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=Overview= | =Overview= | ||
''DISCLAIMER: Keep in Mind that both [[Marine Law]], [[Rules|Server Rules]], [[Rank]] occasionally change, meaning parts of this guide can then be out of date. If this guide ever contradicts what is being said in one of those three pages, notify the Wiki Maintainer and follow what is said in those pages.'' | |||
As a '''Military Police Officer''', your primary duty is '''to obey and enforce [[Marine Law]]'''. | As a '''Military Police Officer''', your primary duty is '''to obey and enforce [[Marine Law]]'''. | ||
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==Survivors== | ==Survivors== | ||
You may not always be informed when someone comes aboard but when found or informed this can be a good outline of things you should do to cover your bases. <br />1. Secure any weapons or tools should you deem them (tools) a potential nuisance. This is preferably done in the brig or another secure area. Ensure all bags, belts, boots and any other container on their persons is checked for items in contravention of current [[Marine Law]] <br />2. If done in the brig you can do a quick scan of them in the brig medbay if they weren't first checked out or treated when they arrived. <br />3. Update their ID to colonist or passenger at the ID computer in the CIC. Once completed you can print the access report for the CMP or use it for the next step. <br />4. Add the survivor to the ship security records and '''optionally''' remove their gloves and take prints from the survivor with a forensic scanner for future investigations. Take a photo of their front facing and side facing sprite to also add | You may not always be informed when someone comes aboard but when found or informed this can be a good outline of things you should do to cover your bases. <br />1. Secure any weapons or tools should you deem them (tools) a potential nuisance. This is preferably done in the brig or another secure area. Ensure all bags, belts, boots and any other container on their persons is checked for items in contravention of current [[Marine Law]] <br />2. If done in the brig you can do a quick scan of them in the brig medbay if they weren't first checked out or treated when they arrived. <br />3. Update their ID to colonist or passenger at the ID computer in the CIC. Once completed you can print the access report for the CMP or use it for the next step. <br />4. Add the survivor to the ship security records and '''optionally''' remove their gloves and take prints from the survivor with a forensic scanner for future investigations. Take a photo of their front facing and side facing sprite to also add to the records. <br />5. The CL, CO, CMP or researcher may want to RP with them. Contact them! <br/>5. If the aCO allows them to assume a role in one of the departments, you can update the ID to reflect the change. | ||
* Armed survivors in the CiC is a big danger to the command staff and operations | * Armed survivors in the CiC is a big danger to the command staff and operations; they should be intercepted before they can gain access. | ||
* Colonial marshalls are not from the Marshal provost office and do not receive immunity. Ahelp when unsure! | * Colonial marshalls are not from the Marshal provost office and do not receive immunity. Ahelp when unsure! | ||
* Survivors cannot keep their weapons while on the ship if at green alert level. | * Survivors cannot keep their weapons while on the ship if at green alert level. | ||
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==== Updating ID's ==== | ==== Updating ID's ==== | ||
To demote or add someone to the crew. Try to use the ID they are wearing as opposed to creating a new ID from a blank card. <br />1. Take their ID and enter it into the Target Identity slot on the ID computer<br />2. Enter your ID into the Authorized Identify slot<br />3. Under the assignment section, you can set someone to a job and it will automatically assign the appropriate | To demote or add someone to the crew. Try to use the ID they are wearing as opposed to creating a new ID from a blank card. <br />1. Take their ID and enter it into the Target Identity slot on the ID computer<br />2. Enter your ID into the Authorized Identify slot<br />3. Under the assignment section, you can set someone to a job, and it will automatically assign the appropriate privileges to the ID or remove them in a demotion. <br/>4. Alternatively, you can manually change accesses by adding or subtracting areas of access. | ||
* If you do not change the assignment or use a custom assignment on a colonist ID they will continue to display a [[File:Unknown.png]] on the security HUD | * If you do not change the assignment or use a custom assignment on a colonist ID they will continue to display a [[File:Unknown.png]] on the security HUD | ||
* ID cards without "USS Almayer Identification" checked will detonate claymores and be engaged by sentries. It must always be checked on friendlies! | * ID cards without "USS Almayer Identification" checked will detonate claymores and be engaged by sentries. It must always be checked on friendlies! | ||
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=Forensics= | =Forensics= | ||
Upon discovery of a crime scene where the perpetrator is not apparent or witnesses may be unreliable or | Upon discovery of a crime scene where the perpetrator is not apparent, or witnesses may be unreliable or biased, secure the area (Wear gloves!) using fellow MP's and or at the minimum use tape as it will crumble if someone enters. This can, however, call your evidence into question if collected after the scene is "breached." | ||
====Scanning for prints, blood and fibers==== | ====Scanning for prints, blood and fibers==== | ||
Using the forensic scanner from the brig in your active hand, select any items that may have been touched by the perp such as doors, murder weapons, etc.. Return to the brig and enter the scanner into the forensic computer to enter your scans into record. Fingerprints can be compared to the security records and collected DNA can be given to a Doctor to compare against the health records database. | Using the forensic scanner from the brig in your active hand, select any items that may have been touched by the perp such as doors, murder weapons, etc.. Return to the brig and enter the scanner into the forensic computer to enter your scans into the record. Fingerprints can be compared to the security records, and collected DNA can be given to a Doctor to compare against the health records database. | ||
There is a Health Record monitor in both CiC and medbay. Anyone with medical acces can acces them. This includes both Medics (Corporals) and the CO/XO. | |||
====Storing evidence==== | ====Storing evidence==== | ||
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* Medical lockers | * Medical lockers | ||
* Medical storage | * Medical storage | ||
* Chief Medical | * Chief Medical Officer office | ||
* Corporate | * Corporate Liaison Private Quarters | ||
* Telecomms | * Telecomms | ||
* Chief | * Chief Engineer office | ||
* Requisitions | * Requisitions Officer office | ||
* MP Armory (If shutters are closed) | * MP Armory (If shutters are closed) | ||
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Sometimes research is able to procure other lifeforms or experiments. As long as these Lifeforms or Experiments are '''contained securely''' they are '''not to be touched''' unless the CMO (Chief Medical Officer) or the aCO (Acting Commander) wishes them terminated. If the CMO or aCO has different opinions on what to do, you always follow the aCO's orders regarding it. | Sometimes research is able to procure other lifeforms or experiments. As long as these Lifeforms or Experiments are '''contained securely''' they are '''not to be touched''' unless the CMO (Chief Medical Officer) or the aCO (Acting Commander) wishes them terminated. If the CMO or aCO has different opinions on what to do, you always follow the aCO's orders regarding it. | ||
As you do not have access as a regular MP and neither does the CMP you need to request someone with access to help open the doors to proceed with the Termination of the subject. Containment cells are quite small as they are just 3x3 in space. Be careful when entering and minimize | As you do not have access as a regular MP and neither does the CMP you need to request someone with access to help open the doors to proceed with the Termination of the subject. Containment cells are quite small as they are just 3x3 in space. Be careful when entering and minimize Friendly Fire due to the constrained space at hand. | ||
=Your Tools= | =Your Tools= | ||
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|style="border: 2px solid black; padding: 5px;"| [[File: Riot Armour.png|64px]] | |style="border: 2px solid black; padding: 5px;"| [[File: Riot Armour.png|64px]] | ||
'''M5 Riot Control Armor''' | '''M5 Riot Control Armor''' | ||
|style="border: 2px solid black; padding: 5px;"| A heavily modified suit of M2 MP Armor used to supress riots from buckethead marines. Slows you down a lot. | |style="border: 2px solid black; padding: 5px;"| A heavily modified suit of M2 MP Armor used to supress riots from buckethead marines. Slows you down a lot but can tank a lot of hits. | ||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"| [[File:Riot_shield.png]] | |style="border: 2px solid black; padding: 5px;"| [[File:Riot_shield.png]] | ||
'''Riot Shield''' | '''Riot Shield''' | ||
|style="border: 2px solid black; padding: 5px;"| A shield adept at blocking blunt objects from connecting with the torso of the shield wielder. | |style="border: 2px solid black; padding: 5px;"| A shield adept at blocking blunt objects from connecting with the torso of the shield wielder. Can block bullets as well and has a chanse to block pounces. | ||
|- | |- | ||
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|style="border: 2px solid black; padding: 5px;"| [[File:M66 Tear Gas Grenade box.png|64px]] | |style="border: 2px solid black; padding: 5px;"| [[File:M66 Tear Gas Grenade box.png|64px]] | ||
'''Tear gas grenades''' | '''Tear gas grenades''' | ||
|style="border: 2px solid black; padding: 5px;"| Filled with M66 Tear Gas grenades. They are filled with pepperspray and cover a | |style="border: 2px solid black; padding: 5px;"| Filled with M66 Tear Gas grenades. They are filled with pepperspray and cover a 7x7 area in a star shape almost like boiler gas does. They can be thrown by hand or launched from the M81 Riot GL. | ||
|- | |- | ||
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|style="border: 2px solid black; padding: 5px;"| [[File:Muzzle.png]] | |style="border: 2px solid black; padding: 5px;"| [[File:Muzzle.png]] | ||
'''Muzzle''' | '''Muzzle''' | ||
|style="border: 2px solid black; padding: 5px;"|Prevents any speech from the wearer. | |style="border: 2px solid black; padding: 5px;"|Muffles and Prevents any speech from the wearer. | ||
|} | |} |
Revision as of 21:04, 2 November 2018
Difficulty: Hard Supervisors: Command Officers, Chief Military Police and Marine Law Rank: Not defined Duties: Enforce Marine Law. Detain Criminals. Keep Shipside Personell Safe. Guides: Marine Law, Server Rules, Rank Unlock Requirements: Not available. Detailed Description: Not defined |__________| |
"The difference between a normal policeman and a military policeman, is that a military policeman deals with trained killers" - Anonymous.
Overview
DISCLAIMER: Keep in Mind that both Marine Law, Server Rules, Rank occasionally change, meaning parts of this guide can then be out of date. If this guide ever contradicts what is being said in one of those three pages, notify the Wiki Maintainer and follow what is said in those pages.
As a Military Police Officer, your primary duty is to obey and enforce Marine Law.
MPs are held to a very high standard of conduct because you are the source of in-character discipline as well as the server's first line of defense against out-of-character infractions. You are bound to Marine Law as Server Rules meaning if you break any laws in Marine Law you risk being punished outside of "In Character."
Enforcing Marine Law may be a hard task due to Marines being up to no good and refusing to come quietly. But fear not, you are equipped with state of the art Non-Lethal Weaponry that can keep a marine down for the time you need to get them cuffed and transported to the brig.
When it comes to Marine Law matters, you are always to listen to the CMP above all else as long as it does not interfere with Marine Law or Server Rules. If you are ever in doubt, Ahelp the Situation and Ask before proceeding. This can save a lot of hassle and is a good tip you should keep in mind.
Unless Authorized by the CMP or aCO you are NEVER to use Lethals against a Suspect. - See Marine Law for more Information.
Your Workspace
The Brig is located West (fore) of CiC and can just through the hallways outside the CIC.
The Brig is likely where you will spend a lot of time as MP. The Chief MP's office is in a central location and contains a Fax machine, records console, and a camera console. To the north (or starboard) of the office are the brig cells with timers, to the south (port) you can find the general work area, which includes the Armory, some vendors, MP lockers, the Evidence room, some general gear, and the forensic computer plus a couple forensic scanners lying on the table. Finally, to the west (fore) is the infirmary where prisoners can be treated, the holding cells, the execution room, and the isolation cells or as its also known; perma.
The Execution room is where the Executions usually should happen. It contains a single Chair for the Unlucky person that will have his life ended and in the Corner of the room a Blindfold, Pack of Cigarettes and a Lighter. In the bottom left corner, there is a door to a locker. The door can only be opened by the CMP/CO, and the Locker itself can only be opened by the CMO/CO. Inside the locker lies the Lethal Injection in both Syringe and Auto-Injector form. The Lethal Injection is made up by an OD of QuickClot. For the procedure of Execution, please see Marine Law - Executions.
The Perma section has three Lockers for the prisoner's gear and is equipped with the standard radio headset, Orange jumpsuit, and Orange boots. The perma cells vary a bit between each other but have a few things in common like Flash's Mounted in the Cells and Blast Shield Doors that can be brought down. Next to the Isolation cells in perma is where you find some Straightjackets and Muzzles for bad-tempered Prisoners.
The Armory contains Six Lockers in total. The lockers are bulletproof and only open on Red Alert, but can be opened manually by the CMP or the XO/CO.
Sidearm Storage:
- M4A3 Service Pistol's
- M4A3 Magazines.
Riot Control Storage:
- Box of Flashbangs
- Box of M66 Tear Gas Grenades
- M81 Riot Grenade Launchers
- Gas Masks
- M37A2 Shotguns
- Shotgun Bean Bag Shells
- M5 Riot Armor and Helmet
- Riot Shield
Shotgun Storage:
- Mk221 Tactical Shotguns
- Box of Shotgun Slug Shells
- Box of Shotgun Buckshot Shells
Regarding Prisoners & Survivors
Detainment and Brig Procedures should always be followed meaning you do every step as stated in no particular order. If a prisoner harms himself or tries to break the window, you can temporary cuff him to the bed, run to Perma and grab a Straightjacket. The Straightjacket will remain on for the duration of the timer until the prisoner is released.
As a Military Policeman, you are assigned to the protection of USCM prisoners as well as POW (Prisoners of War) held in the Brig. Remember, you're not a 'no-mercy' type of officer from the early wars and should treat Prisoners by Marine Law.
Once a prisoner is appropriately sentenced you are to make sure they are provided their basic rights which CANNOT be denied, except for in extreme situations with approval from the Chief Military Police Officer.
Survivors
You may not always be informed when someone comes aboard but when found or informed this can be a good outline of things you should do to cover your bases.
1. Secure any weapons or tools should you deem them (tools) a potential nuisance. This is preferably done in the brig or another secure area. Ensure all bags, belts, boots and any other container on their persons is checked for items in contravention of current Marine Law
2. If done in the brig you can do a quick scan of them in the brig medbay if they weren't first checked out or treated when they arrived.
3. Update their ID to colonist or passenger at the ID computer in the CIC. Once completed you can print the access report for the CMP or use it for the next step.
4. Add the survivor to the ship security records and optionally remove their gloves and take prints from the survivor with a forensic scanner for future investigations. Take a photo of their front facing and side facing sprite to also add to the records.
5. The CL, CO, CMP or researcher may want to RP with them. Contact them!
5. If the aCO allows them to assume a role in one of the departments, you can update the ID to reflect the change.
- Armed survivors in the CiC is a big danger to the command staff and operations; they should be intercepted before they can gain access.
- Colonial marshalls are not from the Marshal provost office and do not receive immunity. Ahelp when unsure!
- Survivors cannot keep their weapons while on the ship if at green alert level.
- You cannot take fingerprints from someone wearing gloves.
Updating ID's
To demote or add someone to the crew. Try to use the ID they are wearing as opposed to creating a new ID from a blank card.
1. Take their ID and enter it into the Target Identity slot on the ID computer
2. Enter your ID into the Authorized Identify slot
3. Under the assignment section, you can set someone to a job, and it will automatically assign the appropriate privileges to the ID or remove them in a demotion.
4. Alternatively, you can manually change accesses by adding or subtracting areas of access.
- If you do not change the assignment or use a custom assignment on a colonist ID they will continue to display a on the security HUD
- ID cards without "USS Almayer Identification" checked will detonate claymores and be engaged by sentries. It must always be checked on friendlies!
- Survivors cannot be given combat, police, command roles or assignments in departments they don't have skills in.
- Custom roles can be assigned such as Janitor, Pastor, Chef, Receptionist, etc..
- At this time REQ or Command positions are not assignable by MP's.
Forensics
Upon discovery of a crime scene where the perpetrator is not apparent, or witnesses may be unreliable or biased, secure the area (Wear gloves!) using fellow MP's and or at the minimum use tape as it will crumble if someone enters. This can, however, call your evidence into question if collected after the scene is "breached."
Scanning for prints, blood and fibers
Using the forensic scanner from the brig in your active hand, select any items that may have been touched by the perp such as doors, murder weapons, etc.. Return to the brig and enter the scanner into the forensic computer to enter your scans into the record. Fingerprints can be compared to the security records, and collected DNA can be given to a Doctor to compare against the health records database. There is a Health Record monitor in both CiC and medbay. Anyone with medical acces can acces them. This includes both Medics (Corporals) and the CO/XO.
Storing evidence
Click and drag the item onto the evidence bag to place the item into the evidence bag. Once that's done place it in the evidence cabinet of the evidence room, or if it's a current ongoing investigation leave it out on the center table so that the other MP's can look at it.
It is recommended you add a paper to it so you and others can later see who or where the evidence was taken from. Make sure all Evidence is appropriately secured and organized as well. A clean and organized evidence locker looks both professional and keeps your colleagues happy.
Access Privileges
As MP you have access to most places onboard the ship, but there are certain places you do not have access to such as upper medbay. This is for various reasons such as gameplay, but if you have a proper RP reason you may request the aCO to give you access to the specific area that is needed from the ID Computer in CiC or Briefing if it is for an extended amount of time such as to be stationed as a guard by the Containment cells in upper medbay.
If its just a search on a person or area, follow the procedure listed in Marine Law here: Search Procedure
Due to MP's having access to almost all places onboard the ship you will often be called to help out CT's, Doctors or MT's even for various reasons, but make sure you always prioritize between requests. A doctor that needs access to a prep room since a marine has died there comes before an MT needing access to fix a light another place.
List of Areas MP's can't access:
- Any specialized prep room (Spec, engineer, medic, smartgunner and squad leader.)
- Upper research
- Morgue
- Research containment
- Chemistry Laboratory LVL1
- Medical lockers
- Medical storage
- Chief Medical Officer office
- Corporate Liaison Private Quarters
- Telecomms
- Chief Engineer office
- Requisitions Officer office
- MP Armory (If shutters are closed)
Research and You!
Sometimes research is able to procure other lifeforms or experiments. As long as these Lifeforms or Experiments are contained securely they are not to be touched unless the CMO (Chief Medical Officer) or the aCO (Acting Commander) wishes them terminated. If the CMO or aCO has different opinions on what to do, you always follow the aCO's orders regarding it.
As you do not have access as a regular MP and neither does the CMP you need to request someone with access to help open the doors to proceed with the Termination of the subject. Containment cells are quite small as they are just 3x3 in space. Be careful when entering and minimize Friendly Fire due to the constrained space at hand.
Your Tools
Being an MP is not an easy job. You are responsible for the security and law of the ship. Luckily, you have plenty of tools at your disposal to help you fulfill your duties.
- The Fax Machine: This is used for contacting High Command. Primarily used to ask permission to remove the acting Commander from their position, it may also be used to inform High Command of unusual circumstances and receive instructions on how to proceed and when in doubt of the CMP's action you can report it through the Fax machine. Make sure you send a properly formatted Fax. It makes it both easier to read and looks more quite a lot more professional. You can find the proper format to use and a lot of other goodies in our Paperwork Guide.
- The Records Console: You can find this console in the general brig area and the CMP's office. It is used to review and update records and as such is one of your most essential tools. Use it to make sure people have their status (arrest, released, incarcerated or none) as well as any crimes they may have committed up to date. Status and comments may also be edited by examining someone if you have a secHUD on. The records also contain fingerprint hashes. Note: Removing your ID does not log you out. It is imperative you dont leave a computer logged in especially in high traffic areas such as the CIC Entrance. The logs will show as if you made the changes.
- The Camera Console: There's one of these in the brig and a few more scattered around the ship in checkpoints and other workstations. The Console allows you to see through any camera in the USS Almayer, and it's useful to find or follow fleeing suspects as well as to keep an eye on shipside operations.
- Recharger: There is one in the brig and a few in Medbay. They can charge up stuff that runs on electricity. Some of the Equipment it can charge is: Tazer, Stunbaton, Flash.
- Pepper spray refiller: Located in the brig armory, can be used to refill pepper spray.
- HUDGlasses: Wearing these glasses will show jobs on board the Almayer, someone not on the crewlist or not wearing ID.
Unknown
Arrest
Incarcerated
Released
- MP tools: You have access to a variety of items such as flashes, handcuffs, and tasers to help you control and subdue hostiles.
Your Skillset
To find out about how the skill system works head over to the skills system page.