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User:Nanu308

163 editsJoined 4 June 2018
COMMAND
MilitaryPolice.png
Military Police
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:
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Not defined
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"The difference between a normal policeman and a military policeman, is that a military policeman deals with trained killers" - Anonymous.

Overview

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.

Ss13 MP armory.png

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
  • Bean Bag Slugs
  • M5 Riot Armor and Helmet
  • Riot Shield

Shotgun Storage:

  • Mk221 Tactical Shotguns
  • Box of Shotgun Slugs
  • Box of Buckshot Slugs

Regarding Prisoners

Detainment and Brig Procedures should always be followed meaning you do as it states in the specific order its said as well. 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.

Storing Evidence

Click and drag the item onto the evidence bag to place the object into the evidence bag. Evidence bags can be found in the SecVendors in the Gear Room. Once that's done place the secured evidence in the Evidence Storage room.

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 Organised 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:

  • Upper research
  • Morgue
  • Research Containment
  • Medical storage
  • Corporate liaison office
  • Chief Medical officer office
  • Telecomms
  • Chief engineer 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 FF 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 acing 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 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.
  • "MP tools:" You have access to a variety of items such as flashes, handcuffs, and tasers to help you control and subdue hostiles.


Equipment: Description:
MP Beret.png

MP Beret

A hat typically worn by the field-officers of the USCM. Only available to MP's. This one has a unique red color to designate MP personnel.
Generic Headset.png

USCM MP Headset

This headset is used by marine military police members, it has a secured channel for military law enforcement that cannot be access to anyone else. Channels are as follows: :p - Military Police and :v Command Radio.
HUDsunglasses.png

HUDSunglasses.

Displays criminal status and protects from blinding flashes.
MP Uniform.png

USCM MP Uniform

A standard-issue MP uniform, only worn by USCM MP personnel.
Shoulder Holster.png

Shoulder holster

Can hold ether a sidearm or a taser gun.
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M2 Pattern MP Armor

Older generation of the M3 Pattern Armor. M2 Armor offers higher protection against melee attacks but less protection against projectile attacks.
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Black gloves

A pair of black gloves. Helps with not leaving fingerprints and are limited to MP Personnel.
MP Belt.png

M276 pattern military police rig

The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is filled with an array of small pouches, meant to carry non-lethal equipment and restraints.
Boots.png

USCM Combat Boots

Standard issue combat boots used by the USCM for combat situations.
Equipment: Description:
Taser.png

Tazer

An updated version of a 100 year old design, this is an advanced stun device capable of firing bolts of ionized electricity. Used for nonlethal takedowns.
  • The Taser can shoot through glass windows and glass panes. This is a feature not a bug. Use it to catch henchmen unaware.
  • Tasers can be charged in Rechargers.
Stunbaton.png

Stun-Baton

A replacement of the old police baton for the 22nd century. It is a stun baton for incapacitating people with.
  • To activate and deactivate the stunbaton press Z or Click on it.
  • Use Harm Intent to do lethal Damage. Disarm and Help Intent for Non-Lethal Prodding.
  • Non-MP's that try to pick up a Stun Baton gets stunned.
  • Stun Batons can be charged in a Recharger.
Flash.png

Flash

Can be used to flash people, stunning them with a bright light.
  • Press Z to flash all around you in a 3x3 radius. Very good for when you are Surrounded
  • HudSunglasses and certain things that cover your eyes protect from the Flash.
  • Can be Charged in a Recharger.
64PX

Pepper Spray

Manufactured by UhangInc, used to blind and down an opponent quickly. Pepperspray can only be blocked if you have something covering both eyes and mouth like a Gas Mask or wearing both Surgeon Mask plus Glasses.
Flashbang.png

Flashbang

Flashbangs work wonders to take down groups of people.
  • Flashbangs work throught both Sound and the Flash itself.
  • Flashbangs got a Fixed timer on roughly 4 seconds.
  • Standing to close to a Flashbang going off will stun you even with Eye protection.
Equipment: Description:
M4A3 Variants.gif

M4A3 Service Pistol

The M4A3 Service Pistol is a reliable fallback weapon that uses 9mm handgun ammunition in a 12 round magazine.


Can be found in the Sidearm storage locker, along with spare magazines.

Wytacshotgun.png

Mk221 Tactical Shotgun

A unique company made semi-automatic shotgun with a rapid fire rate and an attached Underslung Grenade Launcher. Holds 8 shotgun shells in the chamber.


Can be found in the Shotgun storage locker, comes pre-loaded with shotgun slugs.

Equipment: Description:
MP Helmet.png

Riot Helmet

It's a helmet specifically designed to protect against close range attacks. It covers your ears.
Gasmask.png

Gas mask

A face-covering mask that can be connected to an air supply. Filters harmful (Tear) gases from the air.
Riot Armour.png

M5 Riot Control Armor

A heavily modified suit of M2 MP Armor used to supress riots from buckethead marines. Slows you down a lot.
Riot shield.png

Riot Shield

A shield adept at blocking blunt objects from connecting with the torso of the shield wielder.
M81 Riot GL.png

M81 Riot Grenade Launcher

A grenade launcher that can only fire Tear Gas grenades. Work wonders to block off entrances and work as pepperspray.
M66 Tear Gas Grenade box.png

Tear gas grenades

Filled with M66 Tear Gas grenades. They are filled with pepperspray and cover a XxX area. They can be thrown by hand or launched from the M81 Riot GL.
M37 Variants.gif

M37A2 Pump-Shotgun (For bean bags)

An Armat Battlefield Systems Shotgun utilized by USCM Marines. This weapon is powerful in close quarters combat and is capable of killing even the strongest of hostile targets. Users should still keep in mind that the M37A2 must be pumped after every shot.


Can be found in Riot Control storage, comes pre-loaded with bean bag shells.

Beanbag box.png

Bean bag slugs

Single Slug Projectile. Will cause pain to any human targets it hits, used for non-lethal takedowns. Only found in a Riot Control storage. Holds 25 shells.
  • On unarmored marines and if fired Point Blank Bean bags can do Lethal Damage.
  • Marines might mistake you for firing Slugs when using Bean bags. Keep this in mind as you can be shot due to that.
Equipment: Description:
Straight jacket.png

Straight Jacket

A suit that completely restrains the wearer, Can not be resisted out off.
Blindfold.png

Blindfolds

Covers the eyes, preventing sight.
Muzzle.png

Muzzle

Prevents any speech from the wearer.
Equipment: Description:
Marine law.png

Marine Law

A set of Strict laws and gudelines for keeping law and order on military vessels.
Handcuffs.png

Handcuffs

These are used to secure people for their safety and yours. Reusable and stronger than zip ties but also larger to carry.
ZipTie Box.pngZipTies.png

Zip Cuffs

Zip Cuffs are half the size but have less strength and are one time use. Also cuffs your target faster than regular handcuffs.
Csi Scanner.png

Forensic scanner

Used to scan objects for DNA and fingerprints.
Police tape.png

Police tape

Useful for detecting entry into a crime scene or warning personnel to stay out of a area.
Handheld radio.png

Station Bounced Radio

Good to carry in case of emergency loss of power or communications.
Flashlight.png

Flashlight

It's a flashlight, can be held, thrown or turned into a Rail Flashlight attachment.
Evidence bag.png

Evidence bags

A specialized bag, meant for an evidence of a crime.
Universal recorder.png

Universal recorder

A device that can record up to an hour of dialogue and play it back. It automatically translates the content in playback. Good for appeals or witness statements.
Hand labeler.png

Hand labeller

A device that can label evidence bags or any other item if you wish.


Your Skillset

MP Skill set.png

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