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{{JobPageHeader
{{JobPageHeader
|headerbgcolor = darkblue
|headerbgcolor = darkred
|headerfontcolor = white
|headerfontcolor = white
|stafftype = COMMAND
|stafftype = SECURITY
|imagebgcolor = lightblue
|imagebgcolor = red
|img = WarrantOfficer.png
|img = WarrantOfficer.png
|jobtitle = Chief MP
|jobtitle = Chief MP
|difficulty = Medium
|difficulty = Very Hard
|superior = Marine Law, Command Staff, CentCom
|rank = Second Lieutenant / First Lieutenant
|duties = Enforce Marine Law. Keep The Crew Safe. Assign Duties To The Military Police.
|superior = [[Marine Law]], [[Commanding Officer]] / Commander, High Command / Provost
|guides = [[Marine Law]], [http://colonial-marines.com/viewtopic.php?f=57&t=5094 Server Rules]
|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.
|guides = [[Marine Law]], [http://cm-ss13.com/wiki/Rules Server Rules], [[Rank]]
|description = You are held by a higher standard and are required to obey not only the server rules but the Marine Law.<br>Failure to do so may result in a job ban or server ban.<br>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!<br>In addition, you are tasked with the security of high-ranking personnel, including the command staff. Keep them safe!
}}
}}


=Overview=
"''Dura Lex, Sed Lex''" ("The law is harsh, but it is the law") - Ancient Roman proverb
As a Chief MP, your primary duty is to instruct and command the MP's aboard the Almayer to make sure they are enforcing marine law and that the crew of the Almayer are safe from harm, whether it be rogue marines or hostile boarders.


Enforcing Marine Law may be a hard task due to Marines being armed with guns, but - if you need it - your riot suit soaks up bullets like a sponge. Still, it shouldn't be worn unless necessary. MPs start the round equipped with a flash, taser, stun baton, and some handcuffs. MPs may '''never''' use lethal force.
=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 do not outrank any officer on the ship, except in matters in law enforcement.  Because of this, you hold the rank of Warrant Officer and are outside the normal officer and enlisted ranks. You report to the Acting Commander and are part of the command staff, however you last in line of officers for command of the ship. Your primary job, is to ensure that Marine Law is upheld and all prisoners are properly processed and their rights protected as well as remain unbiased in all situations.
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.


'''Military Officers and military law enforcement agents are expected to use their best discretion when applying sentences and apprehending those who violate the above laws. Failure to do so will result in immediate contract termination at the discretion of Central Command military officials.'''
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.


=Marine Arrest Procedure=
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).
If you need to arrest someone, try to warn them first and do it with minimal drama.


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.


==Compliant/Non-aggressive suspect who is not resisting==
*'''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.'''
# Verbally inform the suspect you are going to take them into custody and the charge.
# Order the suspect to the ground.
# Handcuff the suspect.
# Inform the suspect of the expected duration they will be in the brig.


=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.


==Belligerent, aggressive or non-compliant suspect==
# Prepare your preferred method of neutralizing resistance (Taser, Flashbang, Stun-baton).
# Apply preferred method until suspect is no longer resisting.
# Secure the Suspect.
# Inform them of the charge and duration of their sentence (don't forget to add resisting arrest).


==Brig Processing Procedure==
[[File:Brig map.png]]
# Begin the timer the moment the prisoner is in the cell.
# Remove necessary items from the suspect.<small>
## If the suspect is being held for 30 or less minutes for a non-violent offense, remove their backpack, belt, armor (head and chest), and any tools that may be used for escape.  Do NOT strip them of their radio, jumpsuit, or boots.
## If the suspect is being held for more than 30 minutes, for a violent offense, or are a past escape risk fully strip them and have them wear the orange prisoner suit.  They may keep their radio unless they abuse it while in the cell (such as trying to escape, or screaming over it).</small>
# Buckle-cuff the suspect to the bed.
# Flash the suspect and immediately remove their handcuffs.
# Recover your handcuffs and leave the cell.
# For the duration that there are prisoners, there must be at least one MP in Security at ALL TIMES (except in emergency situations).


(Note: it may be impractical or impossible to begin the timer the moment the prisoner is in the cell. It may be better practice to begin the timer the moment the arresting MP leaves the cell.)




==Prisoner Rights==
Both your own office and the Warden's office is to the south (or port), and to the east  (or aft) of the courtyardThey 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 following is a list of rights prisoners haveWith the noted exceptions, these rights '''CANNOT BE DENIED'''.


# Medical Treatment on Request (MP will call a doctor to treat in security, if moving to med-bay is required it will NOT count against time to serve).
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.  
# Access to a radio (may be denied if the prisoner is abusing it).
# To appeal with the Commander (or a representative he sends) in a timely manner about his case one time (commander may deny this depending on the situation).
# Protection from threats (the duty of the MP is to ensure that the prisoner is safe and unharmed during confinement).


=Storing evidence=
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.
Click and drag the item onto the evidence bag to place the item into the evidence bag. Once that's done place it in the gun cabinet as it's your most secure area in the Mp office, or if it's a current ongoing investigation leave it out on the centre table so that the other Mp's can look at it. Generally if you manage to get fingerprints from your perp you'll also want to store those as well.


=Current Marine Laws=
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.
All brig times are gauged with this Marine Law guide. Disregarding it can result in a job ban. The arresting Marine determines the punishment, ranging from Minimum to Maximum.  MPs should work to minimize excessive punishments and ensure that the severity of the punishment fits the crime.


'''EXCESSIVE TIME:''' If the total punishment is to exceed 90 minutes (this should probably read "60", because the timer on cells in the brig only go to 60, and any sentence over 60 minutes can result in execution, per the next section), the Commander can give special permission for permanent confinement, no matter the crime.
And finally, the west (or fore) of the Brig is the permanent detainment area and execution room.
<br>
<table border="1">
<tr>
<th>Charge</th>
<th>Description</th>
<th>Minimum Punishment</th>
<th>Maximum Punishment</th>
</tr>
<tr>
<td>Insubordination</td>
<td>Failing to follow a legitimate order from a superior.</td>
<td>5 Minutes</td>
<td>30 Minutes<br>Demotion</td>
</tr>
<tr>
<td>Damage to Government Property</td>
<td>Damaging the ship or making unauthorized modifications to it during peacetime.</td>
<td>Return ship to it's exact previous state.</td>
<td>15 Minutes.</td>
</tr>
<tr>
<td>Trespassing</td>
<td>Unauthorized access of an area restricted by Command personnel or an area which a person does not have access to.</td>
<td>5 Minutes </td>
<td>15 minutes.</td>
</tr>
<tr>
<td>Contraband</td>
<td>To retain possession of, distribute, or use contraband items, including drugs and non-standard Nanotrasen issued equipment.</td>
<td>5 minutes<br>confiscation of contraband items. </td>
<td>15 minutes<br>confiscation of contraband items.</td>
</tr>
<tr>
<td>Theft</td>
<td>To retain possession of items belonging to another marine.</td>
<td>5 minutes<br>item returned to owner</td>
<td>15 minutes<br>item returned to owner</td>
</tr>
<tr>
<td>Resisting Arrest</td>
<td>To resist a lawful arrest by a Military Police officer (most people run, be fair).</td>
<td>10 minutes</td>
<td>30 minutes</td>
</tr>
<tr>
<td>Assault</td>
<td>To threaten or use physical force against someone without intent to kill. </td>
<td>10 minutes.</td>
<td>15 minutes.</td>
</tr>
<tr>
<td>Neglect of duty</td>
<td>Failure to perform their role to an acceptable standard. For example, a Commander failing to properly organize and ensure his personnel are given orders.</td>
<td>10 Minutes.</td>
<td>Demotion/removal of command<br>25 minutes</td>
</tr>
<tr>
<td>Assault with a deadly weapon</td>
<td>To enact physical force against someone with a lethal weapon, such as a sidearm, blade, or rifle.</td>
<td>20 minutes</td>
<td>Permanent confinement</td>
</tr>
<tr>
<td>Manslaughter</td>
<td>To be the cause of another person's death without malicious intent.</td>
<td>20 minutes<br>Demotion</td>
<td>45 Minutes<br>Demotion</td>
</tr>
<tr>
<td>Murder or Unauthorized Execution</td>
<td>To attempt or succeed in the attempts of killing someone with malicious intent. Executions are only authorized with permission from and in the presence of the acting Commander.</td>
<td>Permanent confinement</td>
<td>Execution</td>
</tr>
<tr>
<td>Mutiny</td>
<td>To attempt or succeed at overpowering or overthrowing a commanding officer.</td>
<td>Permanent confinement</td>
<td>Execution</td>
</tr>
<tr>
<td>Terrorist Collaboration</td>
<td>To act as an enemy to the corporation or engage in acts that attempt to hurt or endanger the corporation.</td>
<td>Permanent confinement</td>
<td>Execution</td>
</tr>
<tr>
<td>Sexual assault</td>
<td>To attempt to or succeed in the acts of assaulting another person sexually, including rape.</td>
<td>Permanent confinement</td>
<td>Execution</td>
</tr>
</table>


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]].


=Execution Procedures=
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.
''“The man who passes the sentence should swing the sword. If you would take a man's life, you owe it to him to look into his eyes and hear his final words. And if you cannot bear to do that, then perhaps the man does not deserve to die.”''


Executions are authorized for crimes with execution as the maximum punishment. Additionally, if the maximum amount of time to be served is greater than 1 hour, the commander can authorize an execution if they believe that the prisoner will re-offend or is/will be a danger to the crew or ship.
=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.


Only the Commander (or acting Commander) may authorize executions. If they decide an execution is necessary, the follow procedure must be followed:
*'''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 Commander must make a ship-wide announcement from the bridge communication console, informing the crew of the intent to execute and why. (Example:  "I, Commander 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.")
*'''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 commander must declare the method of execution used from the following:<small>
## Lethal Injection (30u chloral hydrate or other chemical).
## Firing Squad (commander may pick the marines).
## Airlock Decompression (ejected out the airlock at the rear of the ship).</small>
# The Commander '''MUST''' be present at the execution.
# The condemned '''MUST''' be given a chance to give any final words.


*'''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.


'''Placeholder page until WO is more refined'''
*'''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 [[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 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=
{{MarineSkills
|cqc=2
|melee=1
|firearms=1
|endurance=2
|engineering=2
|construction=2
|leadership=2
|medical=1
|police=2
|jtac=3
|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].

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.