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m (Protected "Military Police" ([Edit=⧼protect-level-Trusted⧽] (indefinite) [Move=⧼protect-level-Trusted⧽] (indefinite))) |
(More wording changes and detail over survivors, IDs, and Access) |
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|jobtitle = Military Police | |jobtitle = Military Police | ||
|difficulty = Hard | |difficulty = Hard | ||
|rank = Sergeant | |rank = Corporal / Sergeant / Staff Sergeant | ||
|superior = | |superior = [[Commanding Officer]], [[Chief MP]], [[Warden]] and [[Marine Law]] | ||
|unlock = Ten hours as Squad Roles. | |unlock = Ten hours as Squad Roles. | ||
|duties = Enforce Marine Law. Detain Criminals. Keep Shipside Personnel Safe. | |duties = Enforce Marine Law. Detain Criminals. Keep Shipside Personnel Safe. | ||
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==Access Privileges== | ==Access Privileges== | ||
As MP you have access to most places onboard the ship, but there are certain places you do not have access to such as | As MP you have access to most places onboard the ship, but there are certain places you do not have access to such as Research. This is for various reasons such as gameplay, but if you have a proper RP reason you may request the Commander to give you access to the specific area that is needed from the ID Computer in CiC or Briefing if it is for an extended amount of time such as to be stationed as a guard by the Containment cells in Research. | ||
If it is just a search on a person or area, follow the procedure listed in Marine Law here: [[Marine_Law#Search_Procedure|Search Procedure]] | If it is just a search on a person or area, follow the procedure listed in Marine Law here: [[Marine_Law#Search_Procedure|Search Procedure]] | ||
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List of Areas MP's can't access: | List of Areas MP's can't access: | ||
* Any specialized prep room (Spec, engineer, medic, smartgunner and squad leader.) | * Any specialized prep room (Spec, engineer, medic, smartgunner and squad leader.) | ||
* | * Research | ||
* | * Chemistry | ||
* | * Nurse Office | ||
* | * Telecommunications | ||
* | * COs Office and Quarters | ||
* XOs Quarters | |||
=Application of the law= | =Application of the law= | ||
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[[Marine_Law#Detainment_and_Brig_Procedures|Detainment and Brig Procedures]] should always be followed meaning you do every step as stated in no particular order. If a prisoner harms himself or tries to break the window, you can temporarily cuff him to the bed, run to Perma and grab a Straightjacket. The Straightjacket will remain on for the duration of the timer until the prisoner is released. | [[Marine_Law#Detainment_and_Brig_Procedures|Detainment and Brig Procedures]] should always be followed meaning you do every step as stated in no particular order. If a prisoner harms himself or tries to break the window, you can temporarily cuff him to the bed, run to Perma and grab a Straightjacket. The Straightjacket will remain on for the duration of the timer until the prisoner is released. | ||
As a Military | As a Military Police Officer, you are assigned to the protection of USCM prisoners as well as POW (Prisoners of War) held in the Brig. Remember, you're not a 'no-mercy' type of officer from the early wars and should treat Prisoners by Marine Law. | ||
Once a prisoner is appropriately sentenced you are to make sure they are provided their [[Marine Law#Prisoner Rights| basic rights]] which CANNOT be denied, such as Medical treatment, food, etc ... except for in extreme situations with approval from the Chief Military Police Officer or the Commanding Officer. | Once a prisoner is appropriately sentenced you are to make sure they are provided their [[Marine Law#Prisoner Rights| basic rights]] which CANNOT be denied, such as Medical treatment, food, etc ... except for in extreme situations with approval from the Chief Military Police Officer or the Commanding Officer. | ||
=== NJP's === | === NJP's === | ||
[[Marine Law#Non-Judicial Punishments (NJPs)|NJPs]] As per Marine Law; are one-time offers for crimes with a sentence equal to or lower than 10 minutes, the arresting MP, Chief MP or the Commanding Officer may administer a Non-Judicial Punishment instead of a brig sentence. NJPs may only be issued to those they outrank. You must still update the records. If the NJP is refused Prisoners serve their original sentence or 10 minutes if none exists | |||
NJPs can be offered to prisoners in the Brig as long as they were not offered one prior to being Incarcerated on the same charge(s). This offer after being Incarcerated can be prohibited on a case by case basis by those higher on the MP CoC. MP < Warden < CMP < CO. | |||
If they accept but do not comply with the NJP, you may add an Resisting Arrest charge to the sentence; Failing to complete the NJP is not Failure to comply with it as long as a legitimate attempt was made. NJPs can not last longer than 10 minutes. And if given to a Prisoner in the Brig can not last longer than the time remaining on their Brig timer. | |||
Possible NJP suggestions: | Possible NJP suggestions: | ||
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==Survivors== | ==Survivors== | ||
You may not always be informed when someone comes aboard, but when found or informed this can be a good outline of things you should do to cover your bases. <br />1. Secure any weapons. This is preferably done in the brig or another secure area. Ensure all bags, belts, boots and any other container on their persons is checked for items in contravention of current [[Marine Law]] <br />2. If done in the brig you can do a quick scan of them in the brig medbay if they weren't first checked out or treated when they arrived. <br />3. Update their ID to colonist or passenger at the ID computer in the CIC or the one near briefing. In addition to this, survivors can also be enlisted into the USCM as a private, with the permission of the Commanding Officer. Once completed you can print the access report for the CMP or use it for the next step. <br />4. Add the survivor to the ship security records and '''optionally''' remove their gloves and take prints from the survivor with a forensic scanner for future investigations. Take a photo of their front-facing and side facing sprite to also add to the records. <br />5. The CL, CO, CMP or researcher may want to RP with them. Contact them! <br/>5. If the | You may not always be informed when someone comes aboard, but when found or informed this can be a good outline of things you should do to cover your bases. <br />1. Secure any weapons. This is preferably done in the brig or another secure area. Ensure all bags, belts, boots and any other container on their persons is checked for items in contravention of current [[Marine Law]] <br />2. If done in the brig you can do a quick scan of them in the brig medbay if they weren't first checked out or treated when they arrived. <br />3. Update their ID to colonist or passenger at the ID computer in the CIC or the one near briefing. In addition to this, survivors can also be enlisted into the USCM as a private, with the permission of the Commanding Officer. Once completed you can print the access report for the CMP or use it for the next step. <br />4. Add the survivor to the ship security records and '''optionally''' remove their gloves and take prints from the survivor with a forensic scanner for future investigations. Take a photo of their front-facing and side facing sprite to also add to the records. <br />5. The CL, CO, CMP or researcher may want to RP with them. Contact them! <br/>5. If the Commander/Duty Officer allows them to assume a role in one of the departments, you can update the ID to reflect the change. | ||
* Armed survivors in the CIC is a big danger to the command staff and operations; they should be intercepted before they can gain access. | * Armed survivors in the CIC is a big danger to the command staff and operations; they should be intercepted before they can gain access. | ||
* Colonial | * Colonial Marshals are not from the Provost office and do not receive immunity. Ahelp when unsure! | ||
* Survivors cannot keep their weapons while on the ship | * Survivors cannot keep their weapons while on the ship whilst not at a red alert level. | ||
* You cannot take fingerprints from someone wearing gloves. | * You cannot take fingerprints from someone wearing gloves. | ||
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* If you do not change the assignment or use a custom assignment on a colonist ID they will continue to display a [[File:Unknown.png]] on the security HUD | * If you do not change the assignment or use a custom assignment on a colonist ID they will continue to display a [[File:Unknown.png]] on the security HUD | ||
* ID cards without "USS Almayer Identification" checked will detonate claymores and be engaged by sentries. It must always be checked on friendlies! | * ID cards without "USS Almayer Identification" checked will detonate claymores and be engaged by sentries. It must always be checked on friendlies! | ||
* Survivors cannot be given | * Survivors cannot be given, police, command roles or assignments in departments they don't have skills in. | ||
* Custom roles can be assigned such as Janitor, Pastor, Chef, Receptionist, etc.. | * Custom roles can be assigned such as Janitor, Pastor, Chef, Receptionist, etc.. | ||
* | * All assignments need to have permission from the Head of Department or the Commander/Duty Officer. | ||
=Your Workspace= | =Your Workspace= | ||
The Brig is located West (fore) of | 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. | ||
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The Brig is likely where you will spend a lot of time as MP. Both Chief MP's 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 | 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 | 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. | |||
===Armory and Equipment Room=== | |||
The Armory and Equipment Room, located on the starboard side of Brig. The lockers in the armory are bulletproof and only open on Red Alert, but can be opened manually by the CMP, Warden, SEA, ASO, XO or CO. | |||
[[File:Ss13_MP_armory.png]] | [[File:Ss13_MP_armory.png]] | ||
''' | '''Red Level Gun Lockers:''' | ||
* | *M4RA Battle Rifles | ||
* | *M4RA Magazine boxes | ||
*M39 Submachineguns | |||
*M39 Magazine boxes | |||
* MK221 Tactical Shotguns | |||
*Buckshot shell boxes | |||
* Slug shell boxes | |||
'''Riot Control Lockers:''' | '''Riot Control Lockers:''' | ||
* Box of Flashbangs | *Box of Flashbangs | ||
* Box of M66 Tear Gas Grenades | *Box of M66 Tear Gas Grenades | ||
* M81 Riot Grenade Launchers | * M81 Riot Grenade Launchers | ||
* Gas Masks | *Gas Masks | ||
* | *MK221 Riot Shotguns | ||
* | *Riot Control beanbag shells | ||
* M5 Riot Armor and Helmet | *M5 Riot Armor and Helmet | ||
* Riot Shield | *Riot Shield | ||
'''Equipment Vendors:''' | |||
*Essential Police Set: Helmet, Spare MP Belt, Spare Security HUD | |||
* | * Spare Uniform, Armor, Gloves, Boots, MP Beret and Radio Headset | ||
* | *Sidearm choice of Mod 88 Combat Pistol, M4A3 Service Pistol or M44 Combat Revolver | ||
* | *Belt choice of General Pistol Holster Rig, General Revolver Holster Rig or G8-A General Utility Pouch | ||
*Pouch choices of Medium General Pouch, First-Aid Pouches, Pistol Magazine Pouch, and Pistol Pouch | |||
*Mask choice of Gas Mask, Heat Absorbent Coif or Rebreather | |||
*And a Uniform Accessory choice of Either Black/Brown webbing vest or Should holster | |||
=Your Tools = | |||
Being an MP is not an easy job. You are responsible for the security and law of the ship. Luckily, you have plenty of tools at your disposal to help you fulfil your duties. | |||
*'''The Fax Machine:''' This is used for contacting Provost and High Command. Primarily used to ask permission to remove the acting Commanding Officer from their position, it may also be used to inform Provost of unusual circumstances and receive instructions on how to proceed and when in doubt of the CMP's action you can report it through the fax machine. Make sure you send a properly formatted Fax. It makes it both easier to read and looks more quite a lot more professional. You can find the proper format to use and a lot of other goodies in our [[Guide_to_Paperwork|Paperwork Guide]]. | |||
*'''The | * '''The Records Console:''' You can find this console in the Brig processing areas, at security checkpoints, and both the Warden's and CMP's office. It is used to review and update records and as such is one of your most essential tools. Use it to make sure people have their status (suspect, njp, 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 Security HUD on. To identify fingerprints found on your forensic scanner, click the console with your scanner in hand to place it in, and then print out the results. | ||
*'''The | * '''The Camera Console:''' There's one of these in the brig and a few more scattered around the ship in checkpoints and other workstations. The Console 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 shipside operations. | ||
*''' | *'''Recharger:''' There is five in the Brig and a few in Medbay. They can charge up stuff that runs on electricity. Some of the Equipment it can charge is: Disabler, Stun baton. | ||
*'''Pepper spray refiller:''' Located in the Brig Equipment room as well as the processing area near the holding cell, can be used to refill pepper spray. | |||
*'''Pepper spray refiller:''' Located in the | |||
*'''Security HUD-Glasses:''' Wearing these glasses will show jobs onboard the Almayer, someone not on the crew-list or not wearing ID.<br />[[File:Unknown.png]] Unknown - They are not wearing their ID<br /> [[File:Suspect.png]] Suspect - Examine their record or ask the MP net why they are suspected of a crime. <br /> [[File:NJP.png]] NJP - They have committed a minor crime but are being forced to do punishment tasks that do not involve an arrest.<br /> [[File:Wanted.png]] Arrest - Examine their record or ask the MP net which crimes they are wanted for.<br /> [[File:Incarcerated.png]] Incarcerated - Outside of Brig this can be an indication of a prisoner that has broken out, call this in and check it out!<br />[[File:Released.png]] Released - Keep an eye on these in case they continue their mischief. | |||
*'''MP tools:''' You have access to a variety of items such as flashes, handcuffs, and tasers to help you control and subdue hostiles. | *'''MP tools:''' You have access to a variety of items such as flashes, handcuffs, and tasers to help you control and subdue hostiles. | ||
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<center> | <center> | ||
{| style="width: 76%; border: none" | {| style="width: 76%; border: none" | ||
|style="width: 100%; vertical-align: top;" | <tabs> | | style="width: 100%; vertical-align: top;" |<tabs> | ||
<tab name="Uniform"> | <tab name="Uniform"> | ||
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|style="border: 2px solid black; padding: 5px;"| [[File:MP_Beret.png]] | |style="border: 2px solid black; padding: 5px;"| [[File:MP_Beret.png]] | ||
'''MP Beret''' | '''MP Beret''' | ||
|style="border: 2px solid black; padding: 5px;"| A | |style="border: 2px solid black; padding: 5px;"| A cover typically worn by marines of the USCM. This one has a unique red color to designate MP personnel. Only available to MP's. | ||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"| [[File:MP_Cap.png]] | |style="border: 2px solid black; padding: 5px;"| [[File:MP_Cap.png]] | ||
'''Military Police Cap''' | '''Military Police Cap''' | ||
|style="border: 2px solid black; padding: 5px;"| A ball-cap worn by the more casual of the USCM's Military Police. | |style="border: 2px solid black; padding: 5px;"| A ball-cap style cover worn by the more casual of the USCM's Military Police. | ||
|- | |- | ||
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* To activate and deactivate the stunbaton press Z or Click on it. | * To activate and deactivate the stunbaton press Z or Click on it. | ||
* Use Harm Intent to do lethal Damage. Disarm and Help Intent for Non-Lethal Prodding. | * Use Harm Intent to do lethal Damage. Disarm and Help Intent for Non-Lethal Prodding. | ||
* Non-MP's that | * Non-MP's that pick up your stun baton cannot activate it. | ||
* Stun | * Stun batons can be recharged in a Recharger. | ||
|- | |- | ||
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|- | |- | ||
|style="border: 2px solid black; padding: 5px;"| [[File: | |style="border: 2px solid black; padding: 5px;"| [[File:M4a3.png]] | ||
[[Marine Equipment#M4A3 Service Pistol| '''M4A3 Service Pistol''']] | [[Marine Equipment#M4A3 Service Pistol| '''M4A3 Service Pistol''']] | ||
|style="border: 2px solid black; padding: 5px;"| The M4A3 Service Pistol is a reliable fallback weapon that uses 9mm handgun ammunition in a 9 round magazine. | |style="border: 2px solid black; padding: 5px;"| The M4A3 Service Pistol is a reliable fallback weapon that uses 9mm handgun ammunition in a 9 round magazine. | ||
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|- | |- | ||
|style="border: 2px solid black; padding: 5px;"| [[File:wytacshotgun.png| | |style="border: 2px solid black; padding: 5px;"| [[File:wytacshotgun.png|96px]] | ||
[[Marine Equipment#Mk221 Tactical Shotgun|'''Mk221 Tactical Shotgun''']] | [[Marine Equipment#Mk221 Tactical Shotgun|'''Mk221 Tactical Shotgun''']] | ||
|style="border: 2px solid black; padding: 5px;"| A unique company made semi-automatic shotgun with a rapid fire rate and an attached Underslung Grenade Launcher. Holds 8 shotgun shells in the chamber. | |style="border: 2px solid black; padding: 5px;"| A unique company made semi-automatic shotgun with a rapid fire rate and an attached Underslung Grenade Launcher. Holds 8 shotgun shells in the chamber. | ||
Can be found in the ''' | Can be found in the '''Brig armory''', comes pre-loaded with slug shells. | ||
|} | |} | ||
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|- | |- | ||
|style="border: 2px solid black; padding: 5px;"| [[File: | |style="border: 2px solid black; padding: 5px;"| [[File:RiotMk221.png|96px]] | ||
'''MK211 Riot Shotgun''' | |||
|style="border: 2px solid black; padding: 5px;"| | |style="border: 2px solid black; padding: 5px;"| The Corporate Made MK221 Shotgun, a semi-automatic shotgun with a quick fire rate. Equipped with a steel blue finish to signify use in riot control. Modified to only fire 20G beanbags. | ||
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'''Firstly''', open the machine by clicking on it. | '''Firstly''', open the machine by clicking on it. | ||
[[File:JAS-1.png|center|frameless|625x625px]] | |||
'''Secondly''', you will then be prompted with TWO options: Import Report; where you can Insert an existing Security Incident Report Paper, and then New Report; where you can create a new report. Select New Report for now. | '''Secondly''', you will then be prompted with TWO options: Import Report; where you can Insert an existing Security Incident Report Paper, and then New Report; where you can create a new report. Select New Report for now. | ||
[[File:JAS-2.png|center|frameless|625x625px]] | |||
'''Thirdly''', you will be brought to a page with various options. You can select the Criminal, Incident Summary, Charges, Witnesses, and Evidence. | '''Thirdly''', you will be brought to a page with various options. You can select the Criminal, Incident Summary, Charges, Witnesses, and Evidence. | ||
<center> | <center> | ||
</center> | </center> | ||
'''Fourthly''', input your info: | '''Fourthly''', input your info: | ||
* Take the prisoners ID and click on the criminal option, this will set them as the perpetrator. | *Take the prisoners ID and click on the criminal option, this will set them as the perpetrator. | ||
* Next write out the incident under incident summary, just describe what happened. This is basically the event that justified an arrest. | *Next write out the incident under incident summary, just describe what happened. This is basically the event that justified an arrest. | ||
* Then select the crimes option to apply charges. Once selected you can choose from Minor, Major, Capital, and | *Then select the crimes option to apply charges. Once selected you can choose from Minor, Major, Capital, Optional and Precautionary. | ||
* Same as selecting the criminal you can additionally add a witness to the report by taking their ID and clicking on the witness option; also you can add notes about the witness afterwards. | *Same as selecting the criminal you can additionally add a witness to the report by taking their ID and clicking on the witness option; also you can add notes about the witness afterwards. | ||
* Finally import evidence, take any item involved and click on the evidence option. This will enter it in your report; you can also add notes on the evidence if desired. | *Finally import evidence, take any item involved and click on the evidence option. This will enter it in your report; you can also add notes on the evidence if desired. | ||
[[File:JAS-3.png|center|frameless|625x625px]] | |||
'''Lastly''', hit Export Incident and a piece of paper will pop out. Grab the paper and bring it over to any of the Brig Cell Displays on the wall adjacent to the sliding glass doors south of you. Insert the paper into the display, select the report, and then start the timer. | '''Lastly''', hit Export Incident and a piece of paper will pop out. Grab the paper and bring it over to any of the Brig Cell Displays on the wall adjacent to the sliding glass doors south of you. Insert the paper into the display, select the report, and then start the timer. | ||
Latest revision as of 17:40, 23 August 2024
Difficulty: Hard Supervisors: Commanding Officer, Chief MP, Warden and Marine Law Rank: Corporal / Sergeant / Staff Sergeant Duties: Enforce Marine Law. Detain Criminals. Keep Shipside Personnel Safe. Guides: Marine Law, Server Rules, Rank Unlock Requirements: Ten hours as Squad 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. |__________| |
"The difference between a normal policeman and a military policeman, is that a military policeman deals with trained killers" - Anonymous.
Overview
DISCLAIMER: Keep in Mind that both Marine Law, Server Rules, Rank occasionally change, meaning parts of this guide can then be out of date. If this guide ever contradicts what is being said in one of those three pages, notify the Wiki Maintainer and follow what is said in those pages.
As a Military Police Officer, your primary duty is to obey and enforce Marine Law.
MPs are held to a very high standard of conduct because you are the source of in-character discipline as well as the server's first line of defense against out-of-character infractions. You are bound to Marine Law as Server Rules meaning if you break any laws in Marine Law you risk being punished outside of "In Character", meaning you may be Job banned or even outright banned due to your actions.
Enforcing Marine Law may be a hard task due to Marines being up to no good and refusing to come quietly. But fear not, you are equipped with state of the art Non-Lethal Weaponry that can keep a marine down for the time you need to get them cuffed and transported to the brig.
When it comes to Marine Law matters, you are always to listen to the CMP above all else as long as it does not interfere with Marine Law or Server Rules. The only one higher than the CMP in marine law is the CO and High Command. If you are ever in doubt, Ahelp the Situation and Ask before proceeding. This can save a lot of hassle and is a good tip you should keep in mind. You should never act against the Commanding Officer or Chief MP without a very good IC reason. Your job is to keep the ship safe and enforce marine law.
Unless Authorized by the CMP or aCO you are NEVER to use lethal force against a Suspect. - See Marine Law for more information.
Patrolling & Investigations
When beginning your shift, your first task is generally to get geared up and report to the checkpoints, req or briefing as per your CMP's orders. The briefing can be a delicate time and can get out of hand very quickly, be diplomatic, and always remember you are outnumbered. Once the marines have gone down it's time to patrol the ship unless told otherwise, check all rooms of the ship you never know what you might find or who you might find.
Access Privileges
As MP you have access to most places onboard the ship, but there are certain places you do not have access to such as Research. This is for various reasons such as gameplay, but if you have a proper RP reason you may request the Commander to give you access to the specific area that is needed from the ID Computer in CiC or Briefing if it is for an extended amount of time such as to be stationed as a guard by the Containment cells in Research.
If it is just a search on a person or area, follow the procedure listed in Marine Law here: Search Procedure
Due to MP's having access to almost all places onboard the ship you will often be called to help out CT's, Doctors, or OT's even for various reasons, but make sure you always prioritize between requests. A doctor that needs access to a prep room since a marine has died there comes before an OT needing access to fix a light another place.
List of Areas MP's can't access:
- Any specialized prep room (Spec, engineer, medic, smartgunner and squad leader.)
- Research
- Chemistry
- Nurse Office
- Telecommunications
- COs Office and Quarters
- XOs Quarters
Application of the law
Prisoners
Detainment and Brig Procedures should always be followed meaning you do every step as stated in no particular order. If a prisoner harms himself or tries to break the window, you can temporarily cuff him to the bed, run to Perma and grab a Straightjacket. The Straightjacket will remain on for the duration of the timer until the prisoner is released.
As a Military Police Officer, you are assigned to the protection of USCM prisoners as well as POW (Prisoners of War) held in the Brig. Remember, you're not a 'no-mercy' type of officer from the early wars and should treat Prisoners by Marine Law.
Once a prisoner is appropriately sentenced you are to make sure they are provided their basic rights which CANNOT be denied, such as Medical treatment, food, etc ... except for in extreme situations with approval from the Chief Military Police Officer or the Commanding Officer.
NJP's
NJPs As per Marine Law; are one-time offers for crimes with a sentence equal to or lower than 10 minutes, the arresting MP, Chief MP or the Commanding Officer may administer a Non-Judicial Punishment instead of a brig sentence. NJPs may only be issued to those they outrank. You must still update the records. If the NJP is refused Prisoners serve their original sentence or 10 minutes if none exists
NJPs can be offered to prisoners in the Brig as long as they were not offered one prior to being Incarcerated on the same charge(s). This offer after being Incarcerated can be prohibited on a case by case basis by those higher on the MP CoC. MP < Warden < CMP < CO.
If they accept but do not comply with the NJP, you may add an Resisting Arrest charge to the sentence; Failing to complete the NJP is not Failure to comply with it as long as a legitimate attempt was made. NJPs can not last longer than 10 minutes. And if given to a Prisoner in the Brig can not last longer than the time remaining on their Brig timer.
Possible NJP suggestions:
- Clean up briefing/req/lounge
- Mopping floors
- Push-ups or laps
- Writing an apology letter
Survivors
You may not always be informed when someone comes aboard, but when found or informed this can be a good outline of things you should do to cover your bases.
1. Secure any weapons. This is preferably done in the brig or another secure area. Ensure all bags, belts, boots and any other container on their persons is checked for items in contravention of current Marine Law
2. If done in the brig you can do a quick scan of them in the brig medbay if they weren't first checked out or treated when they arrived.
3. Update their ID to colonist or passenger at the ID computer in the CIC or the one near briefing. In addition to this, survivors can also be enlisted into the USCM as a private, with the permission of the Commanding Officer. Once completed you can print the access report for the CMP or use it for the next step.
4. Add the survivor to the ship security records and optionally remove their gloves and take prints from the survivor with a forensic scanner for future investigations. Take a photo of their front-facing and side facing sprite to also add to the records.
5. The CL, CO, CMP or researcher may want to RP with them. Contact them!
5. If the Commander/Duty Officer allows them to assume a role in one of the departments, you can update the ID to reflect the change.
- Armed survivors in the CIC is a big danger to the command staff and operations; they should be intercepted before they can gain access.
- Colonial Marshals are not from the Provost office and do not receive immunity. Ahelp when unsure!
- Survivors cannot keep their weapons while on the ship whilst not at a red alert level.
- You cannot take fingerprints from someone wearing gloves.
Updating ID's or demotions
To demote or add someone to the crew. Try to use the ID they are wearing as opposed to creating a new ID from a blank card.
1. Take their ID and enter it into the Target Identity slot on the ID computer
2. Enter your ID into the Authorized Identify slot
3. Under the assignment section, you can set someone to a job, and it will automatically assign the appropriate privileges to the ID or remove them in a demotion.
4. Alternatively, you can manually change accesses by adding or subtracting areas of access.
- If you do not change the assignment or use a custom assignment on a colonist ID they will continue to display a on the security HUD
- ID cards without "USS Almayer Identification" checked will detonate claymores and be engaged by sentries. It must always be checked on friendlies!
- Survivors cannot be given, police, command roles or assignments in departments they don't have skills in.
- Custom roles can be assigned such as Janitor, Pastor, Chef, Receptionist, etc..
- All assignments need to have permission from the Head of Department or the Commander/Duty Officer.
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.
The Brig is likely where you will spend a lot of time as MP. Both Chief MP's 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.
Armory and Equipment Room
The Armory and Equipment Room, located on the starboard side of Brig. The lockers in the armory are bulletproof and only open on Red Alert, but can be opened manually by the CMP, Warden, SEA, ASO, XO or CO.
Red Level Gun Lockers:
- M4RA Battle Rifles
- M4RA Magazine boxes
- M39 Submachineguns
- M39 Magazine boxes
- MK221 Tactical Shotguns
- Buckshot shell boxes
- Slug shell boxes
Riot Control Lockers:
- Box of Flashbangs
- Box of M66 Tear Gas Grenades
- M81 Riot Grenade Launchers
- Gas Masks
- MK221 Riot Shotguns
- Riot Control beanbag shells
- M5 Riot Armor and Helmet
- Riot Shield
Equipment Vendors:
- Essential Police Set: Helmet, Spare MP Belt, Spare Security HUD
- Spare Uniform, Armor, Gloves, Boots, MP Beret and Radio Headset
- Sidearm choice of Mod 88 Combat Pistol, M4A3 Service Pistol or M44 Combat Revolver
- Belt choice of General Pistol Holster Rig, General Revolver Holster Rig or G8-A General Utility Pouch
- Pouch choices of Medium General Pouch, First-Aid Pouches, Pistol Magazine Pouch, and Pistol Pouch
- Mask choice of Gas Mask, Heat Absorbent Coif or Rebreather
- And a Uniform Accessory choice of Either Black/Brown webbing vest or Should holster
Your Tools
Being an MP is not an easy job. You are responsible for the security and law of the ship. Luckily, you have plenty of tools at your disposal to help you fulfil your duties.
- The Fax Machine: This is used for contacting Provost and High Command. Primarily used to ask permission to remove the acting Commanding Officer from their position, it may also be used to inform Provost of unusual circumstances and receive instructions on how to proceed and when in doubt of the CMP's action you can report it through the fax machine. Make sure you send a properly formatted Fax. It makes it both easier to read and looks more quite a lot more professional. You can find the proper format to use and a lot of other goodies in our Paperwork Guide.
- The Records Console: You can find this console in the Brig processing areas, at security checkpoints, and both the Warden's and CMP's office. It is used to review and update records and as such is one of your most essential tools. Use it to make sure people have their status (suspect, njp, 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 Security HUD on. To identify fingerprints found on your forensic scanner, click the console with your scanner in hand to place it in, and then print out the results.
- The Camera Console: There's one of these in the brig and a few more scattered around the ship in checkpoints and other workstations. The Console 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 shipside operations.
- Recharger: There is five in the Brig and a few in Medbay. They can charge up stuff that runs on electricity. Some of the Equipment it can charge is: Disabler, Stun baton.
- Pepper spray refiller: Located in the Brig Equipment room as well as the processing area near the holding cell, can be used to refill pepper spray.
- Security HUD-Glasses: Wearing these glasses will show jobs onboard the Almayer, someone not on the crew-list or not wearing ID.
Unknown - They are not wearing their ID
Suspect - Examine their record or ask the MP net why they are suspected of a crime.
NJP - They have committed a minor crime but are being forced to do punishment tasks that do not involve an arrest.
Arrest - Examine their record or ask the MP net which crimes they are wanted for.
Incarcerated - Outside of Brig this can be an indication of a prisoner that has broken out, call this in and check it out!
Released - Keep an eye on these in case they continue their mischief. - MP tools: You have access to a variety of items such as flashes, handcuffs, and tasers to help you control and subdue hostiles.
Equipment
Jurisdictional Automated System
A new helpful tool has been installed in the brig, the ever fine Jurisdictional Management System. You may be asking yourself, how do I use this machine? It is all quite simple, and by following this easy guide you will master it.
Firstly, open the machine by clicking on it.
Secondly, you will then be prompted with TWO options: Import Report; where you can Insert an existing Security Incident Report Paper, and then New Report; where you can create a new report. Select New Report for now.
Thirdly, you will be brought to a page with various options. You can select the Criminal, Incident Summary, Charges, Witnesses, and Evidence.
Fourthly, input your info:
- Take the prisoners ID and click on the criminal option, this will set them as the perpetrator.
- Next write out the incident under incident summary, just describe what happened. This is basically the event that justified an arrest.
- Then select the crimes option to apply charges. Once selected you can choose from Minor, Major, Capital, Optional and Precautionary.
- Same as selecting the criminal you can additionally add a witness to the report by taking their ID and clicking on the witness option; also you can add notes about the witness afterwards.
- Finally import evidence, take any item involved and click on the evidence option. This will enter it in your report; you can also add notes on the evidence if desired.
Lastly, hit Export Incident and a piece of paper will pop out. Grab the paper and bring it over to any of the Brig Cell Displays on the wall adjacent to the sliding glass doors south of you. Insert the paper into the display, select the report, and then start the timer.
CONGRATULATIONS, now you know how to use the Jurisdictional Automated System.
Your Skillset
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To find out about how the skill system works head over to the skills system page.