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Difficulty: Medium Supervisors: Commander, Chief Military Police and Marine Law Rank: Not defined Duties: Enforce Marine Law. Detain rogue marines. Guides: Marine Law, Server Rules 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
As a Military Police Officer, your primary duty is to maintain law and order on board the Almayer. This doesn't mean going around stunning all the Marines because you saw them hold a gun, this means you respect Marine Law!
Enforcing Marine Law may be a hard task due to Marines being armed with guns, but - if you need it - your riot suit soaks up bullets like a sponge. Still, it shouldn't be worn unless necessary. MPs start the round equipped with a flash, taser, stun baton, and some handcuffs. MPs may never use lethal force.
You don't outrank every member of the crew, but even the Commander and other Officers are not above Marine Law. These laws apply to all personnel, except for military officials from High Command or diplomatically immune Weyland-Yutani executives, unless stated otherwise. Once they have violated Marine Law, any MP may lawfully arrest any member of the crew.
Military Officers and military law enforcement agents are expected to use their best discretion when applying sentences and apprehending those who violate the above laws. Failure to do so will result in immediate contract termination at the discretion of Central Command military officials.
Quick Start Guide
Many characters start playing MP with little idea of what to do, this will help.
The first thing you want to do when you become an MP is to get your equipment. Taking one or two extra pairs of handcuffs is always a good start. Something additional you may want to do is take the equipment from a MP locker so that you always have extra of everything if one of your tools runs out of charge. Carrying one flashbang on you to use during an emergency is no essential, but recommended.
Now, after reading the rest of this wiki page, you are ready to go and arrest those law breakers, arrest the non-lawbreakers that command tells you to arrest for pissing them off, and get verbally shat on by the entire ship for being shit.
Equipment
- The first and most notorious tool of the MP is the stun baton. By holding this in your hand and clicking on it, you turn it on so that whenever you click on someone else with it, they are stunned. If you are on any intent but help then you will injure them and stun them at the same time. (ooc this is known as harmbatonning but should never be said as such IC)
- Next, is the flash. The flash has two uses: blinding a crowd and disarming a single person. By holding a flash and clicking on it, it emits a blinding wave to all those in sight. It does not incapacitate them, so they are free to move around until their vision comes back. Holding the flash and clicking on another person both blinds and incapacitates someone.
- The taser. This serves the same purpose as the stun baton, but it acts at range. This is for when a suspect is firing at you, running around/away, or trying to fight you with an object.
- Flashbangs are a great tool for a riot or mutiny. When you have a great number of people being violent and you need them incapacitated, you use this instead of the flash. This should only be used in the most dire of circumstances when you think you or someone else is in danger from a crowd of people.
- Handcuffs, simple to use. Hold in hand, click on someone else, if both you and them don't move, they become handcuffed.
Security Records
Security records can be accessed by examining a person while wearing the Security HUD or accessing the Security Records Console. There is a console: in every security checkpoint, in the brig, in the CMPs office, in the CIC, and in some mostly unused offices. When you have set someone's records to arrest they will show up with a W under their assignment (ie Leader, Smartgunner, Spec, etc) which is a useful asset when looking for a wanted crewmember. It is advised when they are in their cell to set them to incarcerated so other MPs will know they escaped, when they are released they should be set to none or another setting so that other MPs know they have commited a crime before in the round. Some players choose to use the notes and crimes sections of the records while others do not. It is more for an RP purpose since MPs are going to remember arresting someone before in the round.
The MPs and Server Rules
MPs are held to a very high standard of conduct because they are the source of in-character discipline aboard the Almayer and the server's first line of defense against out-of-character infractions. MPs should become familiar with the server rules. Some of these rules are specifically applicable to MPs.
Marine Arrest Procedure
If you need to arrest someone, try to warn them first and do it with minimal drama.
Compliant/Non-aggressive suspect who is not resisting
- Verbally inform the suspect you are going to take them into custody and the charge.
- Order the suspect to the ground.
- Handcuff the suspect.
- Inform the suspect of the expected duration they will be in the brig.
Belligerent, aggressive or non-compliant suspect
- Prepare your preferred method of neutralizing resistance (Taser, Stun-Revolver, Stun-baton).
- Apply preferred method until suspect is no longer resisting.
- Secure the Suspect.
- Inform them of the charge and duration of their sentence (don't forget to add resisting arrest).
Brig Processing Procedure
- Begin the timer the moment the prisoner is in the cell.
- Remove necessary items from the suspect.
- If the suspect is being held for 30 or less minutes for a non-violent offense, remove their backpack, belt, armor (head and chest), and any tools that may be used for escape. Do NOT strip them of their radio, jumpsuit, or boots.
- If the suspect is being held for more than 30 minutes, for a violent offense, or are a past escape risk fully strip them and have them wear the orange prisoner suit. They may keep their radio unless they abuse it while in the cell (such as trying to escape, or screaming over it).
- Buckle-cuff the suspect to the bed.
- Flash the suspect and immediately remove their handcuffs.
- Recover your handcuffs and leave the cell.
- For the duration that there are prisoners, there must be at least one MP in Security at ALL TIMES (except in emergency situations).
(Note: it may be impractical or impossible to begin the timer the moment the prisoner is in the cell. It may be better practice to begin the timer the moment the arresting MP leaves the cell.)
Prisoner Rights
The following is a list of rights prisoners have. With the noted exceptions, these rights CANNOT BE DENIED.
- Medical Treatment on Request (MP will call a doctor to treat in security, if moving to med-bay is required it will NOT count against time to serve).
- Access to a radio (may be denied if the prisoner is abusing it).
- To appeal with the Commander (or a representative he sends) in a timely manner about his case one time (commander may deny this depending on the situation).
- Protection from threats (the duty of the MP is to ensure that the prisoner is safe and unharmed during confinement).
Storing evidence
Click and drag the item onto the evidence bag to place the item into the evidence bag. Once that's done place it in the gun cabinet as it's your most secure area in the Mp office, or if it's a current ongoing investigation leave it out on the centre table so that the other Mp's can look at it. Generally if you manage to get fingerprints from your perp you'll also want to store those as well.
Current Marine Laws
All brig times are gauged with this Marine Law guide. Disregarding it can result in a job ban. The arresting Marine determines the punishment, ranging from Minimum to Maximum. MPs should work to minimize excessive punishments and ensure that the severity of the punishment fits the crime.
NOTE: It is the duty of the arresting MP, to determine the punishment, ranging from the Minimum to Maximum. It is recommended to make the severity of the punishment meet the crime and to minimize excessive punishments.
EXCESSIVE TIME: If the total punishment is to exceed 90 minutes, the commander can give special permission for permanent confinement, no matter the crime.
Charge | Description | Minimum Punishment | Maximum Punishment |
---|---|---|---|
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 slipping people with soap/water, excessive window knocking, and force-feeding other marines. | 5 Minutes | 10 Minutes |
Improper Uniform | Moving around the ship outside the Cryo/Cafeteria/Preparation areas without proper military uniform for your job during non-emergency situations. Marines should always be wearing their uniform, boots, and armor at a minimum. Regular crew should be wearing their uniform and boots/shoes without armor unless there is a direct threat. MPs should not have riot armor except in riot situations. | 5 Minutes | 15 Minutes |
Disorderly Conduct | Directly and intentionally disrupting primary operations of the ship. Fighting in the RO line, disrupting the briefing, or inciting rioting/mutiny. | 10 Minutes | 30 Minutes |
Insubordination | Failing to follow a legitimate and lawful order from a superior. | 10 Minutes | 30 Minutes Demotion |
Damage to Government Property | Damaging the ship or making any unauthorized modifications to it during peacetime.To get authorization, confirm with the department head the change falls under, the Chief Engineer, and the current commander. | Return ship to it's exact previous state. | 30 Minutes. |
Resisting Arrest | To resist a lawful arrest by a Military Police officer (most people run, be fair). | 10 minutes | 30 minutes |
Trespassing | Unauthorized access of an area restricted by Command personnel or an area which a person does not have access to. | 5 Minutes | 30 minutes. |
Contraband | To retain possession of, distribute, or use contraband items, including drugs and non-standard issued equipment. | 10 minutes confiscation of contraband items. |
30 minutes confiscation of contraband items. |
Theft | To retain possession of items belonging to another marine. | 10 minutes item returned to owner |
45 minutes item returned to owner |
Drug Use | Consuming either space drugs or medical compounds not authorized for distribution. | 5 Minutes | 10 Minutes |
Drug Distribution | Distribution of medical compounds (including combat stimulants) without authorization from the CMO and Acting Commander. Includes space drugs, which are never authorized to be distributed. | 15 minutes | 30 minutes Demotion from chemical access |
Drunk on Duty | This only applies to the Military side of USCM: Excessive drinking resulting in becoming drunk planetside, or while serving aboard the ship as a general crew member to the point you are unable to communicate properly or perform your job. | Until Sober | Demotion |
Drunk and Disorderly | This only applies to Civilian jobs and Survivors: Excessive drinking resulting in either being unable to communicate and perform your job correctly, or belligerent behavior | Until Sober | Demotion |
Unauthorized Weapon | Possession of a weapon you are not authorized during a non-emergency situation, detailed as code levels in the Weapon Usage for Crew section above. As code levels decrease in threat, weapons should be stored appropriately and not kept on-person or in personal areas. | 15 Minutes confiscation of contraband items. |
45 Minutes confiscation of contraband items. |
Assault | To threaten or use physical force against someone without intent to kill. | 10 minutes. | 30 minutes. |
Neglect of duty | Failure to perform their role to an acceptable standard. For example, a Commander failing to properly organize and ensure his personnel are given orders. | 10 Minutes. | Demotion/removal of command 25 minutes |
Assault with a deadly weapon | To enact physical force against someone with a lethal weapon, such as a sidearm, blade, or rifle. | 20 minutes | Permanent confinement |
Manslaughter | To be the cause of another person's death without malicious intent. | 20 minutes Demotion |
45 Minutes Demotion |
Murder or Unauthorized Execution | To attempt or succeed in the attempts of killing someone with malicious intent. Executions are only authorized with permission from and in the presence of the acting Commander. | Permanent confinement | Execution |
Mutiny | To attempt or succeed at overpowering or overthrowing a commanding officer. | Permanent confinement | Execution |
Terrorist Collaboration | To act as an enemy to the corporation or engage in acts that attempt to hurt or endanger the corporation. | Permanent confinement | Execution |
Sexual assault | To attempt to or succeed in the acts of assaulting another person sexually, including rape. | Permanent confinement | Execution |
Conduct Unbecoming of an Officer | Breaking any laws when you are an officer will always result in this added to the penalty. You are an officer and expected to act with dignity, honor, and respect at all times. | Double Brig Time | Double Brig Time Demotion |
Execution Procedures
“The man who passes the sentence should swing the sword. If you would take a man's life, you owe it to him to look into his eyes and hear his final words. And if you cannot bear to do that, then perhaps the man does not deserve to die.”
Executions are authorized for crimes with execution as the maximum punishment. Additionally, if the maximum amount of time to be served is greater than 1 hour, the commander can authorize an execution if they believe that the prisoner will re-offend or is/will be a danger to the crew or ship.
Only the Commander (or acting Commander) may authorize executions. If they decide an execution is necessary, the follow procedure must be followed:
- The Commander must make a ship-wide announcement from the bridge communication console, informing the crew of the intent to execute and why. (Example: "I, Commander Erin Kowalski, hereby authorize the execution of Donald Cluwne on the charges of murder, assault, and damage to the ship. He will be executed by firing squad in the briefing room.")
- The commander must declare the method of execution used from the following:
- Lethal Injection (30u chloral hydrate or other chemical).
- Firing Squad (commander may pick the marines).
- Airlock Decompression (ejected out the airlock at the rear of the ship).
- The Commander MUST be present at the execution.
- The condemned MUST be given a chance to give any final words.
Weapon Usage for Crew
Enforceable with "Unauthorized Weapon" law below.
- Code Green - Weapons may be carried by combat jobs, police jobs, the Acting Commander, and the XO.
- Code Blue - All crew are authorized to have a pistol.
- Code Red - No weapon restrictions.
Exception: If you are in immediate, life-threatening danger and upper management has not set an appropriate code level.
Note: Metagaming rules still apply and overrule the above exception. E.g. Non-combat jobs are not going to know how to use much more than a pistol.