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|jobtitle = Chief MP
|jobtitle = Chief MP
|difficulty = Very Hard
|difficulty = Very Hard
|rank = First Lieutenant
|rank = Second Lieutenant / First Lieutenant
|superior = [[Marine Law]], Command Staff, High Command
|superior = [[Marine Law]], [[Commanding Officer]] / Commander, High Command / Provost
|unlock = Ten hours as [[Military Police]] and five hours as command roles.
|unlock = Fifteen hours as [[Military Police]] or [[Warden]], and five hours as command roles.
|duties = Administrate the brig. Coordinate the MPs. Ensure Marine Law is properly enforced. Keep the ship and crew safe.
|duties = Administrate the brig. Coordinate the MPs. Ensure Marine Law is properly enforced. Keep the ship and crew safe.
|guides = [[Marine Law]], [http://cm-ss13.com/wiki/Rules Server Rules], [[Rank]]
|guides = [[Marine Law]], [http://cm-ss13.com/wiki/Rules Server Rules], [[Rank]]
Line 34: Line 34:


=Your Workspace=
=Your Workspace=
The Brig is likely where you will spend most of your time as CMP. In your office, you can find your locker which has some MP tools and spare gear, paper and a pen, a fax machine, a records console, and a camera console. You will find your office North of the brig, West to the Northern Security Checkpoint. Once inside the brig, at the very southwest, there are the normal cells while in the North-West you will find the perma cells. The central brig is a place when all MP personnel may discuss topics, etc and North of it there is the evidence room, while in the South, there is a small infirmary for quick analysis and wounded treatment ( You will want to call a Doctor to the brig in case something like this happens, to keep the prisoner contained while receiving medical treatment ). In the very North-East of the brig, there is the Execution Chamber where you will spend the last moments of your life in case you are non-MP personnel or someone that does not have access to that area.
The Brig is located West (fore) of CIC and can be accessed either through the CIC Hallways, or the general access doors on each side.
 
 
[[File:Brig map.png]]
 
 
 
Both your own office and the Warden's office is to the south (or port), and to the east  (or aft) of the courtyard.  They both contain a, records console, a camera console, and a brig specific camera console. They both have personal bunks attached, and additionally the Chief MP's Bunk has a personal fax machine. The Warden's office also has the shutter controls for cells and the courtyard as well as lockdown buttons for the courtyard and the Brig as a whole.
 
The south (or port) of the Brig is the main detainment area. It contains the Brig cells with timers and wall mounted flashes, and the lockers with prisoner gear intended to be switched for the cell occupant's possessions, and the courtyard which has an attached bathroom and hydroponics area.  
 
In the middle (or the centerline of the ship) of the Brig: you will find the processing area which contains the JAS consoles, security record consoles, crew monitor, as well as the identification computer. Brig and courtyard lockdown buttons are also present here. A holding cell for securing detainees being processed. There is also the attached Brig medical area, and the evidence storage room.
 
The north (or starboard) of the Brig has an interrogation room, the Brig armory; containing lethal weapons for ship defense or other code red threats and riot gear and non-lethal weapons for unruly marines, the equipment room; in which you will find all the vendors needed to outfit an MP for shipside patrol, a Brig cryo bay and a break room.
 
And finally, the west (or fore) of the Brig is the permanent detainment area and execution room.
 
The execution room is where the executions usually should happen. It contains a single chair for the unlucky person that will have their life ended and in the attached storage room: a blindfold, pack of cigarettes and a lighter, a lethal Injection locker containing syringes with a cocktail of dangerous drugs. and a firearms locker. For the procedure of Execution, please see [[Marine_Law#Executions|Marine Law - Executions]].
 
The Perma cells come with additional blast shields, and a Lockdown button unique to the permanent detainment area. Also found here are two additional lockers one containing additional prison garb, and the other containing straight jackets and muzzles for unruly prisoners.


=Your tools=
=Your tools=
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=Appeals=
=Appeals=
All prisoners have the right to an appeal. Appeals are hearings meant to determine guilt or innocence for the listed crimes of a prisoner. They are not meant to be pardons for crimes committed and prisoners should not be pardoned of any crimes they have committed (unless you're releasing them to defend the ship in an extreme circumstance as outlined in Marine Law).
All prisoners have the right to an [[Marine Law#Right to appeal|Appeal]]. Appeals are hearings meant to determine guilt or innocence for the listed crimes of a prisoner. They are not meant to be pardons for crimes committed and prisoners should not be pardoned of any crimes they have committed (unless you're releasing them to defend the ship in an extreme circumstance as outlined in Marine Law).


Appeals may be conducted by either you or the acting Commanding Officer. While you may override their decision, in the interest of fairness you should allow the Commanding Officer to perform the appeal if you were involved in the arrest of the prisoner in question. You may want to use the recorders found in the brig to record appeals for record-keeping.
Appeals may be conducted by either you or the Commander. While you may override their decision, in the interest of fairness you can not perform the appeal if you were involved in the arrest of the prisoner in question, and will have to nominate an uninvolved Commissioned Officer or MP. You may want to use the recorders found in the brig to record appeals for record-keeping.


When a prisoner requests an appeal, you should first hear their side of the story. You should also contact the MP who performed the arrest, any potential victims and available witnesses and hear them out. Review physical evidence such as forensic records if they exist. After that, put it all together and determine whether the prisoner was innocent or guilty and inform them of the verdict. If they're innocent, remove the time for the crimes they were found innocent of from their timer. If they're guilty, leave the timer as it is. Remember that they must still serve the timer for any crimes they're found guilty of, so if they resisted arrest over a crime they were later found innocent of, they must still serve the time for resisting arrest.
When a prisoner requests an appeal, you should first hear their side of the story. You should also contact the MP who performed the arrest, any potential victims and available witnesses and hear them out. Review physical evidence such as forensic records if they exist. After that, put it all together and determine whether the prisoner was innocent or guilty and inform them of the verdict. If they're innocent, remove the time for the crimes they were found innocent of from their timer. If they're guilty, leave the timer as it is. Remember that they must still serve the timer for any crimes they're found guilty of, so if they resisted arrest over a crime they were later found innocent of, they must still serve the time for resisting arrest.


If the [[Commanding Officer]] is the accused, you should gather all evidence you can get your hands on, and inform High Command via Fax. If deemed Innocent, the Commanding Officer may be subject to a prevarication charge and may be arrested '''WITH''' authorization from High Command.
Should the appeal be conducted incorrectly the appeal handler will face a Neglect of Duty charge. Should the appeal fail to be handled within the time limit where the nominated appeal handler was properly informed and aware of the Appeal they will face a Neglect of Duty charge.
 
If the [[Commanding Officer]] is accused of incorrectly handling an appeal, you should gather all evidence you can get your hands on, and inform High Command via Fax. If it was deemed that it was handled incorrectly by the Provost Marshal Office or High Command, the Commanding Officer may be arrested, if Provost gives this directive.


=Your Skillset=
=Your Skillset=
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|jtac=3
|jtac=3
|intel=1
|intel=1
|fireman=2
}}
}}


To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].

Latest revision as of 18:02, 23 August 2024

SECURITY
WarrantOfficer.png
Chief MP
Difficulty: Very Hard
Supervisors: Marine Law, Commanding Officer / Commander, High Command / Provost
Rank: Second Lieutenant / First Lieutenant
Duties: Administrate the brig. Coordinate the MPs. Ensure Marine Law is properly enforced. Keep the ship and crew safe.
Guides: Marine Law, Server Rules, Rank
Unlock Requirements: Fifteen hours as Military Police or Warden, and five hours as command roles.
Detailed Description:
|__________|
You are held by a higher standard and are required to obey not only the server rules but the Marine Law.
Failure to do so may result in a job ban or server ban.
You lead the Military Police, ensure your officers maintain peace and stability aboard the ship. Marines can get rowdy after a few weeks of cryosleep!
In addition, you are tasked with the security of high-ranking personnel, including the command staff. Keep them safe!
|__________|


"Dura Lex, Sed Lex" ("The law is harsh, but it is the law") - Ancient Roman proverb

Duties

As the Chief MP, your main duty is to ensure Marine Law is being properly enforced. You are the second to the final authority on Marine Law aboard the ship, but with that authority comes responsibility. You're responsible for ensuring all prisoners are safe, given proper sentencing and that their rights are not violated. You may perform arrests yourself if needed, but you shouldn't be running about investigating crimes and chasing perps. You're much more valuable at the brig, coordinating and ensuring no breaches of procedure occur, leave the grunt work to the grunts.

You should ensure that all records are properly updated with timers, crimes, and status, that no prisoner rights are violated and that all prisoners get a fair hearing on their appeals. You may lower sentences for crimes set by your MPs if they exceed the minimum timer if you believe the circumstances warrant it. Remember, your job is to uphold justice, not be an evil tyrant. You are also able to authorize prisoners with timers equal to or higher than sixty minutes be moved to permanent confinement.

You are also one of the two people (the other being the acting Commander) who can authorize lethal force against dangerous suspects as well as the one who must agree with the acting Commander to an execution procedure so that it may be carried out.

Supervisors: The CoC and you

The Commanding Officer has the final say on Marine Law aboard the ship, but that does not mean they can do whatever you want. First off, you and the Commanding Officer are bound to Marine Law. This means no one can break it, and while you may have some leeway in enforcing it you should not let serious crimes go unpunished, lest you invoke the wrath of those above. By this very same token, you are bound to follow the orders of High Command. They are the ultimate authority in the USCM and have control over everything in the Corps, even overriding the Commanding Officer's orders.

As for Almayer Command, your relationship is rather more complicated. The Commanding Officer will have the final say on the enforcement of Marine Law on the ship. This means that you can't override the Commanding Officer in situations such as appeals or which charges or times are to be applied to a prisoner. However, Command Officers are still your superiors, and while they may normally be unable to order you to go clean the restrooms, you still have to heed their orders on matters not related to Marine Law such as ship security, so if potential hostiles are on board and the Commanding Officer wants an MP guarding medbay they have to do it so long as this doesn't contravene Marine Law (for instance, if you're the only MP and there are prisoners in the brig).

Finally, bear in mind that you cannot arrest the Commanding Officer unless you have permission from High Command, so if they commit a crime and you want to arrest them you'll have to use your fax machine and wait for a response.

  • Note: You may arrest the Executive Officer if he is the aCO without previously ask permission from High Command, but it is highly recommended you contact High Command after you perform the arrest with a detailed description of the accused sentence and charges.

Your Workspace

The Brig is located West (fore) of CIC and can be accessed either through the CIC Hallways, or the general access doors on each side.


Brig map.png


Both your own office and the Warden's office is to the south (or port), and to the east (or aft) of the courtyard. They both contain a, records console, a camera console, and a brig specific camera console. They both have personal bunks attached, and additionally the Chief MP's Bunk has a personal fax machine. The Warden's office also has the shutter controls for cells and the courtyard as well as lockdown buttons for the courtyard and the Brig as a whole.

The south (or port) of the Brig is the main detainment area. It contains the Brig cells with timers and wall mounted flashes, and the lockers with prisoner gear intended to be switched for the cell occupant's possessions, and the courtyard which has an attached bathroom and hydroponics area.

In the middle (or the centerline of the ship) of the Brig: you will find the processing area which contains the JAS consoles, security record consoles, crew monitor, as well as the identification computer. Brig and courtyard lockdown buttons are also present here. A holding cell for securing detainees being processed. There is also the attached Brig medical area, and the evidence storage room.

The north (or starboard) of the Brig has an interrogation room, the Brig armory; containing lethal weapons for ship defense or other code red threats and riot gear and non-lethal weapons for unruly marines, the equipment room; in which you will find all the vendors needed to outfit an MP for shipside patrol, a Brig cryo bay and a break room.

And finally, the west (or fore) of the Brig is the permanent detainment area and execution room.

The execution room is where the executions usually should happen. It contains a single chair for the unlucky person that will have their life ended and in the attached storage room: a blindfold, pack of cigarettes and a lighter, a lethal Injection locker containing syringes with a cocktail of dangerous drugs. and a firearms locker. For the procedure of Execution, please see Marine Law - Executions.

The Perma cells come with additional blast shields, and a Lockdown button unique to the permanent detainment area. Also found here are two additional lockers one containing additional prison garb, and the other containing straight jackets and muzzles for unruly prisoners.

Your tools

Being the Chief MP is not an easy job. You are ultimately responsible for the security and law of the ship. Luckily, you have plenty of tools at your disposal to help you fulfill your duties.

  • MPs: Your most important tool are the MPs serving under you. Their job is to perform the dirty work for you: conduct investigations, search areas, chase suspects and arrest lawbreakers. Like any tool, it is important to keep it in good working order, so you should be monitoring them to ensure they're doing their job correctly and in a timely manner and that they don't break procedure. An excellent tool in the wrong hands won't do much good, and a true master can make excellent works even with mediocre tools.
  • The Fax Machine: This is used for contacting High Command. Primarily used to ask permission to remove the acting Commander from their position, it may also be used to inform High Command of unusual circumstances and receive instructions on how to proceed.
  • The Records Console: You can find this console both in your office as well as in the general brig area. It is used to review and update records and as such is one of your most important tools. Use it to make sure people have their status (arrest, released, incarcerated or none) as well as any crimes they may have committed up to date. Status and comments may also be edited by examining someone if you have a secHUD on.
  • The Camera Console: There's one of these in your office and a few more scattered around the ship in checkpoints and other work stations. This allows you to see through any camera in the USS Almayer, and it's useful to find or follow fleeing suspects as well as to keep an eye on your MPs while they're performing their jobs outside the brig.
  • MP tools: Like normal MPs, you have access to a variety of items such as flashes, handcuffs and tasers to help you control and subdue hostiles. You shouldn't need to use this often as your MPs should be doing most of the dirty work for you while you administrate them.

Appeals

All prisoners have the right to an Appeal. Appeals are hearings meant to determine guilt or innocence for the listed crimes of a prisoner. They are not meant to be pardons for crimes committed and prisoners should not be pardoned of any crimes they have committed (unless you're releasing them to defend the ship in an extreme circumstance as outlined in Marine Law).

Appeals may be conducted by either you or the Commander. While you may override their decision, in the interest of fairness you can not perform the appeal if you were involved in the arrest of the prisoner in question, and will have to nominate an uninvolved Commissioned Officer or MP. You may want to use the recorders found in the brig to record appeals for record-keeping.

When a prisoner requests an appeal, you should first hear their side of the story. You should also contact the MP who performed the arrest, any potential victims and available witnesses and hear them out. Review physical evidence such as forensic records if they exist. After that, put it all together and determine whether the prisoner was innocent or guilty and inform them of the verdict. If they're innocent, remove the time for the crimes they were found innocent of from their timer. If they're guilty, leave the timer as it is. Remember that they must still serve the timer for any crimes they're found guilty of, so if they resisted arrest over a crime they were later found innocent of, they must still serve the time for resisting arrest.

Should the appeal be conducted incorrectly the appeal handler will face a Neglect of Duty charge. Should the appeal fail to be handled within the time limit where the nominated appeal handler was properly informed and aware of the Appeal they will face a Neglect of Duty charge.

If the Commanding Officer is accused of incorrectly handling an appeal, you should gather all evidence you can get your hands on, and inform High Command via Fax. If it was deemed that it was handled incorrectly by the Provost Marshal Office or High Command, the Commanding Officer may be arrested, if Provost gives this directive.

Your Skillset

Master
Elite
Expert
Specially Trained
Trained
CQC Endurance Fireman Carry
Master
Expert
Specially Trained
Trained
Medical Surgery
Master
Expert
Specially Trained
Trained
Construction Engineering JTAC Leadership Vehicles
Specially Trained
Trained
Firearms Police Powerloader Melee Piloting Domestic Intel
Trained
Research Navigation Execution
Trained
Smartgun M5-RPG M4RA Battle Rifle M42A Scoped Rifle M92 Grenade Launcher M240-T Incinerator



To find out about how the skill system works head over to the skills system page.