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User talk:Awan: Difference between revisions

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


= Who am I? =


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


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


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


If you're uploading a new image from the map and want to add text. The font we use is  <span style="font-family: city light;">city light</span>.
=== To-Do List ===
* Implement research paper work. 90% done.
* Add the weapon's entire description, attachments/ammunition to the specialization kits because scrolling back up to look at them is too much work for some.
* Oversee the medic rework page.
* CMO and Doctor page needs a good bit of touching up.
* Add a section in the tanker's page about all their modules in the new vendor at round start.
* Create a set of video tutorials on each and every occupation that is non-whitelisted.
* Make more tea.
* Look through the alien page and update it.
* Update any sprites we have.
* Add Delta level code to SOP.
* Make the guide to food.
* Add the CO's mateba customization kit.
<span style="text-decoration: line-through;"></span>
== Proving grounds ==
The areas below are usually the place where I test and learn wiki code. Hopefully it might be useful to others if anyone actually reads this.
===Section 1===
<span style="color:red;font-size:0.7em;font-weight:bold">(New!)</span>
[[Link:The Baldie|Totally not suspicious link to a joke.]]
<span style="color:#"> </span>
[x[The page where it is#The Subtitle of where it is|Words]x]
Just without the Xs.
[[Squad_Specialist#Pyrotechnician Loadout|Flamer Pack]]
[[Marine Equipment#Specialist Weapons|Example link]]
== Section 2 ==
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;" class="wikitable sortable"
! scope="col" style="background-color:grey;" width=200|Mercenary group
! scope="col" class="unsortable" style="background-color:grey;" |Description
|-
![[File:Dozens.png|link=Dutch's Mercenary Team]]<br>'''[[Dutch's Mercenary Team]]'''
|The '''Dutch's Mercenary Team''' are a small, yet powerful group of mercenaries specialized in jungle warfare. Its members are trained to fight with low tech weapons and equipment, learning special survival techniques and how to conduct guerrilla warfare. They employ very older or outdated weapons such as the M16A2 and the M60, however, they are ''extremely'' well trained to use these weapons, often better than any marine with a M41A.
The team became specialized in fighting a mysterious alien ''predator'', expect seem them in the battlefield helping the Colonial Marines fight them.
|-
|[[File:Standard.png|64px]]<br>'''Marine Reinforcements'''
|As time passes by in [[Whiskey Outpost]], '''Marine Reinforcements''' from the "Dust Raiders" battalion will arrive. They consist of a normal marine squad without any specialties from any of the different ERTs mentioned. Both the reinforcements and the Dust Raider garrison share the same objective, '''to hold out Whiskey Outpost''' so that the Dust Raider garrison will station at LV-624 and alien forces in LV-624 will be repelled.
In a normal round, marine reserves can be thawed from hypersleep via [[Defcon|DEFCON]] starting from DEFCON 4. On DEFCON 3 they can be woken from hypersleep wearing full combat gear for a speedy injection of skilled help to the front lines. DEFCON reinforcements during normal rounds will have a mixture of roles normally found in a typical squad.
|-
![[File:Ironbear.png|64px|link=The Iron Bears]]<br>[[The Iron Bears]]
|The '''Iron Bears''' are a special forces group from the USSR.  While the USSR and the US/UA are at peace and officially co-operating, the USSR still wants USCM technology. On average Iron Bear weapons are typically slightly less effective than their USCM counterpart, but this is compensated by their weapons usually having a very large ammo supply.
The Iron Bears will defend themselves from Alien harm, but will '''attempt to seize the ship''' as soon as they can, with the focus (and their goal) of reaching the Combat Information Center to trigger the lockdown and contacting USSR for reinforcements.


==Optional==
These can be added on to any existing charge as needed.
{| border="1"  class="wikitable sortable"
! Charge
! class="unsortable" | Description
! Minimum Punishment
! Maximum Punishment
|-
| Resisting Arrest
| To resist a lawful arrest or search by a Military Police officer.
| 10 minutes
| 30 minutes
|-
| Aiding and Abetting
| Assisting others in committing a crime, directly or indirectly, or encouraging them to commit one.
| Same punishment as the crime committed
| Same punishment as the crime committed
|}
|}


===Other Stuff ===
==Minor Crimes==
 
{| border="1" class="wikitable sortable"
{| style="border: 2px solid black;
! Charge
 
! class="unsortable" | Description
  ! style="background-color:#A9A9A9;"|'''Kits:'''
! Minimum Punishment
! style="background-color:#A9A9A9;"|'''Contents:'''
! Maximum Punishment
|-
|-  
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | [[File:mini Pyro kit.png]]<br>'''M240 Pyrotechnician Support Kit'''
| class="sortable" | Failure to Follow Procedure
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | '''Description:''' A specialization kit that gives you access to the powerful M240 Flamethrower along with equipment to refuel it and to extinguish any friendly fiery incidents. This is one of the kit options of the '''ColMarTech Automated Closet'''.
| Failing to follow the regulations found in the [[Standard Operating Procedure]].
* USCM Pyrotechnician G4-1 Fuel Tank
| Warning
*
| 15 Minutes; Equipment confiscation
{| border="1" class="mw-collapsible mw-collapsed"
|-  
|+ style="text-align:left;"|M240A1 Incinerator Unit
| Damage to Government Property
|-
| Damaging the ship or making any unauthorized modifications to it as outlined in [[Standard Operating Procedure]].
|style="border: 2px solid black; padding: 5px;" |{{Anchor|M240A1 Incinerator Unit}}[[File:Flamethrower.png|64px]]
| Return ship to its exact previous state.
[[#M240A1 Incinerator Unit|'''M240A1 Incinerator Unit''']]
| 30 Minutes
|style="border: 2px solid black; padding: 5px;" |The ultra-deadly M240A1 is one of the most fearsome and savage weapons in the arsenal of the Colonial Marines. Firing extra-thick sticky napthal fuel from detachable fuel tanks, the M240A1 is able to both set hostiles ablaze and to section off an area with a wall of fire. For extended field operations, users of the M240A1 often find themselves refilling their tanks with whatever flammable material is available, with welding fuel being an effective and popular choice. Additionally, one can ask the [[Squad_Specialist#Pyrotechnician Loadout|Pyrotechnician]] to refill your empty fuel tanks. To turn on the pilot light, go to the weapon tab and click unique action. There is no default hotkey for activating the incinerator unit, though you can set up one as a [[Macros | Macro]].
|-  
 
| Prevarication
 
| To intentionally order the arrest of a marine who is then found to be innocent, or to apply an improper or abusive NJP.
They can be found in the Squad Leaders Equipment vendor, PFC Kits or incinerators can be ordered from requisitions if required.
| 5 Minutes
 
| 10 Minutes
 
|-  
{| border="1" class="mw-collapsible mw-collapsed"
| Hooliganism
|+ style="text-align:left;"|'''Ammunition:'''
| Behavior that is generally disruptive to the ship and crew that classifies as low-level shenanigans not deserving of more severe punishment. Things such as excessive window knocking, force-feeding other marines or failing to conduct oneself properly during briefing.
|width=150|[[File:IncineratorTanks.png]]
| 5 Minutes
[[#Incinerator Tank|'''Incinerator Tank''']]
| 10 Minutes
|Holds sixty (60) units worth of ultra thick napthal. This will set ablaze any and all targets hit.
|-  
|-
| Trespassing
|[[File:IncineratorTanks Gel.png]]
| Unauthorized access of an area which a person does not have access to at the beginning of the shift or without command/superior approval.
[[#Large Incinerator Tank (Gel)|'''Large Incinerator Tank (Gel)''']]
| Escort out of the unauthorised area
|A large fuel tank full of heavier gel fuel. Unlike its liquid contemporaries, this stuff shoots far, and burns up fast. Handle with exceptional care. Holds ninety (90) units worth of gel fuel.
| 30 Minutes
|}
|-  
 
| Insubordination
{| border="1" class="mw-collapsible mw-collapsed" style="width:70%"
| Failing to follow a lawful order from a superior. Using offensive names or being directly disrespectful to someone of a higher rank or position. '''Each offense stacks'''.
|+ style="text-align:left;"|'''Attachments:'''
| 5 Minutes
|width=150|'''[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]'''
| 10 Minutes
|None
|-  
|-
| Intoxication
|'''[[Marine_Equipment#Rail_Attachments | Rail Attachments]]'''
| To consume alcohol or other substances such as alcohol or hallucinogenic drugs resulting in impaired job performance.
|[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]
| Brig time until sober
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]
| Brig time until sober; Demotion
|-
|-  
|'''[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]'''
| Contraband
|None
| Possessing, or distributing controlled substances or unauthorized items or weapons as defined in [[Standard Operating Procedure]] or impairing, intoxicating or addictive drugs such as Mindbreaker, this does not include custom mixes or dosages of medicinal drugs.
|-
| 10 minutes; confiscation of contraband items
|'''[[Marine_Equipment#Stock_Attachments | Stock Attachments]]'''
| Permabrig; confiscation of contraband; Demotion
|None
|-  
|}
| Theft
|-
| To take items (or property) from another person or entity without their express permission, or to retain possession of items that have been taken without permission.
|}
| 10 minutes; item returned to the owner
* 2 Incinerator Fuel Tank
| 30 minutes; item returned to the owner
* 1 Large incinerator Fuel Tank (Gel)
* Pocket Extinguisher
|}
|}




 
==Major Crimes==
 
{| border="1"  class="wikitable sortable"
 
! Charge
{| style="border: 2px solid black;
! class="unsortable" | Description
 
! Minimum Punishment
! style="background-color:#A9A9A9;"|'''Equipment:'''
! Maximum Punishment
! style="background-color:#A9A9A9;"|'''Description:'''
|-  
|-
| Disorderly Conduct
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | [[File:Flamethrower.png|64.px]]<br>'''2X Flamethrower'''
| Directly and intentionally disrupting primary operations of the ship. Fighting in the RO line, disrupting the briefing.
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | This is the mighty weapon is used to burn through all that stands before it.
| 15 Minutes
|-
| 30 Minutes
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" 10px;" |{{Anchor|M41A Mk2 Pulse Rifle}}[[File:m41a.png|64px]]
|-  
'''M41A Mk2 Pulse Rifle'''
| Neglect of duty
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |This is the standard issue pulse rifle used by the Colonial Marines. A reliable, robust and overall effective standard issue weapon, the M41A must be held in two hands to accurately fire.
| Failure to perform one’s role to an acceptable standard. For example, a Commanding Officer failing to properly organize and ensure his personnel are given orders, failing to follow proper procedure in detriment of one’s duties, or ship crew leaving the ship without authorization from the Commanding Officer or their Department Head. Any officer who commits a crime may be charged with Neglect of Duty in addition to the appropriate crimes.
 
| 15 Minutes
 
| 25 minutes; Demotion/removal of command
{| border="1" class="mw-collapsible mw-collapsed"
|-  
|+ style="text-align:left;"|'''Ammunition:'''
| Assault
|width=150|[[File:M41Amag.png]]
| To threaten or use physical force against someone ''with ill intent'', but without intent to kill.
'''M41A Magazine'''
| 15 minutes
|Holds forty (40) 10x24mm rifle rounds.
| 30 minutes
|-
|-  
|[[File:M41Amag.png]]
| Disrespecting a superior Officer
'''M41A Extended Magazine'''
| Using offensive names or being directly disrespectful to someone of a Commissioned Officer of higher rank or position. '''Each offense stacks'''.  
|Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.
| 15 minutes
|-
| 30 minutes
|[[File:M41A-AP-mag.png]]
|-  
'''M41A Armor Piercing Magazine'''
| Manslaughter
|Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.
| Killing someone without malicious intent. Manslaughter may be applied if someone dies as a result of a fight where the intent was not to kill.
|-
| 20 minutes; Demotion
|[[File:M41A-Incen-mag.png]]
| 30 Minutes; Demotion
'''M41A Incendiary Magazine'''
|Holds forty (40) 10x24mm Incendiary rifle rounds. Will set ablaze any and all targets hit with this round.
|}
 
|-
{| style="border: 2px solid black;
 
! style="background-color:#A9A9A9;"|'''Equipment:'''
! style="background-color:#A9A9A9;"|'''Description:'''
|-
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | [[File:Tank.png|64.px]]<br>M34A2 Longstreet light tank
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | A giant piece of armor with a big gun, you know what to do.
|}
 
{| style="border: 2px solid black;
 
! style="background-color:#E60000;"|'''Name:'''
! style="background-color:#00BFFF;"|'''Description:'''
|-
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | [[File:SL.png]]<br>'''Testing Zone'''
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | A generic description would be here.
 
 
{| border="1" class="mw-collapsible mw-collapsed"
|+ style="text-align:left;"|'''Contents:'''
 
| Item goes here
|-
  |}
|-
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |
|-
|}
 
= Section 3 =
== Weapon Attachments ==
<center>
{| style="width: 76%; border: none"
|style="width: 100%; vertical-align: top;" | <tabs>
<tab name="Muzzle">
 
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:150px;"|'''Attachment:'''
! style="background-color:#A9A9A9;"|'''Benefits:'''
! style="background-color:#A9A9A9;"|'''Drawbacks:'''
 
|-
<!--Suppressor-->
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|Suppressor}}[[#Suppressor|Suppressor]]
 
[[File:supressor.png|64px]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
* Slightly increases accuracy
|}
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Greatly decreases firing sound
* Removes muzzle flashes
* Removes firing messages
* Slightly decreases recoil
* Slightly decreases bullet spread
|}
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Slightly decreases damage
|}
|-
<!--Bayonet-->
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|Bayonet}}[[#Bayonet|Bayonet]]
 
[[File:bayonet.png|64px]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Greatly increases weapon melee damage
 
* Using wire coil on a M5 Survival Knife will instantly modify it to a Bayonet.
|}
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Slightly decreases accuracy
|}
|-
<!--Extended Barrel-->
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|Extended Barrel}}[[#Extended Barrel|Extended Barrel]]
 
[[File:Extended_barrel.png|64px]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Moderately increases accuracy
|}
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Slightly decreases damage
|}
|-
<!--Barrel Charger-->
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|Barrel Charger}}[[#Barrel Charger|Barrel Charger]]
 
[[File:Barrel_charger.png|64px]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
*Greatly increases damage
|}
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Greatly decreases accuracy
|}
 
{| border="1"
|+ style="text-align:left;"|'''One Handed:'''
|
*Majorly decreases accuracy
|}
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
*Greatly decreases firing speed
|}
 
 
|-
<!--Recoil Compensator-->
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|Recoil Compensator}}[[#Recoil Compensator|Recoil Compensator]]
[[File:Recoil_compensator.png|64px]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Greatly reduces recoil
|}
 
{| border="1"
|+ style="text-align:left;"|'''One Handed:'''
|
*Moderately reduces recoil
|}
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Moderately increases accuracy
|}
 
 
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Slightly decreases damage
|}
 
|}
 
</tab>
<tab name="Rail">
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:150px;"|'''Attachment:'''
! style="background-color:#A9A9A9;"|'''Benefits:'''
! style="background-color:#A9A9A9;"|'''Drawbacks:'''
|-
 
<!--Rail Flashlight-->
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|Rail Flashlight}}[[#Rail Flashlight|Rail Flashlight]]
 
[[File:mountedflash.png]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Generates a Light Source (greater radius than shoulder lamp, flare and flashlight)
* Using a screwdriver on a normal flashlight will instantly modify it to a Rail Flashlight.
|}
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* None (but useless if you forgot to Toggle Rail Flashlight [[File:Toggle-Rail-Flashlight.png]])
|}
 
|-
<!--RDS-->
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|{{Anchor|Red Dot Sight}}[[#Red Dot Sight|Red Dot Sight]]
 
[[File:reddot.png|60px]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Moderately increases accuracy
|}
 
{| border="1"
|+ style="text-align:left;"|'''One Handed:'''
|
*Slightly increases accuracy
|}
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Slight increase of the accuracy penalty when moving
|}
 
|-
<!--S6 Reflex Sight-->
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|{{Anchor|S6 Reflex Sight}}[[#S6 Reflex Sight|S6 Reflex Sight]]
 
[[File:Reflex.png|60px]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Slightly increases accuracy
*Moderately decreases bullet spread
 
|}
 
{| border="1"
|+ style="text-align:left;"|'''One Handed:'''
|
*Slightly increases accuracy
|}
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
*Moderately increases the accuracy penalty when moving
 
|}
 
|-
<!--Quickfire Adapter-->
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|Quickfire Adapter}}[[#Quickfire Adapter|Quickfire Adapter]]
 
[[File:quickfire.png]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Moderately increases firing speed
|}
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''One Handed:'''
|
* Greatly increases spread.
|}
 
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
* Slightly increases spread.
|}
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Moderately decreases accuracy
* Decreases burst-fire shots by 1 (from 3 or 4)
|}
|-
<!--Magnetic Harness-->
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|Magnetic Harness}}[[#Magnetic Harness|Magnetic Harness]]
 
[[File:Magnetic harness.png]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Dropped weapon goes to suit slot
|}
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Slightly decreases accuracy
|}
|-
<!--S8 4x Telescopic scope-->
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|S8 Telescopic sight}}[[#S8 Telescopic sight|S8 Telescopic sight]]
[[File:railscope.png]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Majorly increases accuracy only when scoped.
* Allows the user to 'zoom' in to see sixteen tiles farther in a zoomed out view (Toggle Rail Flashlight [[File:Toggle-Rail-Flashlight.png]] or Activate Weapon Attachment [[File:Activate-Weapon-Attachment.png]] to zoom)
|}
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Slightly decreases accuracy.
* Majorly increased wield delay
|}
 
{| border="1"
|+ style="text-align:left;"|'''One Handed:'''
|
*Moderately decreases accuracy.
|}
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Moderate increase of the accuracy penalty when moving
* Slightly decreases firing speed when in use.
|}
 
|-
<!--S4 2x Telescopic Sight mini-scope-->
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|S4 Telescopic Sight}}[[#S4 Telescopic Sight|S4 Telescopic Sight]]
 
[[File:Mini_Scope.png]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Majorly increases accuracy
* Allows the user to 'zoom' in to see five tiles farther (Toggle Rail Flashlight [[File:Toggle-Rail-Flashlight.png]] or Activate Weapon Attachment [[File:Activate-Weapon-Attachment.png]] to zoom)
* Allows for slow movement when zoomed in.
|}
 
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
* Slightly decreases accuracy when not in use.
* Majorly increased wield delay
|}
 
{| border="1"
|+ style="text-align:left;"|'''One Handed:'''
|
* Moderately decreases accuracy.
|}
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Moderate increase of the accuracy penalty when moving
|}
 
|-
<!--IFTX B8 Smart-Scope-->
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|IFTX B8 Smart-Scope}}[[#IFTX B8 Smart-Scope|IFTX B8 Smart-Scope]]
 
[[File:ifts_Scope.png]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Majorly increases accuracy
* Allows the user to 'zoom' in to see five tiles farther (Toggle Rail Flashlight [[File:Toggle-Rail-Flashlight.png]] or Activate Weapon Attachment [[File:Activate-Weapon-Attachment.png]] to zoom)
* Allows for slow movement when zoomed in.
|}
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Allows the user to have IFF capabilities
|}
 
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
* Slightly decreases accuracy when not in use.
* Slight delay before use.
|}
 
{| border="1"
|+ style="text-align:left;"|'''One Handed:'''
|
* Moderately decreases accuracy.
|}
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Moderate increase of the accuracy penalty when moving
* Slightly reduces firing speed.
|}
 
|}
 
</tab>
<tab name="Underbarrel">
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:150px;"|'''Attachment:'''
! style="background-color:#A9A9A9;"|'''Benefits:'''
! style="background-color:#A9A9A9;"|'''Drawbacks:'''
 
|-
<!--Vertical Grip-->
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|{{Anchor|Vertical Grip}}[[#Vertical Grip|Vertical Grip]]
 
[[File:forwardgrip.png|64px]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Moderately increases accuracy
*Slightly decreases recoil
*Slightly decreased bullet spread
|}
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
*Moderately reduces burst spread
|}
 
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Slightly decreases movement speed.
|}
 
{| border="1"
|+ style="text-align:left;"|'''One Handed:'''
|
*Moderately decreases accuracy
*Slightly increased bullet spread
|}
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
*Increased weapon size
*Slight increase of the accuracy penalty when moving
|}
 
|-
<!--Angled Grip-->
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|{{Anchor|Angled Grip}}[[#Angled Grip|Angled Grip]]
 
[[File:Angled_Grip.png|64px]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Majorly decreased wield delay
*Slightly decreased recoil
*Slightly increases accuracy
*Slightly decreased bullet spread
|}
 
 
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
 
{| border="1"
|+ style="text-align:left;"|'''One Handed:'''
|
*Slightly decreases accuracy
*Slightly increased bullet spread
|}
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
*Increased weapon size
|}
 
|-
 
<!--Flashlight Grip-->
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|Flashlight Grip}}[[#Flashlight Grip|Flashlight Grip]]
 
[[File:Flash_Grip.png|64px]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Slightly increases accuracy
*Slightly reduces recoil
|}
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Generates a smaller light source than the rail light but greater than the armor light.
|}
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* None (but useless if you forgot to Toggle Rail Flashlight [[File:Toggle-Rail-Flashlight.png]])
|}
 
|-
 
<!--Gyroscopic Stabilizer-->
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|{{Anchor|Gyroscopic Stabilizer}}[[#Gyroscopic Stabilizer|Gyroscopic Stabilizer]]
[[File:gyro.png|64px]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Slightly reduces bullet spread
|}
 
{| border="1"
|+ style="text-align:left;"|'''One Handed:'''
|
*Majorly reduces bullet spread
*Moderately increases accuracy
*Greatly reduces the accuracy penalty for moving.
|}
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
*Moderately reduces burst spread
|}
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
*Moderately decreased firing speed
|}
 
|-
 
<!--Bipod-->
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|Bipod}}[[#Bipod|Bipod]]
[[File:bipod.png|64px]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
These benefits will only take place once the bipod is deployed.
* Greatly increases accuracy
* Moderately reduces bullet spread
* Greatly reduces burst spread
* Slightly increases firing speed.
*Moderately increases firing speed if used on the [[#M41AE2_Heavy_Pulse_Rifle| M41AE2 Heavy Pulse Rifle]]
|}
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
* Majorly increases wield delay.
|}
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Increased weapon size
* Moderately decreases firing speed when not deployed.
* Requires setup on flipped tables and barricades by Activating Weapon Attachment[[File:Activate-Weapon-Attachment.png]] while facing the object before you get the benefits.
|}
|-
 
<!--Underslung Grenade Launcher-->
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|{{Anchor|Underslung Grenade Launcher}}[[#Underslung Grenade Launcher|Underslung Grenade Launcher]]
[[File:Undernade.png]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Adds the ability to fire up to two M40 tube grenades of any kind.
* Reloadable with any M40 tube grenades
* Default M41A Pulse Rifle Mk2 attachment
* Toggled by using Activate Weapon Attachment [[File:Activate-Weapon-Attachment.png]]
|}
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Starts unloaded
* Grenades cannot be unloaded once loaded into the launcher.
* Moderately reduced attachment firing speed
|}
|-
 
<!--Mini Flamethrower-->
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|{{Anchor|Mini Flamethrower}}[[#Mini Flamethrower|Mini Flamethrower]]
 
[[File:Underflame.png|64px]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Adds the ability to fire several short flame bursts
* Refillable with standard flamer fuel tanks or USCM Technician Welderpacks
* Toggled by using Activate Weapon Attachment [[File:Activate-Weapon-Attachment.png]]
|}
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Fuel does not stick to hostiles when walked over unlike M240 Incinerator Unit and requires a direct hit for it to stick.
* Has a lower max range of 4 tiles versus the M240 Incinerator Unit's 5 tile range.
* Greatly reduced attachment firing speed.
* Cannot be refilled using B or X Variant fuel tanks.
|}
|-
 
<!--U7 Underbarrel Shotgun-->
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|{{Anchor|U7 Underbarrel Shotgun}}[[#U7 Underbarrel Shotgun|U7 Underbarrel Shotgun]]
[[File:Undershot.png]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Adds the ability to fire three semi-auto buckshot rounds
* Reloadable with additional buckshot
* Toggled by using Activate Weapon Attachment [[File:Activate-Weapon-Attachment.png]]
|}
 
 
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* The short barrel reduces the ammo's effectiveness
* Slightly reduced accuracy compared to an actual shotgun
* Slightly reduced knockdown/stun effect compared to an actual shotgun
* Slightly reduced accuracy when firing compared to an actual shotgun
* Moderately reduced damage compared to an actual shotgun
|}
|-
 
<!--Burst Fire Assembly-->
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|Burst Fire Adapter}}[[#Burst Fire Adapter|Burst Fire Adapter]]
 
[[File:Burstfire.png|64px]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Enables burst-fire on a weapon or enhances burst-fire capability
* Increases burst-fire shots by 2 (from 3 or 4)
|}
 
 
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Slightly decreases accuracy
|}
 
{| border="1"
|+ style="text-align:left;"|'''One Handed:'''
|
*Moderately decreases accuracy
|}
 
|-
 
<!--Laser Sight-->
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|Laser Sight}}[[#Laser Sight|Laser Sight]]
 
[[File:Laser_sight.png|64px]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Slightly increases accuracy
*Slightly reduces bullet spread
|}
{| border="1"
|+ style="text-align:left;"|'''One Handed:'''
|
*Slightly increases accuracy
*Moderately reduces bullet spread
*Slight reduction of accuracy penalty when moving
|}
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* None.
|}
|}
 
</tab>
<tab name="Stock">
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:150px;"|'''Attachment:'''
! style="background-color:#A9A9A9;"|'''Benefits:'''
! style="background-color:#A9A9A9;"|'''Drawbacks:'''
|-
<!--m41astock-->
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|{{Anchor|M41A Skeleton Stock}}[[#M41A Skeleton Stock|M41A Skeleton Stock]]
[[File:m41astock.png]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Moderately increases accuracy
*Moderately reduces recoil
*Greatly reduces bullet spread
*Slight reduction of the accuracy penalty when moving
|}
 
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
*Slightly increases weapon melee damage
|}
 
 
 
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Major wield delay
*Slightly decreases movement speed.
|}
 
{| border="1"
|+ style="text-align:left;"|'''One Handed:'''
|
*Moderately decreases accuracy
*Greatly increases bullet spread
*Moderately increases recoil
|}
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
*Increases weapon size
 
|}
 
|-
<!--L42-MK1 Sstock-->
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|{{Anchor|L42A-MK1 Synthetic Stock}}[[#L42-MK1 Synthetic Stock|L42-MK1 Synthetic Stock]]
[[File:L41ACstock.png]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Moderately increases accuracy
*Moderately reduces recoil
*Greatly reduces bullet spread
*Slight reduction of the accuracy penalty when moving
|}
 
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
* None
|}
 
{| border="1"
|+ style="text-align:left;"|'''One Handed:'''
|
* Moderately decreases accuracy
* Moderately increases recoil
* Greatly increases bullet spread
|}
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Increases weapon size
* Slightly decreases melee damage
|}
 
|-
 
<!--M44stock-->
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|{{Anchor|M44 Magnum Sharpshooter Stock}}[[#M44 Magnum Sharpshooter Stock|M44 Magnum Sharpshooter Stock]]
[[File:Magnum_stock.png]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Majorly increases accuracy
|}
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
*Moderately reduces recoil
*Greatly reduces bullet spread
*When collapsed it can fit into a holster.
|}
 
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Major wield delay
*Slightly decreases movement speed.
|}
 
{| border="1"
|+ style="text-align:left;"|'''One Handed:'''
|
*Moderately decreases accuracy
*Moderately increases recoil
*Greatly increases bullet spread
|}
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
*Increases weapon size
*Slightly decreases weapon melee damage
* Can't fire the weapon when the stock is collapsed.
|}
 
|-
<!--M37 Wooden Stock-->
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|{{Anchor|M37 Wooden Stock}}[[#M37 Wooden Stock|M37 Wooden Stock]]
[[File:M37_stock.png]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Moderately increases accuracy
*Moderately reduces recoil
*Greatly reduces bullet spread
*Slight reduction of the accuracy penalty when moving
|}
 
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
*Slightly increases weapon melee damage
|}
 
 
 
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Major wield delay
*Slightly decreases movement speed.
|}
 
{| border="1"
|+ style="text-align:left;"|'''One Handed:'''
|
*Moderately decreases accuracy
*Greatly increases bullet spread
*Moderately increases recoil
|}
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
*Increases weapon size
 
|}
 
|-
<!--MK221 Tactical Stock-->
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|{{Anchor|MK221 Tactical Stock}}[[#MK221 Tactical Stock|MK221 Tactical Stock]]
[[File:MK221_Tactical_Stock.png]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Moderately increases accuracy
*Moderately reduces recoil
*Greatly reduces bullet spread
*Slight reduction of the accuracy penalty when moving
|}
 
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
*Slightly increases weapon melee damage
|}
 
 
 
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Major wield delay
*Slightly decreases movement speed.
|}
 
{| border="1"
|+ style="text-align:left;"|'''One Handed:'''
|
*Moderately decreases accuracy
*Greatly increases bullet spread
*Moderately increases recoil
|}
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
*Increases weapon size
*Slightly decreases firing speed
 
|}
|-
<!--Submachinegun Stock-->
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|{{Anchor|Submachinegun Stock}}[[#Submachinegun Stock|Submachinegun Stock]]
 
[[File:Smg_Stock.png]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
 
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Greatly increases accuracy
*Greatly reduces recoil
*Majorly reduces bullet spread
*Slight reduction of the accuracy penalty when moving
|}
 
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
*Slightly increases weapon melee damage
|}
 
 
 
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Major wield delay
*Slightly decreases movement speed.
|}
 
{| border="1"
|+ style="text-align:left;"|'''One Handed:'''
|
*Moderately decreases accuracy
*Greatly increases bullet spread
*Moderately increases recoil
|}
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
*Increases weapon size
|}
|-
<!--Collapsible Submachinegun Stock-->
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|{{Anchor|Collapsible Submachinegun Stock}}[[#Collapsible Submachinegun Stock|Collapsible Submachinegun Stock]]
 
[[File:Collapsible_Smg_Stock.png]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
 
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Moderately increases accuracy
*Moderately reduces recoil
*Greatly reduces bullet spread
*Slight reduction of the accuracy penalty when moving
|}
 
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
*Slightly increases weapon melee damage
*When collapsed it can fit into a holster.
|}
 
 
 
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Major wield delay
*Slightly decreases movement speed.
|}
 
{| border="1"
|+ style="text-align:left;"|'''One Handed:'''
|
*Moderately decreases accuracy
*Greatly increases bullet spread
*Moderately increases recoil
|}
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
*Only applies benefits when the stock is extended.
*Increases weapon size when extended.
*Moderately increases bullet spread if collapsed.
|}
|-
<!--Submachinegun Arm Brace-->
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|{{Anchor|Submachinegun Arm Brace}}[[#Submachinegun Arm Brace|Submachinegun Arm Brace]]
 
[[File:Smg_Arm_Brace.png]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
 
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
* Slightly increases accuracy
|}
 
{| border="1"
|+ style="text-align:left;"|'''One Handed:'''
|
* Majorly Increases accuracy
* Greatly reduces recoil
* Majorly decreases bullet spread
|}
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Slightly decreases accuracy penalty when moving
|}
 
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
* Greatly increases recoil
* Greatly increases wield delay
|}
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Increases weapon size
* Majorly decreases firing speed
|}
|-
<!--M-OU53 Tactical Stock-->
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|{{Anchor|M-OU53 Tactical Stock}}[[#M-OU53 Tactical Stock|M-OU53 Tactical Stock]]
 
[[File:MOU53_Stock.png]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Slightly increases accuracy
* Slight reduces recoil
* Slightly decreases accuracy penalty when moving
* Slightly decreases scatter
|}
 
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
* Slightly increases wield delay
|}
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Increases weapon size
|}
 
</tab>
<tab name="Barrels">
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:150px;"|'''Attachment:'''
! style="background-color:#A9A9A9;"|'''Benefits:'''
! style="background-color:#A9A9A9;"|'''Drawbacks:'''
|-
<!--Mateba standard barrel-->
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|{{Anchor|Mateba standard barrel}}[[#Mateba standard barrel|Mateba standard barrel]]
 
[[File:Mateba_standard_barrel.png]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
 
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
* Slightly increases accuracy
|}
 
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* None
|}
 
|-
<!--Mateba marksman barrel-->
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|{{Anchor|Mateba marksman barrel}}[[#Mateba marksman barrel|Mateba marksman barrel]]
 
[[File:Mateba_marksman_barrel.png]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
 
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
* Moderately increases accuracy
* Majorly reduces scatter
|}
 
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Majorly decreases fire rate
|}
 
|-
<!--Mateba short barrel-->
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|{{Anchor|Mateba barrel}}[[#Mateba short barrel|Mateba short barrel]]
 
[[File:Mateba_short_barrel.png]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Majorly increases fire rate
|}
 
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Moderately reduces accuracy
* Majorly increases scatter
|}
 
|}
</tab>
</tabs>
|}
 
<center>
{| style="width: 76%; border: none"
|style="width: 100%; vertical-align: top;" | <tabs>
<tab name="Tab title goes here">
 
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:150px;"|'''Example heading:'''
! style="background-color:#A9A9A9;"|'''Description:'''
|-
 
|style="border: 2px solid black; padding: 5px;"|[[File:Image Goes Here.png|64px]]
'''Name of Image goes here'''
|style="border: 2px solid black; padding: 5px;"|Generic description goes here. This will extend the box so there's no need for extra spaces.
|-  
|-  
 
| Assault with a deadly weapon
|style="border: 2px solid black; padding: 5px;"|[[File:Image Goes Here.png|64px]]
| To threaten or use physical force against someone ''with ill intent'' and with a lethal weapon such as a sidearm, blade, or rifle.
'''Name of Image goes here'''
| 30 minutes
|style="border: 2px solid black; padding: 5px;"|Generic description goes here. This will extend the box so there's no need for extra spaces.
| Permanent confinement
|-  
|-  
 
| Illegal Confinement
|style="border: 2px solid black; padding: 5px;"|[[File:Image Goes Here.png|64px]]
| Unlawfully detaining a person against their will. Includes, kidnapping, hostage taking and confining people in cells without charging them for a crime. Does not apply to Prisoners of War.
'''-'''
| 30 minutes
|style="border: 2px solid black; padding: 5px;"|Generic description goes here. This will extend the box so there's no need for extra spaces.
| Permanent confinement
|-  
|-  
 
| Interfering with an arrest
| To disrupt or interfere with a lawful arrest done by the military police.
| Same punishment as accused
| Permanent confinement
|}
|}


</tab>
==Capital Crimes==
<tab name="Testing">
{| border="1"  class="wikitable sortable"
{| style="border: 2px solid black; class="mw-collapsible"
! Charge
! style="background-color:#A9A9A9; width:150px;"|'''Example Heading:'''
! class="unsortable" | Description
! style="background-color:#A9A9A9;"|'''Description:'''
! Minimum Punishment
|-
! Maximum Punishment
 
|-  
|style="border: 2px solid black; padding: 5px;"|[[File:Image Goes Here.png|64px]]
| Jailbreak/Escape
'''Name of Image goes here'''
| To escape, assist in an escape, attempt escape, or be willfully and knowingly broken out.
|style="border: 2px solid black; padding: 5px;"|Generic description goes here. This will extend the box so there's no need for extra spaces.
| Double initial time is applied to all involved
| Permanent Confinement
|-  
|-  
 
| Sexual Assault
|style="border: 2px solid black; padding: 5px;"|[[File:Image Goes Here.png|64px]]
| To attempt to or succeed in the acts of assaulting another person sexually, including rape.
'''Name of Image goes here'''
| Permanent confinement
|style="border: 2px solid black; padding: 5px;"|Generic description goes here. This will extend the box so there's no need for extra spaces.
| Execution
|-  
|-  
 
| Murder or Unauthorized Execution
|style="border: 2px solid black; padding: 5px;"|[[File:Image Goes Here.png|64px]]
| Killing someone with malicious intent. This includes Synthetic units. Executions are only authorized as outlined in Execution Procedure.
'''Name of Image goes here'''
| Permanent confinement
|style="border: 2px solid black; padding: 5px;"|Generic description goes here. This will extend the box so there's no need for extra spaces.
| Execution
|}
 
== Other ==
 
</tab>
<tab name="Name">
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:130px;"|'''Example Heading:'''
! style="background-color:#A9A9A9;"|'''Description:'''
|-
 
|style="border: 2px solid black; padding: 5px;"|[[File:Image Goes Here.png|64px]]
'''Name of Image goes here'''
|style="border: 2px solid black; padding: 5px;"|Generic description goes here. This will extend the box so there's no need for extra spaces.
|-  
|-  
 
| Sedition
|style="border: 2px solid black; padding: 5px;"|[[File:Image Goes Here.png|64px]]
| To engage in actions or refuse to follow orders as to overthrow or usurp the legitimate command structure.  
'''Name of Image goes here'''
| Permanent confinement
|style="border: 2px solid black; padding: 5px;"|Generic description goes here. This will extend the box so there's no need for extra spaces.
| Execution
|-  
|-  
| Desertion
| Refusing to carry out the duties essential to one’s post or abandoning post unauthorized, without intent to return. (Retreating from the planet when the FOB is breached is not Desertion, refusing to return when ordered is).
| Permanent confinement
| Execution
|}


|style="border: 2px solid black; padding: 5px;"|[[File:Image Goes Here.png|64px]]
'''Name of Image goes here'''
|style="border: 2px solid black; padding: 5px;"|Generic description goes here. This will extend the box so there's no need for extra spaces.
|}
</tab>


</tabs>
==Non-Judicial Punishments (NJPs)==
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. This may range from reprimands or PT to extra duties or reassignment to a new post, but may not be physically abusive. Additionally, Commissioned Officers and Squad Leaders may apply NJPs to marines under their command should they be insubordinate or disrespectful. Failure to comply with non-judicial punishment will result in a 10 minute increase to brig time. NJPs may not impede the marine from performing his duty for more than 10 minutes. All punishment-related orders to perform tasks outside a marine's assigned duties are considered NJPs and require the subject to have committed a named criminal offense to be issued.




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


= Paper Work Template =
*On USCM ships and operations, the law is enforced by the MPs and Chief MP and they operate independently from the normal command structure ONLY in matters related to the enforcement of the Law.


*The Commanding Officer of the Almayer has final say on law enforcement within his operational area unless overseen by higher officials of the Provost Marshal Office or High Command.


<big>'''Title:'''</big>
*The Chief MP is the second highest authority in law enforcement, above even the Executive Officer. While he may perform arrests, it is his duty to administrate the brig, ensure records are updated, timers are properly set, procedure is observed and to review cases and evidence.


Description of use.
*Military Police may, at their discretion, ignore Minor Crimes unless they are ordered to enforce one. However, they should never break Marine Law themselves - Minor or Major crimes.
{| border="1"
! style="background-color:#A9A9A9;'' width=400|'''How To:'''
! style="background-color:#A9A9A9;" |'''Outcome:'''
|-
|width=400|
All the written stuff goes here.




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


= Squad Marine Sub Roles =
=Officer Requested Arrests=
Marine specialization kits allow you to acquire a set of equipment from your Colmartech Automated Closets at the cost of 45 points. These sub roles give you access to an array of weapons, support equipment and utilities. Some are specifically made for certain purposes. Like the First Response Medical Support kit, it gives you access to medical equipment and the ability to use more medical items efficiently though not as well as your designated squad counterparts.
Should a Commissioned Officer order an arrest for a crime, MPs MUST arrest that person. They may arrest and hold that person for ten minutes while they gather evidence. Should the suspect be declared innocent of all accused crimes, the requesting officer may incur a Prevarication charge. The time for any crimes the suspect committed as a result of the arrest must still be served, however.


=== Combat Technician ===


The Combat Technician kit offers you the knowledge and abilities to construct metal barricades, barbed wire and tools to help fortify locations.
=Arrest Procedure=
You are given knowledge on how to repair and construct metal barricades and use C4. This allows you to be more versatile in the battlefield when the need to breach or fortifying is needed.
==Compliant Suspect (not resisting or running)==
# Verbally inform the suspect you are taking them into custody and the charge.
# Order the suspect to the ground.
# Handcuff the suspect.
# Bring the suspect to the Brig for processing.
==Non-Compliant Suspect (resisting or running)==
# Prepare a non-lethal method of neutralization
# Apply until they are no longer resisting
# Secure the suspect and Inform the suspect of their charge
# Bring the suspect to the brig
==Lethal Force==
During emergencies such as mutinies and boardings or against suspects who have used a lethal weapon against law enforcement or other personnel, the Chief MP or Commanding Officer may authorize the use of lethal force.
==Suspect in Area of Operations==
Arrests are restricted to the FOB, dropships, and secure areas unless in "hot pursuit" - the suspect flees the MP outside the secure area. Should there be hostiles in the vicinity, the MP is required to abort the arrest and move to a secure area. If the Almayer gets boarded by a hostile force, secure areas will be those defended by ship crew.


=== First Response Medical Support  ===
The first response medical support kit gives you access  to knowledge on the effective use of auto-injectors, pill bottle access and a limited amount of medical supplies. You'll be more effective in the use these medical items allowing you to heal other wounded marines in the absence of qualified medical personnel.


=== Frontline M40 Grenadier ===
=Search Procedure=
The frontline M40 Grenadier kit provides you access with a belt of explosives, containing the 3 common grenades in the marine arsenal. These explosives are used in tandem with the underslung grenade launcher or they can be hand thrown if you wanted to.
==Personnel==
#Inform the person you are conducting a search and the reason.
#If possible, conduct the search in the Brig or an isolated area so nothing is stolen.
#Begin the search and confiscate any illegal items, you may use non-lethal force to restrain them if they don't comply.
#If illegal items are found, secure them until the search is complete. Should this be impossible, request that another MP assist you by taking the items to Evidence Storage. If the confiscated items warrant a brig sentence, follow Detainment and Brig procedures, otherwise release them. Searches do not incur a Prevarication charge.
#Return items to Requisitions that are no longer needed for evidence.


=== L42 MK1 Sniper Loadout ===
==Area==
The L42 MK1 Sniper kit offers you attachments to modify the L42 Pulse Carbine MK1 into an effective designated marksman rifle. This allows you to engage enemies farther away from your usual field of view.
#Announce your intent to search the area and vacate it of personnel unrelated to the search. If someone responsible for the area is on-site, inform them of the reason.
#Obtain access to the area, if nobody with access is present, request that properly trained personnel override the door.
#Search the area for evidence and ensure all evidence is secured.
#Restore the searched area to its previous state as closely as possible.
#Reopen the area to normal traffic and take all evidence to the brig for processing.
#Return items to Requisitions that are no longer needed for evidence.


=== The M240 Pyrotechnician ===
The M240 Pyrotechnician kit gives you access to the uncommon M240 flamethrower with a spare fuel tank and USCM technician welding pack to refill your flamethrower. The flamethrower will allow you to effectively clear enemy encampments and also providing a weapon for area of deniel. Additional, the kit comes with fire extinguishers to extinguish fires on the ground as well as any friendlies.


=== JTAC Radio ===
=Detainment and Brig Procedures=
The JTAC radio kit gives you access to the JTAC radio channel along side a pair of tactical binoculars, signal flares and a flare gun with a holster for it. Being a JTAC operator means you'll be coordinating with dropship pilots and other fire support assets to launch strikes against enemy positions. You'll be mainly coordinating with the close air support dropship to launch devastating airstrikes against entrenched hostiles.
'''Note:''' If the prisoner is removed from his cell for ANY REASON the timer is PAUSED. Time spent outside a cell does NOT count towards time being served for the crime. To properly brig a prisoner verify the following checklist in no particular order:
*Set the timer
*Put them in an orange uniform and shoes
*Give them a standard headset
*Take their ID off
*Buckle them to the bed, flash or stun them and recover your handcuffs, then exit the cell.
*Search their belongings.
*Update their records with their "Prisoner" status, charges and the time they are serving.
*Once the timer is over, let them grab their belongings, escort them out of the brig and set their record status to "Released".
If a prisoner is SSD at the end of their sentence, redress them, secure their pouches and place them in the brig Cryo.


====In The Field====
When you've deployed to the combat zone you're going to need evaluate the battlefield for key points to call for an airstrike, mortar strike or orbital bombardment. When finding targets, you must take into account which support is available to you, when they'll be ready and the delay between you call for the strike and the time of impact.


Your primary tool you'll be using to co-ordinate these strikes will be the tactical binoculars and the JTAC encryption key ''':j'''.
=Executions=
Executions are limited to those prisoners who have committed crimes with execution as a possible punishment or those whose timer exceeds one hour. Executions must be authorised by the Commanding Officer or BOTH the Executive Officer and Chief MP if the Commanding Officer is absent.


{| class="wikitable"
*The Commanding Officer, Executive Officer or Chief MP must make a ship-wide announcement from the CIC communication console informing the crew of the intent to execute the prisoner, why, and the execution method. In a Code Red or Code Delta situation, this procedure can be ignored. (Example: "I, Captain Erin Kowalski, hereby authorize the execution of Donald Cluwne on the charges of murder, assault, and damage to the ship. He will be executed by firing squad in the briefing room.") Authorized methods of execution are either Firing Squad (handled by MPs) or Lethal Injection (handled by CMO).
|-
*The Commanding Officer, Executive Officer OR Chief MP MUST be present at the execution.
![[File:Tactical_Binoculars.png|64px]]
*The Condemned MUST be given a chance to give any final words. They may use a radio for this even if their radio was taken for abuse.


[[#Tactical Binoculars|'''Tactical Binoculars''']]
|{{Anchor|Tactical Binoculars}}


When lasing a tile you must use the tactical binoculars on the red laser mode. Firstly you must activate it in your hand to zoom out to have a wider field of view. The direction you face will determine where your field of view expands, e.g facing north will expand your field of view north. To finally lase the tile you want, simply ctrl+click the tile.
=Prisoner Rights=
The following is a list of basic rights the prisoners have. With the exception of Access to a Radio, they can NOT be denied, except in an extreme situation and only then with authorization from the Chief MP or CO.


{| border="1"
==Protection and Medical Treatment==
|+ style="text-align:left;"|'''Tactical Binocular Different Modes:'''
All prisoners must be kept safe and unharmed, to this end as long as there are prisoners in the brig, an MP or the Chief MP must remain in the brig at all times. Treatment should take place inside the brig when possible. If not, an MP must escort the prisoner to the infirmary and watch over them at all times while they are treated. Self-harm may result in being straitjacketed for the duration of the sentence.
|


*'''Rangefinder Mode:'''  After Ctrl + Clicking the desired target a green laser will appear after which that tiles Longitude and Latitude coordinates will be displayed in chat. Coordinates used for '''Mortars''' and '''Orbital Bombardments'''
==Access to a Radio==
Unless the prisoner has abused the radio (such as spamming it for help after being asked to stop), they are authorized a standard headset. If any MP believes that it is being abused this right can be denied.


*'''CAS Mode:''' After Ctrl + Clicking the desired target a red laser will appear from which any pilot doing a flyby mission can select this mark as a CAS target.  
==Appeal Sentence in a timely manner==
|}
Prisoners have the right to appeal their sentence to the Chief MP, Commanding Officer, Executive Officer or someone they designate. However, the Chief MP has final say on all appeals and may override anyone except the CO. If none of the above persons are present, an MP different from the one that ordered the arrest must conduct the appeal. During an appeal, the person conducting it is expected to review all evidence and testimonies of the suspect's crimes. Should they conclude the suspect is innocent, ONLY the time for the crimes they are innocent of is to be removed. Under no circumstances may anyone be given a pardon (unless the CO uses his right to pardon) if there is evidence that shows a crime was committed.
|}


When you're calling for an airstrike it is best to first contact the dropship assigned to provide close air support on the JTAC channel that you're requesting air support. It's best to confirm that your response has been received and that wait until the dropship is in the air. Once they confirm they're in the sky, you may begin to laze the tile.


You will need to assess the place you're lazing with the follow questions:
=Special Provisions=
* Where is the enemy?
==Medical Experiments==
* What offsets and directions do I need to relay to the CAS pilot?
An individual may waive their rights in order to participate in a medical experiment. Researchers performing approved medical experiments may not be held liable for harm inflicted on the subject within the approved parameters of the experiment. All experiments require the signed approval of either the Commanding Officer, or the Executive Officer and Chief Medical Officer.
* Is there a way for the enemy to escape?
* Will the airstrike reach the target in time?
* Has the enemy moved from where you want to strike?
* Are there any friendlies in the area and will they be caught in the blast radius?
* Is the place I want to airstrike in the viewable by the pilot or is it obscured?
* (Optional) What are the weapons dropship is equipped with.
Etc.


There are more variables in the equation but these are the most common of which you'll need to learn.
==Insanity==
Prisoners suffering evident insanity who have committed a violent crime may be placed in permanent confinement if it is believed they pose a danger to ship or personnel until the Chief Medical Officer declares them sound of mind.


=== Field Intelligence ===
==Mutinies and arresting the Commanding Officer==
The field Intelligence kit revolves around collecting documents, retrieving items and scouring the area of operations to find data disks to lower the DEFCON threat level. You're equipped with a document pouch for storing said documents and data disks. In addition to this, you'll be given access to the special Intel channel as well as a pack of Fulton recovery devices to retrieve the fallen as well as alien corpses for study.
Attempting to overthrow legitimate command staff is obviously illegal and MPs must do everything in their power to prevent it. MPs must contact High Command for approval before taking any action against the Commanding Officer. If there is no commanding officer, the person in command of the operation may be arrested, but High Command must be notified after the fact through fax.
Should a mutiny be successful and the Commanding Officer or ranking officer in command is deposed or surrenders, MPs should hold the deposed person in confinement if their freedom would reignite the conflict.


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


'''Wondering if the below sub classes are really needed'''
==Release in the event of a catastrophe==
In the event of a Delta Alert any prisoners may be released if the MPs believe that they will not be a threat to the crew.  Prisoners that are not released should be escorted to the escape pods. A normal Red Alert is not sufficient reason for a release unless the ship is being overrun by a large hostile force.


=== Forward HPR Shield ===
The forward HPR shield kit provides you with the powerful heavy pulse rifle along side a deployable barricade. This kit revolves around the rapid deployment of the barricade to quickly provide rapid fire support with the HPR. If modified with a quickfire adapter and bipod, it'll give a substantial boost to its fire rate when deployed.


=== M39 Pointman===
=Commanding Officer Provisions=
The M39 Pointman kit provides the limited submachine gun arm brace for the M39. This allows the effective use of using the SMG with one hand. The kit also comes with a machete for the off hand. This combination allows the user to clear the way for other marines with the machete while also being able to defend themselves effectively.
==Arrest Immunity==
The Commanding Officer is not above Marine Law. However, they may not be arrested without the explicit permission of High Command. Should the Commanding Officer break Marine Law, High Command may be contacted via fax for permission to arrest the Commanding Officer. The right to contact High Command may not be denied.


=== M-OU53 Sapper ===
==Execution Privileges==
The M-OU53 sapper support kit provides the limited break action shotgun along side the old M15 frag grenade and some grenades. The break action is primarily used as an alternative to the standard M37 for a better fire rate as well as accuracy. Though it can't use buckshot shells, it is quite lethal in using the slugs and flechette shells.
The Commanding Officer may perform Battlefield Executions. This means they may '''personally''' execute anyone under their authority on the ship or Area of Operations without warning or procedure, provided their words or actions fulfill one of the following conditions:


== Alien Commands ==
*Threat to your command. Credibly attempting to or threatening to undermine your command or attempting to remove your command through illegal means. (The CL or other crew reporting you to high command does NOT permit you to BE them. A minor insult or disagreement is not undermining your command, countermanding or refusing to follow orders is.)


{| class="wikitable mw-collapsible mw-collapsed"
*Threat to persons. Credibly threatening and attempting to do harm to the CO or to someone while in the CO's presence.  
|-
! Key !! Command !! Function
|-
| N/A || Plant Weeds || Plants Weeds
|-
| N/A || Show Minimap || Shows the minimap
|-
| N/A || Toggle Spit Type || Switches between spit types
|-
| N/A || Regurgitate || Regurgitates a host
|-
| N/A || Choose Resin Structure || Opens up a choice between different resin structures
|-
| N/A || Secrete Resin || Secretes a selected resin structure
|-
| N/A || Corrosive Acid || Toggles the corrosive acid ability to be able to melt objects
|-
| N/A || Spray Acid || Toggles the acid spray ability
|-
| N/A || Toggle Agility || Toggles the Warrior's agility mode
|-
| N/A || Lunge || Toggles the lunge ability to be used.
|-
| N/A || Fling || Toggles the fling ability to be used.
|-
| N/A || Punch || Toggles the fling ability to be used.
|-
| N/A || Jab || Toggles the jab ability to be used
|-
| N/A || Burrow || Toggles the burrow ability to be used
|-
| N/A || Tremor || Toggles the tremor ability to be used
|-
| N/A || Headbutt || Toggles the headbutt ability to be used
|-
| N/A || Tail Sweep || Toggles the tail sweep ability to be used
|-
| N/A || Toggle Crest Defense || Toggles the crest defense ability
|-
| N/A || Fortify || Fortifies yourself
|-
| N/A || Pounce || Toggles the pounce ability to be used
|-
| N/A || Xeno Spit || Toggles the x ability to be used
|-
| N/A || Hide || Hides yourself
|-
| N/A || Emit Pheromones || Opens a menu for you to select what pheromones you'll use.
|-
| N/A || Transfer Plasma || Toggles the transfer plasma ability to be used
|-
| N/A || Toggle Long Range Sight || Toggles the long range sight ability
|-
| N/A || Toggle Bombard Type || Toggles the bombard type you'll be using
|-
| N/A || Bombard || Toggles the bombard ability to be used
|-
| N/A || Throw Facehugger || Toggles the ability to throw a face hugger.
|-
| N/A || Retrieve Egg || Retrieves an egg from storage
|-
| N/A || Place resin hole || Plants a resin hole where you stand
|-
| N/A || Lay Egg || Spawns an egg into your hand, ready to be planted.
|-
| N/A || Stomp || Toggles the stomp ability to be used
|-
| N/A || Toggle Charging || Toggles the charging ability
|-
| N/A || Earthquake || Toggles the x ability to be used
|-
| N/A || Resin Walker || Toggles the resin walker ability.
|-
| N/A || Dig Tunnel || Toggles the dig tunnel ability to be used
|-
| N/A || Screech || Toggles the screech ability to be used
|-
| N/A || Gut || Guts any marine you've grabbed
|-
| N/A || Watch Xenomorph || Brings up a menu to select a xenomorph to watch
|-
| N/A || Heal Xenomorph || Heals the xenomorph you're watching
|-
| N/A || Give Plasma || Give's plasma to the xenomorph you're watching
|-
| N/A || Charge || Toggles the charge ability to be used
|-
| N/A || Spin Slash || Toggles the spin slash ability to be used
|-
| N/A || Transfer Health || Toggles the transfer health ability to be used
|-
| N/A || Praetorian-Screech || Toggles the Praetorian's screech ability to be used
|-
| N/A || Praetorian-Dance || Toggles the Praetorian's dance ability
|-
| N/A || Praetorian-Tail-Attack || Toggles the Praetorian's tail attack ability to be used
|-
| N/A || Praetorian-Shift-Tail-Attack || Toggles the Praetorian's shift tail attack ability
|-
| N/A || Praetorian-Switch-Spray-Types || Toggles the Praetorian's switch spray types ability to be used
|-
| N/A || Praetorian-Punch || Toggles the Praetorian's Punch ability to be used
|-
| N/A || Praetorian-Bomb || Toggles the Praetorian's Bomb ability to be used
|-
| ` || Hive-Status || Open Hive Status window
|-
| Space || Crawl-Through-Vent || Start crawling into vent
|-
| Shift + 1 || Say "*hiss" || Hiss emote
|-
| Shift + 2 || Say "*growl" || Growl emote
|-
| Shift + 3 || Say "*tail" || Tail whip emote
|-
| Shift + 4 || Say "*roar"|| Roar emote
|-
| Shift + 6 || Say ":a Heal" || Say Heal in hivemind so the Queen can heal you in time
|-
| Shift + 7 || Say "*dance" || Dance emote
|-
| Shift + Z || Say "MOVE" || Life saving phase when you are body blocked by fellow sisters
|-
| Shift + X || Say "Capture" || Urge fellow sisters to capture/let you capture the host
|-
| Shift + C || Say "Don't" || Urge fellow sisters to not do something, etc
|-
| O || Evolve || Open Evolve window
|}


= Legacy Code =
*Threat to the ship. Credibly threatening or attempting to do damage to the ship or the USCM while in the CO’s presence.
*#Possibility of [[#Infection|infection]]
Upon completion of a battlefield execution an announcement must be made within reasonable time by the CO or a member of the crew explaining why the person was executed and noting their name and position. The CO may not Battlefield Execute a person in custody of the MPs (securely restrained or brigged) unless performing a normal execution is not possible (such as during a Delta Alert).
*Stage 2-3 [[#Infection|infections]]


|-
Additionally, the Commanding Officer may request permission to execute prisoners in ways different to Firing Squad or Lethal Injection to High Command, or authorise nonstandard methods of execution in emergencies where normal procedure is impossible.
|{{Anchor|Infection}}[[#Infection|Infection]]||
*Build-up of [[#Toxins|toxin damage]]
||
* Untreated [[#Brute|brute]] and [[#Burn|burn damage]]
* Improper surgery procedure
** Not cleaning your hands before surgery
** Not using a surgery table
** Smoking while performing surgery 
||
*[[Chem Guide#Spaceacillin|Spaceacillin]] (30 Units for stage 3)
*Applying an [[#Advanced Trauma Kit|advanced trauma kit]] or [[#Advanced Burn Kit|advanced burn kit]] to an infected wound
*[[Surgery#Necrosis Treatment Surgery|Surgery]] (if necrotizing)


|-
==Pardons==
|Antibiotics
The Commanding Officer may exceptionally pardon criminals if they believe it is in the best interests of the operation. Only Minor and Major crimes may be pardoned. Capital offenders may not be pardoned except in special circumstances with the permission of High Command. The Chief MP or and MP in their absence may appeal pardons to High Command via fax. The Commanding Officer may be held responsible for further criminal actions committed by those they pardon, and should High Command reverse the decision, they must ensure the condemned return to serve their time without incident. Failure to do so may result in removal and arrest at the discretion of High Command.
||Spaceacilin with a different label. Administer 30 units to remove a stage 3 infection.


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


Keep in mind that stage 1 infections can be simply fixed with ointment or advanced trauma kits, spaceacillin won't heal those.
==General Article NJPs==
||10 Units
The Commanding Officer may issue NJPs at any time should they find a marine’s behaviour inappropriate or contrary to good order and conduct and deserving of punishment even if they have not committed a crime as specified in Marine Law, such as for comporting themselves in an unprofessional manner, failing to complete a job in satisfactory conditions or failing to uphold standards of good order.
||30 Units
|-


=== Disinfection ===
==Deputizing==
The second step is to wash your hands to help reduce infection chance. Using space cleaner on yourself works too, if you're wearing gloves. Note that you can inject your patient with 5U of [[Chem_Guide#Spaceacillin|Spaceacillin]] to reliably immunize him from infection (until it is fully metabolized) and circumvent the need to wash your hands.
The Commanding Officer may deputize Staff Officers to make arrests and enforce Marine Law should MPs be unavailable or unable to respond in a timely manner.
<br><br>
* '''Organ Infection Treatment:''' Injects 30U of [[Chem_Guide#Spaceacillin|Spaceacillin]].

Revision as of 04:00, 12 October 2019

United States Colonial Marines
Uniform Code of Military Justice

Laws and Punishments

Charges: Only one charge may be applied per person, per unlawful event, except Resisting Arrest which can be optionally added on to any charge. It is the duty of the arresting MP to determine which charge to apply. The Chief MP or CO may override this decision ONLY before the prisoner has been brigged unless he/she is giving the prisoner a lower time than the arresting MP. The Minimum Punishment should be used in most cases unless it is a duplicate crime or several crimes have been committed and only one can be chosen.


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


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


Optional

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

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

Minor Crimes

Charge Description Minimum Punishment Maximum Punishment
Failure to Follow Procedure Failing to follow the regulations found in the Standard Operating Procedure. Warning 15 Minutes; Equipment confiscation
Damage to Government Property Damaging the ship or making any unauthorized modifications to it as outlined in Standard Operating Procedure. Return ship to its exact previous state. 30 Minutes
Prevarication To intentionally order the arrest of a marine who is then found to be innocent, or to apply an improper or abusive NJP. 5 Minutes 10 Minutes
Hooliganism Behavior that is generally disruptive to the ship and crew that classifies as low-level shenanigans not deserving of more severe punishment. Things such as excessive window knocking, force-feeding other marines or failing to conduct oneself properly during briefing. 5 Minutes 10 Minutes
Trespassing Unauthorized access of an area which a person does not have access to at the beginning of the shift or without command/superior approval. Escort out of the unauthorised area 30 Minutes
Insubordination Failing to follow a lawful order from a superior. Using offensive names or being directly disrespectful to someone of a higher rank or position. Each offense stacks. 5 Minutes 10 Minutes
Intoxication To consume alcohol or other substances such as alcohol or hallucinogenic drugs resulting in impaired job performance. Brig time until sober Brig time until sober; Demotion
Contraband Possessing, or distributing controlled substances or unauthorized items or weapons as defined in Standard Operating Procedure or impairing, intoxicating or addictive drugs such as Mindbreaker, this does not include custom mixes or dosages of medicinal drugs. 10 minutes; confiscation of contraband items Permabrig; confiscation of contraband; Demotion
Theft To take items (or property) from another person or entity without their express permission, or to retain possession of items that have been taken without permission. 10 minutes; item returned to the owner 30 minutes; item returned to the owner


Major Crimes

Charge Description Minimum Punishment Maximum Punishment
Disorderly Conduct Directly and intentionally disrupting primary operations of the ship. Fighting in the RO line, disrupting the briefing. 15 Minutes 30 Minutes
Neglect of duty Failure to perform one’s role to an acceptable standard. For example, a Commanding Officer failing to properly organize and ensure his personnel are given orders, failing to follow proper procedure in detriment of one’s duties, or ship crew leaving the ship without authorization from the Commanding Officer or their Department Head. Any officer who commits a crime may be charged with Neglect of Duty in addition to the appropriate crimes. 15 Minutes 25 minutes; Demotion/removal of command
Assault To threaten or use physical force against someone with ill intent, but without intent to kill. 15 minutes 30 minutes
Disrespecting a superior Officer Using offensive names or being directly disrespectful to someone of a Commissioned Officer of higher rank or position. Each offense stacks. 15 minutes 30 minutes
Manslaughter Killing someone without malicious intent. Manslaughter may be applied if someone dies as a result of a fight where the intent was not to kill. 20 minutes; Demotion 30 Minutes; Demotion
Assault with a deadly weapon To threaten or use physical force against someone with ill intent and with a lethal weapon such as a sidearm, blade, or rifle. 30 minutes Permanent confinement
Illegal Confinement Unlawfully detaining a person against their will. Includes, kidnapping, hostage taking and confining people in cells without charging them for a crime. Does not apply to Prisoners of War. 30 minutes Permanent confinement
Interfering with an arrest To disrupt or interfere with a lawful arrest done by the military police. Same punishment as accused Permanent confinement

Capital Crimes

Charge Description Minimum Punishment Maximum Punishment
Jailbreak/Escape To escape, assist in an escape, attempt escape, or be willfully and knowingly broken out. Double initial time is applied to all involved Permanent Confinement
Sexual Assault To attempt to or succeed in the acts of assaulting another person sexually, including rape. Permanent confinement Execution
Murder or Unauthorized Execution Killing someone with malicious intent. This includes Synthetic units. Executions are only authorized as outlined in Execution Procedure. Permanent confinement Execution
Sedition To engage in actions or refuse to follow orders as to overthrow or usurp the legitimate command structure. Permanent confinement Execution
Desertion Refusing to carry out the duties essential to one’s post or abandoning post unauthorized, without intent to return. (Retreating from the planet when the FOB is breached is not Desertion, refusing to return when ordered is). Permanent confinement Execution


Non-Judicial Punishments (NJPs)

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


Application

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

  • On USCM ships and operations, the law is enforced by the MPs and Chief MP and they operate independently from the normal command structure ONLY in matters related to the enforcement of the Law.
  • The Commanding Officer of the Almayer has final say on law enforcement within his operational area unless overseen by higher officials of the Provost Marshal Office or High Command.
  • The Chief MP is the second highest authority in law enforcement, above even the Executive Officer. While he may perform arrests, it is his duty to administrate the brig, ensure records are updated, timers are properly set, procedure is observed and to review cases and evidence.
  • Military Police may, at their discretion, ignore Minor Crimes unless they are ordered to enforce one. However, they should never break Marine Law themselves - Minor or Major crimes.


Lawful Orders

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

Officer Requested Arrests

Should a Commissioned Officer order an arrest for a crime, MPs MUST arrest that person. They may arrest and hold that person for ten minutes while they gather evidence. Should the suspect be declared innocent of all accused crimes, the requesting officer may incur a Prevarication charge. The time for any crimes the suspect committed as a result of the arrest must still be served, however.


Arrest Procedure

Compliant Suspect (not resisting or running)

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

Non-Compliant Suspect (resisting or running)

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

Lethal Force

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

Suspect in Area of Operations

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


Search Procedure

Personnel

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

Area

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


Detainment and Brig Procedures

Note: If the prisoner is removed from his cell for ANY REASON the timer is PAUSED. Time spent outside a cell does NOT count towards time being served for the crime. To properly brig a prisoner verify the following checklist in no particular order:

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

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


Executions

Executions are limited to those prisoners who have committed crimes with execution as a possible punishment or those whose timer exceeds one hour. Executions must be authorised by the Commanding Officer or BOTH the Executive Officer and Chief MP if the Commanding Officer is absent.

  • The Commanding Officer, Executive Officer or Chief MP must make a ship-wide announcement from the CIC communication console informing the crew of the intent to execute the prisoner, why, and the execution method. In a Code Red or Code Delta situation, this procedure can be ignored. (Example: "I, Captain Erin Kowalski, hereby authorize the execution of Donald Cluwne on the charges of murder, assault, and damage to the ship. He will be executed by firing squad in the briefing room.") Authorized methods of execution are either Firing Squad (handled by MPs) or Lethal Injection (handled by CMO).
  • The Commanding Officer, Executive Officer OR Chief MP MUST be present at the execution.
  • The Condemned MUST be given a chance to give any final words. They may use a radio for this even if their radio was taken for abuse.


Prisoner Rights

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

Protection and Medical Treatment

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

Access to a Radio

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

Appeal Sentence in a timely manner

Prisoners have the right to appeal their sentence to the Chief MP, Commanding Officer, Executive Officer or someone they designate. However, the Chief MP has final say on all appeals and may override anyone except the CO. If none of the above persons are present, an MP different from the one that ordered the arrest must conduct the appeal. During an appeal, the person conducting it is expected to review all evidence and testimonies of the suspect's crimes. Should they conclude the suspect is innocent, ONLY the time for the crimes they are innocent of is to be removed. Under no circumstances may anyone be given a pardon (unless the CO uses his right to pardon) if there is evidence that shows a crime was committed.


Special Provisions

Medical Experiments

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

Insanity

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

Mutinies and arresting the Commanding Officer

Attempting to overthrow legitimate command staff is obviously illegal and MPs must do everything in their power to prevent it. MPs must contact High Command for approval before taking any action against the Commanding Officer. If there is no commanding officer, the person in command of the operation may be arrested, but High Command must be notified after the fact through fax.

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

Self-Defense and the Defense of Others

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

Release in the event of a catastrophe

In the event of a Delta Alert any prisoners may be released if the MPs believe that they will not be a threat to the crew. Prisoners that are not released should be escorted to the escape pods. A normal Red Alert is not sufficient reason for a release unless the ship is being overrun by a large hostile force.


Commanding Officer Provisions

Arrest Immunity

The Commanding Officer is not above Marine Law. However, they may not be arrested without the explicit permission of High Command. Should the Commanding Officer break Marine Law, High Command may be contacted via fax for permission to arrest the Commanding Officer. The right to contact High Command may not be denied.

Execution Privileges

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

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

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

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

Pardons

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

Brig timers

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

General Article NJPs

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

Deputizing

The Commanding Officer may deputize Staff Officers to make arrests and enforce Marine Law should MPs be unavailable or unable to respond in a timely manner.