suspect (not resisting or running)==
[[File:gyro.png|64px]]
# Verbally inform the suspect you are taking them into custody and the charge.
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
# Order the suspect to the ground.
{| border="1"
# Handcuff the suspect.
|+ style="text-align:left;"|'''Wielded:'''
# Bring the suspect to the Brig for processing.
|
==Non-Compliant Suspect (resisting or running)==
*Slightly reduces bullet spread
# Prepare a non-lethal method of neutralization
|}
# Apply until they are no longer resisting
# Secure the suspect and Inform the suspect of their charge
# Bring the suspect to the brig
==Lethal Force==
During emergencies such as mutinies and boardings or against suspects who have used a lethal weapon against law enforcement or other personnel, the CMP or aCO may authorize the use of lethal force.


{| border="1"
==Suspect in Area of Operations==
|+ style="text-align:left;"|'''One Handed:'''
Arrests are restricted to the FOB, dropships, and secure areas unless in "hot pursuit" - the suspect flees the MP outside the secure area. Should there be hostiles in the vicinity, the MP is required to abort the arrest and move to a secure area. If the Almayer gets boarded by a hostile force, secure areas will be those defended by ship crew.
|
*Majorly reduces bullet spread
*Moderately increases accuracy
*Greatly reduces the accuracy penalty for moving.
|}


{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
*Moderately reduces burst spread
|}
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|


{| border="1"
=Search Procedure=
|+ style="text-align:left;"|'''Both:'''
==Personnel==
|
#Inform the person you are conducting a search and the reason.
*Moderately decreased firing speed
#If possible, conduct the search in the Brig or an isolated area so nothing is stolen.
|}
#Begin the search and confiscate any illegal items, you may use non-lethal force to restrain them if they don't comply.
#If illegal items are found, secure them until the search is complete. Should this be impossible, request that another MP assist you by taking the items to Evidence Storage. If the confiscated items warrant a brig sentence, follow Detainment and Brig procedures, otherwise release them. Searches do not incur a Prevarication charge.
#Return items to Requisitions that are no longer needed for evidence.


|-
==Area==
#Announce your intent to search the area and vacate it of personnel unrelated to the search. If someone responsible for the area is on-site, inform them of the reason.
#Obtain access to the area, if nobody with access is present, request that properly trained personnel override the door.
#Search the area for evidence and ensure all evidence is secured.
#Restore the searched area to its previous state as closely as possible.
#Reopen the area to normal traffic and take all evidence to the brig for processing.
#Return items to Requisitions that are no longer needed for evidence.


<!--Bipod-->
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|Bipod}}[[#Bipod|Bipod]]
[[File:bipod.png|64px]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
These benefits will only take place once the bipod is deployed.
* Greatly increases accuracy
* Moderately reduces bullet spread
* Greatly reduces burst spread
* Slightly increases firing speed.
*Moderately increases firing speed if used on the [[#M41AE2_Heavy_Pulse_Rifle| M41AE2 Heavy Pulse Rifle]]
|}
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
* Majorly increases wield delay.
|}


{| border="1"
=Detainment and Brig Procedures=
|+ style="text-align:left;"|'''Both:'''
'''Note:''' 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. To properly brig a prisoner verify the following checklist in no particular order:
|
*Set the timer
* Increased weapon size
*Put them in an orange uniform and shoes
* Moderately decreases firing speed when not deployed.
*Give them a standard headset
* Requires setup on flipped tables and barricades by Activating Weapon Attachment[[File:Activate-Weapon-Attachment.png]] while facing the object before you get the benefits.
*Take their ID off
|}
*Buckle them to the bed, flash or stun them and recover your handcuffs, then exit the cell.
|-
*Search their belongings.
*Update their records with their "Prisoner" status, charges and the time they are serving.
*Once the timer is over, let them grab their belongings, escort them out of the brig and set their record status to "Released".
If a prisoner is SSD at the end of their sentence, redress them, secure their pouches and place them in the brig Cryo.


<!--Underslung Grenade Launcher-->
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|{{Anchor|Underslung Grenade Launcher}}[[#Underslung Grenade Launcher|Underslung Grenade Launcher]]
[[File:Undernade.png]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Adds the ability to fire up to two M40 tube grenades of any kind.
* Reloadable with any M40 tube grenades
* Default M41A Pulse Rifle Mk2 attachment
* Toggled by using Activate Weapon Attachment [[File:Activate-Weapon-Attachment.png]]
|}
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Starts unloaded
* Grenades cannot be unloaded once loaded into the launcher.
* Moderately reduced attachment firing speed
|}
|-


<!--Mini Flamethrower-->
=Executions=
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|{{Anchor|Mini Flamethrower}}[[#Mini Flamethrower|Mini Flamethrower]]
Executions are limited to those prisoners who have committed crimes with execution as a possible punishment or those whose timer exceeds one hour. Executions must be authorised by the Captain or BOTH the aCO and Chief MP if there is no Captain.


[[File:Underflame.png|64px]]
*The aCO 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: "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.") Authorized methods of execution are either Firing Squad (handled by MPs) or Lethal Injection (handled by CMO).
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
*The aCO OR Chief MP MUST be present at the execution.
*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.


{| border="1"
=Prisoner Rights=
|+ style="text-align:left;"|'''Both:'''
The following is a list of basic rights the prisoners have. With the exception of Access to a Radio, they can NOT be denied, except in an extreme situation and only then with authorization from the Chief MP or CO.
|
* Adds the ability to fire several short flame bursts
* Refillable with standard flamer fuel tanks or USCM Technician Welderpacks
* Toggled by using Activate Weapon Attachment [[File:Activate-Weapon-Attachment.png]]
|}
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|


{| border="1"
==Protection and Medical Treatment==
|+ style="text-align:left;"|'''Both:'''
All prisoners must be kept safe and unharmed, to this end as long as there are prisoners in the brig, an MP or the Chief MP must remain in the brig at all times. Treatment should take place inside the brig when possible. If not, an MP must escort the prisoner to the infirmary and watch over them at all times while they are treated. Self-harm may result in being straitjacketed for the duration of the sentence and losing their right to appeal their sentence.
|
* Fuel does not stick to hostiles when walked over unlike M240 Incinerator Unit and requires a direct hit for it to stick.
* Has a lower max range of 4 tiles versus the M240 Incinerator Unit's 5 tile range.
* Greatly reduced attachment firing speed.
* Cannot be refilled using B or X Variant fuel tanks.
|}
|-


<!--U7 Underbarrel Shotgun-->
==Access to a Radio==
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|{{Anchor|U7 Underbarrel Shotgun}}[[#U7 Underbarrel Shotgun|U7 Underbarrel Shotgun]]
Unless the prisoner has abused the radio (such as spamming it for help after being asked to stop), they are authorized a standard headset. If any MP believes that it is being abused this right can be denied.
[[File:Undershot.png]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Adds the ability to fire three semi-auto buckshot rounds
* Reloadable with additional buckshot
* Toggled by using Activate Weapon Attachment [[File:Activate-Weapon-Attachment.png]]
|}


=Right to appeal=
==Appeal Sentence in a timely manner==
Marines have the right to appeal their punishment to the CMP, aCO or someone designated by one of them. However the CMP has final say on all appeals and may override anyone except a Captain. In general anyone involved from the arrest should not be doing the appeal. If the cmp and aCO are both involved in the arrest they should appoint an uninvolved person. Only a Captain can pardon crimes. The person who handles the appeal can establish a charge as valid, modify a charge to a lower charge, reduce the punishment for a charge upto the minimum punishment and/or remove a charge that the prisoner is found innocent for. A charge cannot be removed if the prisoner is guilty. Unless it is pardoned by a Captain.


|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|


{| border="1"
If an appeal is asked for to an mp, the aCO or the CMP in person it has to be started within 10 minutes or half of their brig sentence (30 minutes for perma brig) depending on what is longer. If this is not done the prisoner is to be released. If this is requested the appeal should be handled before serving the sentence. This applies mostly to executions, njp's and demotions through marine law. Time spent waiting for the appeal should be removed from brig sentences but does not influence other punishments including perma brigging. A marine may be placed in holding awaiting their appeal if it carries no brig sentence or if they request their appeal is handled before the brig sentence. The marine should be disarmed but in his uniform and gear of at the time of the arrest. And be watched.
|+ style="text-align:left;"|'''Both:'''
|
* The short barrel reduces the ammo's effectiveness
* Slightly reduced accuracy compared to an actual shotgun
* Slightly reduced knockdown/stun effect compared to an actual shotgun
* Slightly reduced accuracy when firing compared to an actual shotgun
* Moderately reduced damage compared to an actual shotgun
|}
|-


<!--Burst Fire Assembly-->
==Suspending Appeals==
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|Burst Fire Adapter}}[[#Burst Fire Adapter|Burst Fire Adapter]]
During code delta and/or (threats mandating) evactuation. Appeals rights are automaticly suspended.


[[File:Burstfire.png|64px]]
In other situations if it would litterly not be possible to do the appeal while still following procedure they can be postponed.
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
And the right for the prisoner to be released after waiting 10 to 30 minutes is postponed as well.
{| border="1"
If the prisoner is in custody awaiting the appeal the right to have time spend waiting removed from the punishment after the appeal still applies.
|+ style="text-align:left;"|'''Both:'''
Hc should be faxed informed if the right to suspend appeal was invoked.
|
* Enables burst-fire on a weapon or enhances burst-fire capability
* Increases burst-fire shots by 2 (from 3 or 4)
|}


Examples of when appeals can be postponed.
* The marine needs medical treatment and is not conscious.
* There is another appeal that was requested before this appeal.
* The marine has escaped and is unreachable in person.


|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
==Proper Appeal procedure==
{| border="1"
To ensure appeals are done properly the following set of procedure is to be followed.
|+ style="text-align:left;"|'''Wielded:'''
|
*Slightly decreases accuracy
|}


{| border="1"
* All charges should be listed one by one by with the actual punishment the prisoner got for that charge. Example: Charge 1. Theft of booze: 15 minutes and booze returned. Charge 2. Intoxication: Brigged until sober. This can be done by either an mp or the person handling the appeal.
|+ style="text-align:left;"|'''One Handed:'''
* Appeals are done in person. They cannot be done over radio. Or through other remote communication. This only counts for the person handling the appeal and not for witnesses or the arresting officer.
|
* The appeal handles the crimes as listed towards the accused. If charges were applied incorrectly they can only be lowered. Appeals should not be used to increase a sentence. '''Even if the wrong charges were applied through a procedural mistake.'''
*Moderately decreases accuracy
* The outcome of the appeal should be decided upon individual charges. You should not give a general reply on the entire appeal. You should give the outcome per charge. When the appeal is done the punishment should be the punishment for the remaining charges. You cannot adjust the punishment on the charges that remain to make up for charges that got successfully appealed.
|}
* The person handling the appeal does not have to be impartial. But they should not have been involved in the arrest.
* The person handling the appeal is the one who decides the outcome. They cannot be ordered or forced to handle an appeal a certain way. The outcome can only be changed by a Captain or the CMP invoking their right to overrule. Or if the outcome has procedural issues not in favor of the prisoner. (Procedural issues in favor of the prisoner should stand. Anything against them should not.)
* The person handling the appeal cannot be retaliated against in any way by anyone for either handling the appeal or the outcome of the appeal. Except for a neglect of duty charge if they did not properly follow appeals procedure.


|-
==Appeals checklist==
The following checklist is recommended for the appeal.
# Are you there in person with the accused?
# Have the charges and their punishments stated?
# Did you check the story of the accuser(s)?
# Did you check the story of the accused?
# Did you check any extra evidence?
# Did you check if the evidence supports the charges. And the stories?
# Have you handled mitigating circumstances?
# Have you decided on the appeal?
# Have you informed the accused of your decision on a per charge basis?
# Did you adjust the punishment of the accused?
# Have you informed the prisoner of their right to fax HC for an additional appeal?


<!--Laser Sight-->
===Appeals to High Command===
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|Laser Sight}}[[#Laser Sight|Laser Sight]]
An alternative to a normal appeal is an appeal to high command. Only prisoners have this right. And it follows only the special procedure written here.
If invoked this grants the prisoner the right to a pen and a paper to write a fax with to high command. If the prisoner has to be restrained due to for example self harm they have the right to dictate the fax but should not have their restrains removed. This fax once written has to be faxed as soon as possible. '''This right can be postponed during Code delta and or (threats mandating) evacuation.'''


[[File:Laser_sight.png|64px]]
=Special Provisions=
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
==Medical Experiments==
{| border="1"
An individual may waive their rights in order to participate in a medical experiment. Researchers performing approved medical experiments may not be held liable for harm inflicted on the subject within the approved parameters of the experiment. All experiments require the signed approval of aCO or the Chief Medical Officer.
|+ style="text-align:left;"|'''Wielded:'''
|
*Slightly increases accuracy
*Slightly reduces bullet spread
|}
{| border="1"
|+ style="text-align:left;"|'''One Handed:'''
|
*Slightly increases accuracy
*Moderately reduces bullet spread
*Slight reduction of accuracy penalty when moving
|}
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* None.
|}
|}


</tab>
==Insanity==
<tab name="Stock">
Prisoners suffering evident insanity who have committed a violent crime may be placed in permanent confinement if it is believed they pose a danger to ship or personnel until the Chief Medical Officer declares them sound of mind.
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:150px;"|'''Attachment:'''
! style="background-color:#A9A9A9;"|'''Benefits:'''
! style="background-color:#A9A9A9;"|'''Drawbacks:'''
|-
<!--m41astock-->
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|{{Anchor|M41A Skeleton Stock}}[[#M41A Skeleton Stock|M41A Skeleton Stock]]
[[File:m41astock.png]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Moderately increases accuracy
*Moderately reduces recoil
*Greatly reduces bullet spread
*Slight reduction of the accuracy penalty when moving
|}


 
==Mutinies and arresting the Commanding Officer==
{| border="1"
Attempting to overthrow legitimate command staff is obviously illegal and MPs must do everything in their power to prevent it. The aCO may not be arrested without the explicit permission of High Command. Should the aCO break Marine Law, High Command may be contacted via fax (or ahelp) for permission to arrest the aCO. The right to contact High Command may not be denied.
|+ style="text-align:left;"|'''Both:'''
|
*Slightly increases weapon melee damage
|}
 
 
 
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Major wield delay
*Slightly decreases movement speed.
|}
 
{| border="1"
|+ style="text-align:left;"|'''One Handed:'''
|
*Moderately decreases accuracy
*Greatly increases bullet spread
*Moderately increases recoil
|}
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
*Increases weapon size
 
|}
 
|-
<!--L42-MK1 Sstock-->
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|{{Anchor|L42A-MK1 Synthetic Stock}}[[#L42-MK1 Synthetic Stock|L42-MK1 Synthetic Stock]]
[[File:L41ACstock.png]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Moderately increases accuracy
*Moderately reduces recoil
*Greatly reduces bullet spread
*Slight reduction of the accuracy penalty when moving
   
   
|}
Should a mutiny be successful and the aCo is deposed or surrenders, MPs should hold the deposed person in confinement if their freedom would reignite the conflict.
 
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
* None
|}
 
{| border="1"
|+ style="text-align:left;"|'''One Handed:'''
|
* Moderately decreases accuracy
* Moderately increases recoil
* Greatly increases bullet spread
|}
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Increases weapon size
* Slightly decreases melee damage
|}
 
|-
 
<!--M44stock-->
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|{{Anchor|M44 Magnum Sharpshooter Stock}}[[#M44 Magnum Sharpshooter Stock|M44 Magnum Sharpshooter Stock]]
[[File:Magnum_stock.png]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Majorly increases accuracy
|}
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
*Moderately reduces recoil
*Greatly reduces bullet spread
*When collapsed it can fit into a holster.
|}
 
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Major wield delay
*Slightly decreases movement speed.
|}
 
{| border="1"
|+ style="text-align:left;"|'''One Handed:'''
|
*Moderately decreases accuracy
*Moderately increases recoil
*Greatly increases bullet spread
|}
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
*Increases weapon size
*Slightly decreases weapon melee damage
* Can't fire the weapon when the stock is collapsed.
|}
 
|-
<!--M37 Wooden Stock-->
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|{{Anchor|M37 Wooden Stock}}[[#M37 Wooden Stock|M37 Wooden Stock]]
[[File:M37_stock.png]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Moderately increases accuracy
*Moderately reduces recoil
*Greatly reduces bullet spread
*Slight reduction of the accuracy penalty when moving
|}
 
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
*Slightly increases weapon melee damage
|}
 
 
 
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Major wield delay
*Slightly decreases movement speed.
|}
 
{| border="1"
|+ style="text-align:left;"|'''One Handed:'''
|
*Moderately decreases accuracy
*Greatly increases bullet spread
*Moderately increases recoil
|}
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
*Increases weapon size
 
|}
 
|-
<!--MK221 Tactical Stock-->
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|{{Anchor|MK221 Tactical Stock}}[[#MK221 Tactical Stock|MK221 Tactical Stock]]
[[File:MK221_Tactical_Stock.png]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Moderately increases accuracy
*Moderately reduces recoil
*Greatly reduces bullet spread
*Slight reduction of the accuracy penalty when moving
|}
 
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
*Slightly increases weapon melee damage
|}
 
 
 
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Major wield delay
*Slightly decreases movement speed.
|}
 
{| border="1"
|+ style="text-align:left;"|'''One Handed:'''
|
*Moderately decreases accuracy
*Greatly increases bullet spread
*Moderately increases recoil
|}
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
*Increases weapon size
*Slightly decreases firing speed
 
|}
|-
<!--Submachinegun Stock-->
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|{{Anchor|Submachinegun Stock}}[[#Submachinegun Stock|Submachinegun Stock]]
 
[[File:Smg_Stock.png]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
 
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Greatly increases accuracy
*Greatly reduces recoil
*Majorly reduces bullet spread
*Slight reduction of the accuracy penalty when moving
|}
 
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
*Slightly increases weapon melee damage
|}
 
 
 
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Major wield delay
*Slightly decreases movement speed.
|}
 
{| border="1"
|+ style="text-align:left;"|'''One Handed:'''
|
*Moderately decreases accuracy
*Greatly increases bullet spread
*Moderately increases recoil
|}
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
*Increases weapon size
|}
|-
<!--Collapsible Submachinegun Stock-->
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|{{Anchor|Collapsible Submachinegun Stock}}[[#Collapsible Submachinegun Stock|Collapsible Submachinegun Stock]]
 
[[File:Collapsible_Smg_Stock.png]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
 
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Moderately increases accuracy
*Moderately reduces recoil
*Greatly reduces bullet spread
*Slight reduction of the accuracy penalty when moving
|}
 
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
*Slightly increases weapon melee damage
*When collapsed it can fit into a holster.
|}
 
 
 
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Major wield delay
*Slightly decreases movement speed.
|}
 
{| border="1"
|+ style="text-align:left;"|'''One Handed:'''
|
*Moderately decreases accuracy
*Greatly increases bullet spread
*Moderately increases recoil
|}
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
*Only applies benefits when the stock is extended.
*Increases weapon size when extended.
*Moderately increases bullet spread if collapsed.
|}
|-
<!--Submachinegun Arm Brace-->
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|{{Anchor|Submachinegun Arm Brace}}[[#Submachinegun Arm Brace|Submachinegun Arm Brace]]
 
[[File:Smg_Arm_Brace.png]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
 
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
* Slightly increases accuracy
|}


{| border="1"
==Special Circumstances==
|+ style="text-align:left;"|'''One Handed:'''
Criminal charges are not to be applied to those who use force on others when defending themselves from illegal use of force, so long as they defend themselves with proportional force. This right extends to the defense of others, should there be a reason to believe they are in lethal danger. This provision does not apply to lawful killings such as executions.
|
* Majorly Increases accuracy
* Greatly reduces recoil
* Majorly decreases bullet spread
|}


{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Slightly decreases accuracy penalty when moving
|}


|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
Crimes may be ignored or waived if the crime lead to the direct saving of human life or prevented capital crimes as long as the crimes commited are proportional. Example: a medic breaking a window to access a locked room so they can defib a marines may have his Vandalism and Trespassing charges waived. Note: The saving of life and/or preventing of capital crimes has to be in direct connection to the crimes being commited. This cannot be done with hypotheticals it has to be a direct, unambiguous and clear connection.
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
* Greatly increases recoil
* Greatly increases wield delay
|}
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Increases weapon size
* Majorly decreases firing speed
|}
|-
<!--M-OU53 Tactical Stock-->
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|{{Anchor|M-OU53 Tactical Stock}}[[#M-OU53 Tactical Stock|M-OU53 Tactical Stock]]


[[File:MOU53_Stock.png]]
==Emergency situations==
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
In emergency situations such as a significant boarding action or a compromised brig imprisoned personnel may be pardoned by the CMP if they have reason to believe they will not be a threat or hindrance to USCM personnel during the course of the emergency, particularly so if they consistently displayed good behavior. If the imprisoned personnel are denied pardon or are clearly too dangerous or detrimental to the survival of the USS Almayer’s crew if released, they are to be either escorted to an escape pod while in the custody of a commissioned officer or MP charged with maintaining their safety. A normal Red Alert is not sufficient reason for a release unless the ship is being overrun by a large hostile force.


{| border="1"
=Commanding Officer Provisions=
|+ style="text-align:left;"|'''Both:'''
The following provisions apply only to the Captain or officers of higher rank.
|
* Slightly increases accuracy
* Slight reduces recoil
* Slightly decreases accuracy penalty when moving
* Slightly decreases scatter
|}


|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
==Execution Privileges==
{| border="1"
The Captain may perform Battlefield Executions. This means they may '''personally''' execute anyone under their authority on the ship or Area of Operations without warning or procedure, provided their words or actions fulfill one of the following conditions:
|+ style="text-align:left;"|'''Wielded:'''
|
* Slightly increases wield delay
|}


{| border="1"
*Threat to your command. Credibly attempting to or threatening to undermine your command or attempting to remove your command through illegal means. (The CL or other crew reporting you to high command does NOT permit you to BE them. A minor insult or disagreement is not undermining your command, countermanding or refusing to follow orders is.)
|+ style="text-align:left;"|'''Both:'''
|
* Increases weapon size
|}


</tab>
*Threat to persons. Credibly threatening and attempting to do harm to the CO or to someone while in the CO's presence.
<tab name="Barrels">
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:150px;"|'''Attachment:'''
! style="background-color:#A9A9A9;"|'''Benefits:'''
! style="background-color:#A9A9A9;"|'''Drawbacks:'''
|-
<!--Mateba standard barrel-->
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|{{Anchor|Mateba standard barrel}}[[#Mateba standard barrel|Mateba standard barrel]]


[[File:Mateba_standard_barrel.png]]
*Threat to the ship. Credibly threatening or attempting to do damage to the ship or the USCM while in the CO’s presence.
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
Upon completion of a battlefield execution an announcement must be made within reasonable time by the CO or a member of the crew explaining why the person was executed and noting their name and position. The CO may not Battlefield Execute a person in custody of the MPs (securely restrained or brigged) unless performing a normal execution is not possible (such as during a Delta Alert) as long as they meet the standard BE criteria.


{| border="1"
Additionally, the Commanding Officer may request permission to execute prisoners in ways different to Firing Squad or Lethal Injection to High Command, or authorise nonstandard methods of execution in emergencies where normal procedure is impossible.
|+ style="text-align:left;"|'''Wielded:'''
|
* Slightly increases accuracy
|}


|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
==Adjusting Standard Operating Procedure==
{| border="1"
The Captain may reasonably alter General Regulations within Standard Operating Procedure so long as these alterations do not contradict Marine Law. Should there be concerns about the exercise of this privilege, any officer or MP may contact High Command to inquire about the legitimacy of such changes and request they be overturned.
|+ style="text-align:left;"|'''Both:'''
|
* None
|}


|-
While a CO may make some changes to SOP, they should never restrict/ban simple game functions (ie, running on the ship) without an extremely good reason.
<!--Mateba marksman barrel-->
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|{{Anchor|Mateba marksman barrel}}[[#Mateba marksman barrel|Mateba marksman barrel]]


[[File:Mateba_marksman_barrel.png]]
==Pardons==
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
The Commanding Officer may exceptionally pardon criminals if they believe it is in the best interests of the operation. Only Minor and Major crimes may be pardoned. Capital offenders may not be pardoned except in special circumstances with the permission of High Command. The Chief MP or and MP in their absence may appeal pardons to High Command via fax. The Commanding Officer may be held responsible for further criminal actions committed by those they pardon, and should High Command reverse the decision, they must ensure the condemned return to serve their time without incident. Failure to do so may result in removal and arrest at the discretion of High Command.
 
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
* Moderately increases accuracy
* Majorly reduces scatter
|}
 
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Majorly decreases fire rate
|}
 
|-
<!--Mateba short barrel-->
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|{{Anchor|Mateba barrel}}[[#Mateba short barrel|Mateba short barrel]]
 
[[File:Mateba_short_barrel.png]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Majorly increases fire rate
|}
 
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Moderately reduces accuracy
* Majorly increases scatter
|}
 
|}
</tab>
</tabs>
|}
 
<center>
{| style="width: 76%; border: none"
|style="width: 100%; vertical-align: top;" | <tabs>
<tab name="Tab title goes here">
 
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:150px;"|'''Example heading:'''
! style="background-color:#A9A9A9;"|'''Description:'''
|-
 
|style="border: 2px solid black; padding: 5px;"|[[File:Image Goes Here.png|64px]]
'''Name of Image goes here'''
|style="border: 2px solid black; padding: 5px;"|Generic description goes here. This will extend the box so there's no need for extra spaces.
|-
 
|style="border: 2px solid black; padding: 5px;"|[[File:Image Goes Here.png|64px]]
'''Name of Image goes here'''
|style="border: 2px solid black; padding: 5px;"|Generic description goes here. This will extend the box so there's no need for extra spaces.
|-
 
|style="border: 2px solid black; padding: 5px;"|[[File:Image Goes Here.png|64px]]
'''-'''
|style="border: 2px solid black; padding: 5px;"|Generic description goes here. This will extend the box so there's no need for extra spaces.
|-
 
|}
 
</tab>
<tab name="Testing">
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:150px;"|'''Example Heading:'''
! style="background-color:#A9A9A9;"|'''Description:'''
|-
 
|style="border: 2px solid black; padding: 5px;"|[[File:Image Goes Here.png|64px]]
'''Name of Image goes here'''
|style="border: 2px solid black; padding: 5px;"|Generic description goes here. This will extend the box so there's no need for extra spaces.
|-
 
|style="border: 2px solid black; padding: 5px;"|[[File:Image Goes Here.png|64px]]
'''Name of Image goes here'''
|style="border: 2px solid black; padding: 5px;"|Generic description goes here. This will extend the box so there's no need for extra spaces.
|-
 
|style="border: 2px solid black; padding: 5px;"|[[File:Image Goes Here.png|64px]]
'''Name of Image goes here'''
|style="border: 2px solid black; padding: 5px;"|Generic description goes here. This will extend the box so there's no need for extra spaces.
|}
 
== Other ==
 
</tab>
<tab name="Name">
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:130px;"|'''Example Heading:'''
! style="background-color:#A9A9A9;"|'''Description:'''
|-
 
|style="border: 2px solid black; padding: 5px;"|[[File:Image Goes Here.png|64px]]
'''Name of Image goes here'''
|style="border: 2px solid black; padding: 5px;"|Generic description goes here. This will extend the box so there's no need for extra spaces.
|-
 
|style="border: 2px solid black; padding: 5px;"|[[File:Image Goes Here.png|64px]]
'''Name of Image goes here'''
|style="border: 2px solid black; padding: 5px;"|Generic description goes here. This will extend the box so there's no need for extra spaces.
|-
 
|style="border: 2px solid black; padding: 5px;"|[[File:Image Goes Here.png|64px]]
'''Name of Image goes here'''
|style="border: 2px solid black; padding: 5px;"|Generic description goes here. This will extend the box so there's no need for extra spaces.
|}
</tab>
 
</tabs>
 
 
|}
</center>
 
= Paper Work Template =
 
 
<big>'''Title:'''</big>
 
Description of use.
{| border="1"
! style="background-color:#A9A9A9;'' width=400|'''How To:'''
! style="background-color:#A9A9A9;" |'''Outcome:'''
|-
|width=400|
All the written stuff goes here.
 
 
|image here
|}
 
= Squad Marine Sub Roles =
Marine specialization kits allow you to acquire a set of equipment from your Colmartech Automated Closets at the cost of 45 points. These sub roles give you access to an array of weapons, support equipment and utilities. Some are specifically made for certain purposes. Like the First Response Medical Support kit, it gives you access to medical equipment and the ability to use more medical items efficiently though not as well as your designated squad counterparts.
 
=== Combat Technician ===
 
The Combat Technician kit offers you the knowledge and abilities to construct metal barricades, barbed wire and tools to help fortify locations.
You are given knowledge on how to repair and construct metal barricades and use C4. This allows you to be more versatile in the battlefield when the need to breach or fortifying is needed.
 
=== First Response Medical Support  ===
The first response medical support kit gives you access  to knowledge on the effective use of auto-injectors, pill bottle access and a limited amount of medical supplies. You'll be more effective in the use these medical items allowing you to heal other wounded marines in the absence of qualified medical personnel.
 
=== Frontline M40 Grenadier ===
The frontline M40 Grenadier kit provides you access with a belt of explosives, containing the 3 common grenades in the marine arsenal. These explosives are used in tandem with the underslung grenade launcher or they can be hand thrown if you wanted to.
 
=== L42 MK1 Sniper Loadout ===
The L42 MK1 Sniper kit offers you attachments to modify the L42 Pulse Carbine MK1 into an effective designated marksman rifle. This allows you to engage enemies farther away from your usual field of view.
 
=== The M240 Pyrotechnician ===
The M240 Pyrotechnician kit gives you access to the uncommon M240 flamethrower with a spare fuel tank and USCM technician welding pack to refill your flamethrower. The flamethrower will allow you to effectively clear enemy encampments and also providing a weapon for area of deniel. Additional, the kit comes with fire extinguishers to extinguish fires on the ground as well as any friendlies.
 
=== JTAC Radio ===
The JTAC radio kit gives you access to the JTAC radio channel along side a pair of tactical binoculars, signal flares and a flare gun with a holster for it. Being a JTAC operator means you'll be coordinating with dropship pilots and other fire support assets to launch strikes against enemy positions. You'll be mainly coordinating with the close air support dropship to launch devastating airstrikes against entrenched hostiles.
 
====In The Field====
When you've deployed to the combat zone you're going to need evaluate the battlefield for key points to call for an airstrike, mortar strike or orbital bombardment. When finding targets, you must take into account which support is available to you, when they'll be ready and the delay between you call for the strike and the time of impact.
 
Your primary tool you'll be using to co-ordinate these strikes will be the tactical binoculars and the JTAC encryption key ''':j'''.
 
{| class="wikitable"
|-
![[File:Tactical_Binoculars.png|64px]]
 
[[#Tactical Binoculars|'''Tactical Binoculars''']]
|{{Anchor|Tactical Binoculars}}
 
When lasing a tile you must use the tactical binoculars on the red laser mode. Firstly you must activate it in your hand to zoom out to have a wider field of view. The direction you face will determine where your field of view expands, e.g facing north will expand your field of view north. To finally lase the tile you want, simply ctrl+click the tile.
 
{| border="1"
|+ style="text-align:left;"|'''Tactical Binocular Different Modes:'''
|
 
*'''Rangefinder Mode:'''  After Ctrl + Clicking the desired target a green laser will appear after which that tiles Longitude and Latitude coordinates will be displayed in chat. Coordinates used for '''Mortars''' and '''Orbital Bombardments'''
 
*'''CAS Mode:''' After Ctrl + Clicking the desired target a red laser will appear from which any pilot doing a flyby mission can select this mark as a CAS target.
|}
|}
 
When you're calling for an airstrike it is best to first contact the dropship assigned to provide close air support on the JTAC channel that you're requesting air support. It's best to confirm that your response has been received and that wait until the dropship is in the air. Once they confirm they're in the sky, you may begin to laze the tile.
 
You will need to assess the place you're lazing with the follow questions:
* Where is the enemy?
* What offsets and directions do I need to relay to the CAS pilot?
* Is there a way for the enemy to escape?
* Will the airstrike reach the target in time?
* Has the enemy moved from where you want to strike?
* Are there any friendlies in the area and will they be caught in the blast radius?
* Is the place I want to airstrike in the viewable by the pilot or is it obscured?
* (Optional) What are the weapons dropship is equipped with.
Etc.
 
There are more variables in the equation but these are the most common of which you'll need to learn.
 
=== Field Intelligence ===
The field Intelligence kit revolves around collecting documents, retrieving items and scouring the area of operations to find data disks to lower the DEFCON threat level. You're equipped with a document pouch for storing said documents and data disks. In addition to this, you'll be given access to the special Intel channel as well as a pack of Fulton recovery devices to retrieve the fallen as well as alien corpses for study.
 
 
'''Wondering if the below sub classes are really needed'''
 
=== Forward HPR Shield ===
The forward HPR shield kit provides you with the powerful heavy pulse rifle along side a deployable barricade. This kit revolves around the rapid deployment of the barricade to quickly provide rapid fire support with the HPR. If modified with a quickfire adapter and bipod, it'll give a substantial boost to its fire rate when deployed.
 
=== M39 Pointman===
The M39 Pointman kit provides the limited submachine gun arm brace for the M39. This allows the effective use of using the SMG with one hand. The kit also comes with a machete for the off hand. This combination allows the user to clear the way for other marines with the machete while also being able to defend themselves effectively.
 
=== M-OU53 Sapper ===
The M-OU53 sapper support kit provides the limited break action shotgun along side the old M15 frag grenade and some grenades. The break action is primarily used as an alternative to the standard M37 for a better fire rate as well as accuracy. Though it can't use buckshot shells, it is quite lethal in using the slugs and flechette shells.
 
== Alien Commands ==
 
{| class="wikitable mw-collapsible mw-collapsed"
|-
! Key !! Command !! Function
|-
| N/A || Plant Weeds || Plants Weeds
|-
| N/A || Show Minimap || Shows the minimap
|-
| N/A || Toggle Spit Type || Switches between spit types
|-
| N/A || Regurgitate || Regurgitates a host
|-
| N/A || Choose Resin Structure || Opens up a choice between different resin structures
|-
| N/A || Secrete Resin || Secretes a selected resin structure
|-
| N/A || Corrosive Acid || Toggles the corrosive acid ability to be able to melt objects
|-
| N/A || Spray Acid || Toggles the acid spray ability
|-
| N/A || Toggle Agility || Toggles the Warrior's agility mode
|-
| N/A || Lunge || Toggles the lunge ability to be used.
|-
| N/A || Fling || Toggles the fling ability to be used.
|-
| N/A || Punch || Toggles the fling ability to be used.
|-
| N/A || Jab || Toggles the jab ability to be used
|-
| N/A || Burrow || Toggles the burrow ability to be used
|-
| N/A || Tremor || Toggles the tremor ability to be used
|-
| N/A || Headbutt || Toggles the headbutt ability to be used
|-
| N/A || Tail Sweep || Toggles the tail sweep ability to be used
|-
| N/A || Toggle Crest Defense || Toggles the crest defense ability
|-
| N/A || Fortify || Fortifies yourself
|-
| N/A || Pounce || Toggles the pounce ability to be used
|-
| N/A || Xeno Spit || Toggles the x ability to be used
|-
| N/A || Hide || Hides yourself
|-
| N/A || Emit Pheromones || Opens a menu for you to select what pheromones you'll use.
|-
| N/A || Transfer Plasma || Toggles the transfer plasma ability to be used
|-
| N/A || Toggle Long Range Sight || Toggles the long range sight ability
|-
| N/A || Toggle Bombard Type || Toggles the bombard type you'll be using
|-
| N/A || Bombard || Toggles the bombard ability to be used
|-
| N/A || Throw Facehugger || Toggles the ability to throw a face hugger.
|-
| N/A || Retrieve Egg || Retrieves an egg from storage
|-
| N/A || Place resin hole || Plants a resin hole where you stand
|-
| N/A || Lay Egg || Spawns an egg into your hand, ready to be planted.
|-
| N/A || Stomp || Toggles the stomp ability to be used
|-
| N/A || Toggle Charging || Toggles the charging ability
|-
| N/A || Earthquake || Toggles the x ability to be used
|-
| N/A || Resin Walker || Toggles the resin walker ability.
|-
| N/A || Dig Tunnel || Toggles the dig tunnel ability to be used
|-
| N/A || Screech || Toggles the screech ability to be used
|-
| N/A || Gut || Guts any marine you've grabbed
|-
| N/A || Watch Xenomorph || Brings up a menu to select a xenomorph to watch
|-
| N/A || Heal Xenomorph || Heals the xenomorph you're watching
|-
| N/A || Give Plasma || Give's plasma to the xenomorph you're watching
|-
| N/A || Charge || Toggles the charge ability to be used
|-
| N/A || Spin Slash || Toggles the spin slash ability to be used
|-
| N/A || Transfer Health || Toggles the transfer health ability to be used
|-
| N/A || Praetorian-Screech || Toggles the Praetorian's screech ability to be used
|-
| N/A || Praetorian-Dance || Toggles the Praetorian's dance ability
|-
| N/A || Praetorian-Tail-Attack || Toggles the Praetorian's tail attack ability to be used
|-
| N/A || Praetorian-Shift-Tail-Attack || Toggles the Praetorian's shift tail attack ability
|-
| N/A || Praetorian-Switch-Spray-Types || Toggles the Praetorian's switch spray types ability to be used
|-
| N/A || Praetorian-Punch || Toggles the Praetorian's Punch ability to be used
|-
| N/A || Praetorian-Bomb || Toggles the Praetorian's Bomb ability to be used
|-
| ` || Hive-Status || Open Hive Status window
|-
| Space || Crawl-Through-Vent || Start crawling into vent
|-
| Shift + 1 || Say "*hiss" || Hiss emote
|-
| Shift + 2 || Say "*growl" || Growl emote
|-
| Shift + 3 || Say "*tail" || Tail whip emote
|-
| Shift + 4 || Say "*roar"|| Roar emote
|-
| Shift + 6 || Say ":a Heal" || Say Heal in hivemind so the Queen can heal you in time
|-
| Shift + 7 || Say "*dance" || Dance emote
|-
| Shift + Z || Say "MOVE" || Life saving phase when you are body blocked by fellow sisters
|-
| Shift + X || Say "Capture" || Urge fellow sisters to capture/let you capture the host
|-
| Shift + C || Say "Don't" || Urge fellow sisters to not do something, etc
|-
| O || Evolve || Open Evolve window
|}


= Legacy Code =
==Brig timers==
*#Possibility of [[#Infection|infection]]
The Commanding Officer may alter brig timers beyond the parameters specified in Marine Law and may reduce or increase a sentence. When doing this, they must provide the prisoner and MP with the reason, and if the timer is increased beyond the maximum punishment, the prisoner has the right to appeal to High Command.
*Stage 2-3 [[#Infection|infections]]


|-
=Acting Commanding Officer Provisions=
|{{Anchor|Infection}}[[#Infection|Infection]]||
The following provisions apply to both acting commanding officers and Captains.
*Build-up of [[#Toxins|toxin damage]]
||
* Untreated [[#Brute|brute]] and [[#Burn|burn damage]]
* Improper surgery procedure
** Not cleaning your hands before surgery
** Not using a surgery table
** Smoking while performing surgery 
||
*[[Chem Guide#Spaceacillin|Spaceacillin]] (30 Units for stage 3)
*Applying an [[#Advanced Trauma Kit|advanced trauma kit]] or [[#Advanced Burn Kit|advanced burn kit]] to an infected wound
*[[Surgery#Necrosis Treatment Surgery|Surgery]] (if necrotizing)


|-
==General Article NJPs==
|Antibiotics
The (acting) Commanding Officer may issue NJPs at any time should they find a marine’s behaviour inappropriate or contrary to good order and conduct and deserving of punishment even if they have not committed a crime as specified in Marine Law, such as for comporting themselves in an unprofessional manner, failing to complete a job in satisfactory conditions or failing to uphold standards of good order.
||Spaceacilin with a different label. Administer 30 units to remove a stage 3 infection.


==Deputizing==
The (acting) Commanding Officer may deputize commissioned officers to make arrests and enforce Marine Law should MPs be unavailable or unable to respond in a timely manner.
Should the aCO choose to carry out the arrest themselves, they are obligated to follow all brig procedures as written in ML and SOP, as would whoever they deputize. As such, the aCO should only perform arrests when absolutely necessary to do so.


Keep in mind that stage 1 infections can be simply fixed with ointment or advanced trauma kits, spaceacillin won't heal those.
==Arrest Immunity==
||10 Units
The (acting) Commanding Officer is not above Marine Law. Should the (acting) Commanding Officer break Marine Law, High Command may be contacted via fax (or ahelp) for permission to arrest the (acting) Commanding Officer. The right to contact High Command may not be denied.
||30 Units
An aCO has not immunity for using provisions granted only to the Captain.
|-


=== Disinfection ===
==Specific rulings and examples==
The second step is to wash your hands to help reduce infection chance. Using space cleaner on yourself works too, if you're wearing gloves. 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.
<references />
<br><br>
* '''Organ Infection Treatment:''' Injects 30U of [[Chem_Guide#Spaceacillin|Spaceacillin]].

Latest revision as of 23:54, 19 October 2019

United States Colonial Marines
Uniform Code of Military Justice

Laws and Punishments

Charges: Only one charge may be applied per person, per unlawful event, except Resisting Arrest which can be optionally added on to any charge. <citation>This basically means charges are served in parallel with eachother. This applies to all charges but optional charges.</citation>that It is the duty of the CMP to determine which charge to apply. A Captain may override this decision ONLY before the prisoner has been brigged unless he/she is giving the prisoner a lower time than the CMP. The Minimum Punishment should be used in most cases unless it is a duplicate crime or several crimes have been committed and only one can be chosen.


Permanent Confinement: If the total punishment is to exceed 60 minutes, the Chief MP or aCO can give special permission for permanent confinement, no matter the crime.


Repeat Offenders Repeat offenses after the offending personnel are released may NOT be waived or lessened.


Aiding, abetting, conspiring: Assisting others in committing a crime, directly or indirectly, encouraging them to commit one (including bribery), conspiring or attempting to commit a crime will be treated as having committed that crime with regards to punishment.


Cooperation, good behavior, patience: Exemplary conduct may lead to waiving or lessening punishments for minor crimes at the discretion of the aCO or CMP. I.e.: if a PFC has three counts of Insubordination but, upon imprisonment, writes a well-thought-out and genuine apology to the affected personnel and does not resist at any point during the arrest procedure, one strike may be removed from his Insubordination charge which may either cut his brig time in half or lead to an NJP and summary release at its completion.


Associated crimes These are listed after most charges. These are the most closely related higher or lower charges. It is not that a severe minor crime becomes that major crime. But if for example a major crime was downgraded it is most likely should downgraded to an associated minor crime.

Optional

These can be added on to any existing charge as needed.

Charge Description Minimum Punishment Maximum Punishment
Resisting Arrest To resist a lawful arrest or search by a Military Police officer. 10 minutes 30 minutes
Aiding and Abetting Assisting others in committing a crime, directly or indirectly, or encouraging them to commit one. Same punishment as the crime committed Same punishment as the crime committed

Minor Crimes

Charge Description Minimum Punishment Maximum Punishment Associated Major Crime
Insubordination Failing to follow a lawful order from a superior. Using offensive names or being directly disrespectful to someone of a higher rank or position. Each offense stacks. See special provision. See special provision. Neglect of duty or Disorderly Conduct
Failure to Follow Procedure Failing to follow the regulations found in the Standard Operating Procedure. Warning 10 Minutes; Equipment confiscation Neglect of duty or Disorderly Conduct
Hooliganism 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 excessive window knocking, force-feeding other marines or failing to conduct oneself properly during briefing. 5 Minutes 10 Minutes Neglect of duty or Disorderly Conduct
Vandalism Damaging the ship or making any unauthorized modifications to it as outlined in Standard Operating Procedure. Return ship to its exact previous state. 30 Minutes Damage to Government Property
Assault To threaten or use physical force against someone with ill intent, but without intent to kill. 10 minutes 30 minutes Assault with a deadly weapon or Manslaughter
Trespassing Unauthorized access of an area which a person does not have access to at the beginning of the shift or without command/superior approval. Escort out of the unauthorised area 30 Minutes None
Intoxication To consume alcohol or other substances such as alcohol or hallucinogenic drugs resulting in impaired job performance. Brig time until sober Brig time until sober; Demotion Neglect of duty or Disorderly Conduct
Contraband Possessing, or distributing controlled substances or unauthorized items or weapons as defined in Standard Operating Procedure or impairing, intoxicating or addictive drugs such as Mindbreaker, this does not include custom mixes or dosages of medicinal drugs. 10 minutes; confiscation of contraband items Permabrig; confiscation of contraband; Demotion None
Theft To take items (or property) from another person or entity without their express permission, or to retain possession of items that have been taken without permission. 10 minutes; item returned to the owner 30 minutes; item returned to the owner Disorderly Conduct
Prevarication To intentionally order the arrest of a marine who is then found to be innocent, to knowingly falsly report a crime or to apply an improper or abusive NJP. If there is probable cause or a reasonable suspicion the marine cannot be charged with Prevarication. 5 Minutes 10 Minutes Neglect of duty

Major Crimes

Charge Description Minimum Punishment Maximum Punishment Associated Lower Crimes
Neglect of duty Failure to perform one’s role to an acceptable standard. For example, a Commanding Officer failing to properly organize and ensure his personnel are given orders, failing to follow proper procedure in detriment of one’s duties, or ship crew leaving the ship without authorization from the Commanding Officer or their Department Head. Any officer who commits a crime may be charged with Neglect of Duty in addition to the appropriate crimes. 15 Minutes 30 minutes; Demotion/removal of command Insubordination, Failure to Follow Procedure, Hooliganism and Intoxication
Damage to Government Property Damaging the ship or USCM equipment in a way that (severely) hinders the operation. For example, using plastique explosives on the dropship fabricator or cutting telecommunications wires. 15 Minutes 30 Minutes Vandalism
Disorderly Conduct Severely disrupting primary operations of the ship, FOB or other mission-critical locations and/or preventing commissioned/support personnel from performing their duties in an adequate and timely fashion. I.e.: disabling the chem stations in the Medbay or preventing Requisitions from delivering mission-critical Cargo. (ooc note: They have to disrupt the flow of the round) 15 Minutes 30 Minutes ; Demotion/removal of command Insubordination, Failure to Follow Procedure, Hooliganism and Intoxication
Assault with a deadly weapon To threaten or use physical force against someone with ill intent and with a lethal weapon such as a sidearm, blade, or rifle. 30 minutes Permanent confinement Assault
Manslaughter Killing someone without malicious intent. Manslaughter may be applied if someone dies as a result of a fight where the intent was not to kill. 20 minutes; Demotion 30 Minutes; Demotion Assault, Assault with a deadly weapon
Illegal Confinement Unlawfully detaining a person against their will. Includes, kidnapping, hostage taking and confining people in cells without charging them for a crime. Does not apply to Prisoners of War. 30 minutes Permanent confinement Prevarication
Interfering with an arrest To disrupt or interfere with a lawful arrest done by the military police. Same punishment as accused Permanent confinement Aiding and Abetting or Insubordination

Capital Crimes

Charge Description Minimum Punishment Maximum Punishment Associated Lower Crimes
Sedition To engage in actions or refuse to follow orders as to overthrow or usurp the legitimate command structure. Permanent confinement Execution Disorderly Conduct or Neglect of duty
Desertion Refusing to carry out the duties essential to one’s post or abandoning post unauthorized, without intent to return. (Retreating from the planet when the FOB is breached is not Desertion, refusing to return when ordered is). Permanent confinement Execution Disorderly Conduct or Neglect of duty
Murder or Unauthorized Execution Killing someone with malicious intent. This includes Synthetic units. Executions are only authorized as outlined in Execution Procedure. Permanent confinement Execution Manslaughter
Jailbreak/Escape To escape, assist in an escape, attempt escape, or be willfully and knowingly broken out. Double initial time is applied to all involved Permanent Confinement Interfering with an arrest or Disorderly Conduct
Sexual Assault To attempt to or succeed in the acts of assaulting another person sexually, including rape. Permanent confinement Execution None

Non-Judicial Punishments (NJPs)

For crimes with a punishment equal to or lower than 10 minutes, the arresting MP, CMP or the aCO may administer a Non-Judicial Punishment instead. NJPs may only be issued to those they outrank. This may range from reprimands or PT to extra duties or reassignment to a new post, but may not be physically abusive. Additionally, Commissioned Officers and Squad Leaders may apply NJPs to marines under their command should they be insubordinate or disrespectful. Failure to comply with non-judicial punishment will result in a 10 minute increase to brig time. NJPs may not impede the marine from performing his duty for more than 10 minutes. All punishment-related orders to perform tasks outside a marine's assigned duties are considered NJPs and require the subject to have committed a named criminal offense to be issued.

Application

The UCMJ applies to all personnel in the vicinity of a USCM Operation or on board a ship, this includes the Captain and Chief MP. The only exceptions are specially dispatched officials from High command or the Provost Marshal Office and Diplomatically Immune Company Executives (not the onboard Liaison or PMC teams).

  • On USCM ships and operations, the law is enforced by the MPs, Chief MP, deputized Enlisted officers and the aCO and they operate independently from the normal command structure ONLY in matters related to the enforcement of the Law. If there is no Cmp the aCO can assign an mp or Enlisted officer as aCMP. Who has to stand down as soon as the CMP arrives.
  • The Captain of the Almayer has final say on law enforcement within his operational area unless overseen by higher officials of the Provost Marshal Office or High Command.
  • The Chief MP is the second highest authority in law enforcement, above even the Executive Officer. Only the Captain outranks them. While he may perform arrests, it is his duty to administrate the brig, ensure records are updated, timers are properly set, procedure is observed, handle appeals and to review cases and evidence.
  • Military Police may, at their discretion, ignore Minor Crimes unless they are ordered to enforce one. However, they should never break Marine Law themselves - Minor or Major crimes.

Insubordination

Insubordination is handled through this special provision in marine law. Failing to follow a lawful order from a superior. Using offensive names or being directly disrespectful to someone of a higher rank or position. Each offense stacks. Insubordination follows a three strike system.

  • The first strike is a verbal warning or NJP applied by the CMP unless the comment by the offending personnel includes threats of bodily harm, assault with a deadly weapon, seditious/mutinous comments, and/or allusions to committing crimes according to Marine Law whereupon the charge is adjusted to the corresponding major crime. Note that this is fully under the discretion of the CMP and CO, or if neither role is present, the aCO. A verbal warning has to be non ambiguous. Telling a marine to knock it off does not count as a verbal warning. We recommend the words verbal warning are used when giving the verbal warning.
  • The second strike is either an NJP or a 5-minute sentence in the Brig. Again, this is at the discretion of the CMP or aCO. If the marine is groundside the 5 minute sentence is replaced by having to report in to an mp or the brig for a written warning. Note that if the marine is an imminent and known danger to deployed marines the 5 minute sentence can be used at the discretion of the aCO or CMP.
  • The third strike is 10 minutes in the brig, with an opportunity for NJP unless the offender is being punished in tandem with another brig-worthy crime. Each offense following this adds another 10 minutes, meaning an NJP is no longer applicable for any reason past the fourth offense. If the combined charges against the offending personnel exceed 60 minutes, they are eligible for Permabrig or execution, as per SOP. Again, this is at the discretion of the CMP or aCO.

Lawful Orders

Marines are required to follow all lawful orders from their superiors and required NOT to follow unlawful orders. Giving an unlawful order with ill intent or one that is carried out will see the marine who gave the order given the same punishment as the marine who carried it out. Unlawful orders are those orders that, when carried out, would result in a breach of Marine Law. Orders meant as punishment that would cause a Marine to have to Neglect their Duties (such as “go stand here for ten minutes” or “run three laps around the hangar” are also unlawful unless applied as NJPs). If an unlawful order is carried out the superior who gave the order is liable for the crime.

Officer Requested Arrests

Should a Commissioned Officer order an arrest for a crime, MPs MUST investigate the accusation and arrest the accused if guilty. They may arrest and hold that person for upto ten minutes while they gather evidence. Should the suspect be declared innocent of all accused crimes, the requesting officer may incur a Prevarication charge. The time for any crimes the suspect committed as a result of the arrest must still be served, however. An officer requested arrest has to be non ambiguous. If ambiguous we recommend that the mp asks if this is an officer requested arrest. And only if this is confirmed with an affirmative reply does it count as an officer requested arrest. If it is not an officer requested arrest arrest it should be treated as reporting a crime, the normal procedure applies and the mp's are free to pick their own course of action. If it is not an officer requested arrrest the arresting mp is liable for the arrest if made.

Arrest Procedure

Compliant Suspect (not resisting or running)

  1. Verbally inform the suspect you are taking them into custody and the charge.
  2. Order the suspect to the ground.
  3. Handcuff the suspect.
  4. Bring the suspect to the Brig for processing.

Non-Compliant Suspect (resisting or running)

  1. Prepare a non-lethal method of neutralization
  2. Apply until they are no longer resisting
  3. Secure the suspect and Inform the suspect of their charge
  4. Bring the suspect to the brig

Lethal Force

During emergencies such as mutinies and boardings or against suspects who have used a lethal weapon against law enforcement or other personnel, the CMP or aCO may authorize the use of lethal force.

Suspect in Area of Operations

Arrests are restricted to the FOB, dropships, and secure areas unless in "hot pursuit" - the suspect flees the MP outside the secure area. Should there be hostiles in the vicinity, the MP is required to abort the arrest and move to a secure area. If the Almayer gets boarded by a hostile force, secure areas will be those defended by ship crew.


Search Procedure

Personnel

  1. Inform the person you are conducting a search and the reason.
  2. If possible, conduct the search in the Brig or an isolated area so nothing is stolen.
  3. Begin the search and confiscate any illegal items, you may use non-lethal force to restrain them if they don't comply.
  4. If illegal items are found, secure them until the search is complete. Should this be impossible, request that another MP assist you by taking the items to Evidence Storage. If the confiscated items warrant a brig sentence, follow Detainment and Brig procedures, otherwise release them. Searches do not incur a Prevarication charge.
  5. Return items to Requisitions that are no longer needed for evidence.

Area

  1. Announce your intent to search the area and vacate it of personnel unrelated to the search. If someone responsible for the area is on-site, inform them of the reason.
  2. Obtain access to the area, if nobody with access is present, request that properly trained personnel override the door.
  3. Search the area for evidence and ensure all evidence is secured.
  4. Restore the searched area to its previous state as closely as possible.
  5. Reopen the area to normal traffic and take all evidence to the brig for processing.
  6. Return items to Requisitions that are no longer needed for evidence.


Detainment and Brig Procedures

Note: 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. To properly brig a prisoner verify the following checklist in no particular order:

  • Set the timer
  • Put them in an orange uniform and shoes
  • Give them a standard headset
  • Take their ID off
  • Buckle them to the bed, flash or stun them and recover your handcuffs, then exit the cell.
  • Search their belongings.
  • Update their records with their "Prisoner" status, charges and the time they are serving.
  • Once the timer is over, let them grab their belongings, escort them out of the brig and set their record status to "Released".

If a prisoner is SSD at the end of their sentence, redress them, secure their pouches and place them in the brig Cryo.


Executions

Executions are limited to those prisoners who have committed crimes with execution as a possible punishment or those whose timer exceeds one hour. Executions must be authorised by the Captain or BOTH the aCO and Chief MP if there is no Captain.

  • The aCO 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: "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.") Authorized methods of execution are either Firing Squad (handled by MPs) or Lethal Injection (handled by CMO).
  • The aCO OR Chief MP MUST be present at the execution.
  • 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.

Prisoner Rights

The following is a list of basic rights the prisoners have. With the exception of Access to a Radio, they can NOT be denied, except in an extreme situation and only then with authorization from the Chief MP or CO.

Protection and Medical Treatment

All prisoners must be kept safe and unharmed, to this end as long as there are prisoners in the brig, an MP or the Chief MP must remain in the brig at all times. Treatment should take place inside the brig when possible. If not, an MP must escort the prisoner to the infirmary and watch over them at all times while they are treated. Self-harm may result in being straitjacketed for the duration of the sentence and losing their right to appeal their sentence.

Access to a Radio

Unless the prisoner has abused the radio (such as spamming it for help after being asked to stop), they are authorized a standard headset. If any MP believes that it is being abused this right can be denied.

Right to appeal

Appeal Sentence in a timely manner

Marines have the right to appeal their punishment to the CMP, aCO or someone designated by one of them. However the CMP has final say on all appeals and may override anyone except a Captain. In general anyone involved from the arrest should not be doing the appeal. If the cmp and aCO are both involved in the arrest they should appoint an uninvolved person. Only a Captain can pardon crimes. The person who handles the appeal can establish a charge as valid, modify a charge to a lower charge, reduce the punishment for a charge upto the minimum punishment and/or remove a charge that the prisoner is found innocent for. A charge cannot be removed if the prisoner is guilty. Unless it is pardoned by a Captain.


If an appeal is asked for to an mp, the aCO or the CMP in person it has to be started within 10 minutes or half of their brig sentence (30 minutes for perma brig) depending on what is longer. If this is not done the prisoner is to be released. If this is requested the appeal should be handled before serving the sentence. This applies mostly to executions, njp's and demotions through marine law. Time spent waiting for the appeal should be removed from brig sentences but does not influence other punishments including perma brigging. A marine may be placed in holding awaiting their appeal if it carries no brig sentence or if they request their appeal is handled before the brig sentence. The marine should be disarmed but in his uniform and gear of at the time of the arrest. And be watched.

Suspending Appeals

During code delta and/or (threats mandating) evactuation. Appeals rights are automaticly suspended.

In other situations if it would litterly not be possible to do the appeal while still following procedure they can be postponed. And the right for the prisoner to be released after waiting 10 to 30 minutes is postponed as well. If the prisoner is in custody awaiting the appeal the right to have time spend waiting removed from the punishment after the appeal still applies. Hc should be faxed informed if the right to suspend appeal was invoked.

Examples of when appeals can be postponed.

  • The marine needs medical treatment and is not conscious.
  • There is another appeal that was requested before this appeal.
  • The marine has escaped and is unreachable in person.

Proper Appeal procedure

To ensure appeals are done properly the following set of procedure is to be followed.

  • All charges should be listed one by one by with the actual punishment the prisoner got for that charge. Example: Charge 1. Theft of booze: 15 minutes and booze returned. Charge 2. Intoxication: Brigged until sober. This can be done by either an mp or the person handling the appeal.
  • Appeals are done in person. They cannot be done over radio. Or through other remote communication. This only counts for the person handling the appeal and not for witnesses or the arresting officer.
  • The appeal handles the crimes as listed towards the accused. If charges were applied incorrectly they can only be lowered. Appeals should not be used to increase a sentence. Even if the wrong charges were applied through a procedural mistake.
  • The outcome of the appeal should be decided upon individual charges. You should not give a general reply on the entire appeal. You should give the outcome per charge. When the appeal is done the punishment should be the punishment for the remaining charges. You cannot adjust the punishment on the charges that remain to make up for charges that got successfully appealed.
  • The person handling the appeal does not have to be impartial. But they should not have been involved in the arrest.
  • The person handling the appeal is the one who decides the outcome. They cannot be ordered or forced to handle an appeal a certain way. The outcome can only be changed by a Captain or the CMP invoking their right to overrule. Or if the outcome has procedural issues not in favor of the prisoner. (Procedural issues in favor of the prisoner should stand. Anything against them should not.)
  • The person handling the appeal cannot be retaliated against in any way by anyone for either handling the appeal or the outcome of the appeal. Except for a neglect of duty charge if they did not properly follow appeals procedure.

Appeals checklist

The following checklist is recommended for the appeal.

  1. Are you there in person with the accused?
  2. Have the charges and their punishments stated?
  3. Did you check the story of the accuser(s)?
  4. Did you check the story of the accused?
  5. Did you check any extra evidence?
  6. Did you check if the evidence supports the charges. And the stories?
  7. Have you handled mitigating circumstances?
  8. Have you decided on the appeal?
  9. Have you informed the accused of your decision on a per charge basis?
  10. Did you adjust the punishment of the accused?
  11. Have you informed the prisoner of their right to fax HC for an additional appeal?

Appeals to High Command

An alternative to a normal appeal is an appeal to high command. Only prisoners have this right. And it follows only the special procedure written here. If invoked this grants the prisoner the right to a pen and a paper to write a fax with to high command. If the prisoner has to be restrained due to for example self harm they have the right to dictate the fax but should not have their restrains removed. This fax once written has to be faxed as soon as possible. This right can be postponed during Code delta and or (threats mandating) evacuation.

Special Provisions

Medical Experiments

An individual may waive their rights in order to participate in a medical experiment. Researchers performing approved medical experiments may not be held liable for harm inflicted on the subject within the approved parameters of the experiment. All experiments require the signed approval of aCO or the Chief Medical Officer.

Insanity

Prisoners suffering evident insanity who have committed a violent crime may be placed in permanent confinement if it is believed they pose a danger to ship or personnel until the Chief Medical Officer declares them sound of mind.

Mutinies and arresting the Commanding Officer

Attempting to overthrow legitimate command staff is obviously illegal and MPs must do everything in their power to prevent it. The aCO may not be arrested without the explicit permission of High Command. Should the aCO break Marine Law, High Command may be contacted via fax (or ahelp) for permission to arrest the aCO. The right to contact High Command may not be denied.

Should a mutiny be successful and the aCo is deposed or surrenders, MPs should hold the deposed person in confinement if their freedom would reignite the conflict.

Special Circumstances

Criminal charges are not to be applied to those who use force on others when defending themselves from illegal use of force, so long as they defend themselves with proportional force. This right extends to the defense of others, should there be a reason to believe they are in lethal danger. This provision does not apply to lawful killings such as executions.


Crimes may be ignored or waived if the crime lead to the direct saving of human life or prevented capital crimes as long as the crimes commited are proportional. Example: a medic breaking a window to access a locked room so they can defib a marines may have his Vandalism and Trespassing charges waived. Note: The saving of life and/or preventing of capital crimes has to be in direct connection to the crimes being commited. This cannot be done with hypotheticals it has to be a direct, unambiguous and clear connection.

Emergency situations

In emergency situations such as a significant boarding action or a compromised brig imprisoned personnel may be pardoned by the CMP if they have reason to believe they will not be a threat or hindrance to USCM personnel during the course of the emergency, particularly so if they consistently displayed good behavior. If the imprisoned personnel are denied pardon or are clearly too dangerous or detrimental to the survival of the USS Almayer’s crew if released, they are to be either escorted to an escape pod while in the custody of a commissioned officer or MP charged with maintaining their safety. A normal Red Alert is not sufficient reason for a release unless the ship is being overrun by a large hostile force.

Commanding Officer Provisions

The following provisions apply only to the Captain or officers of higher rank.

Execution Privileges

The Captain may perform Battlefield Executions. This means they may personally execute anyone under their authority on the ship or Area of Operations without warning or procedure, provided their words or actions fulfill one of the following conditions:

  • Threat to your command. Credibly attempting to or threatening to undermine your command or attempting to remove your command through illegal means. (The CL or other crew reporting you to high command does NOT permit you to BE them. A minor insult or disagreement is not undermining your command, countermanding or refusing to follow orders is.)
  • Threat to persons. Credibly threatening and attempting to do harm to the CO or to someone while in the CO's presence.
  • Threat to the ship. Credibly threatening or attempting to do damage to the ship or the USCM while in the CO’s presence.

Upon completion of a battlefield execution an announcement must be made within reasonable time by the CO or a member of the crew explaining why the person was executed and noting their name and position. The CO may not Battlefield Execute a person in custody of the MPs (securely restrained or brigged) unless performing a normal execution is not possible (such as during a Delta Alert) as long as they meet the standard BE criteria.

Additionally, the Commanding Officer may request permission to execute prisoners in ways different to Firing Squad or Lethal Injection to High Command, or authorise nonstandard methods of execution in emergencies where normal procedure is impossible.

Adjusting Standard Operating Procedure

The Captain may reasonably alter General Regulations within Standard Operating Procedure so long as these alterations do not contradict Marine Law. Should there be concerns about the exercise of this privilege, any officer or MP may contact High Command to inquire about the legitimacy of such changes and request they be overturned.

While a CO may make some changes to SOP, they should never restrict/ban simple game functions (ie, running on the ship) without an extremely good reason.

Pardons

The Commanding Officer may exceptionally pardon criminals if they believe it is in the best interests of the operation. Only Minor and Major crimes may be pardoned. Capital offenders may not be pardoned except in special circumstances with the permission of High Command. The Chief MP or and MP in their absence may appeal pardons to High Command via fax. The Commanding Officer may be held responsible for further criminal actions committed by those they pardon, and should High Command reverse the decision, they must ensure the condemned return to serve their time without incident. Failure to do so may result in removal and arrest at the discretion of High Command.

Brig timers

The Commanding Officer may alter brig timers beyond the parameters specified in Marine Law and may reduce or increase a sentence. When doing this, they must provide the prisoner and MP with the reason, and if the timer is increased beyond the maximum punishment, the prisoner has the right to appeal to High Command.

Acting Commanding Officer Provisions

The following provisions apply to both acting commanding officers and Captains.

General Article NJPs

The (acting) Commanding Officer may issue NJPs at any time should they find a marine’s behaviour inappropriate or contrary to good order and conduct and deserving of punishment even if they have not committed a crime as specified in Marine Law, such as for comporting themselves in an unprofessional manner, failing to complete a job in satisfactory conditions or failing to uphold standards of good order.

Deputizing

The (acting) Commanding Officer may deputize commissioned officers to make arrests and enforce Marine Law should MPs be unavailable or unable to respond in a timely manner. Should the aCO choose to carry out the arrest themselves, they are obligated to follow all brig procedures as written in ML and SOP, as would whoever they deputize. As such, the aCO should only perform arrests when absolutely necessary to do so.

Arrest Immunity

The (acting) Commanding Officer is not above Marine Law. Should the (acting) Commanding Officer break Marine Law, High Command may be contacted via fax (or ahelp) for permission to arrest the (acting) Commanding Officer. The right to contact High Command may not be denied. An aCO has not immunity for using provisions granted only to the Captain.

Specific rulings and examples