Military Police

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MilitaryPolice.png
Military Police
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:
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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 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.


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

  1. Verbally inform the suspect you are going to take them into custody and the charge.
  2. Order the suspect to the ground.
  3. Handcuff the suspect.
  4. Inform the suspect of the expected duration they will be in the brig.


Belligerent, aggressive or non-compliant suspect

  1. Prepare your preferred method of neutralizing resistance (Taser, Stun-Revolver, Stun-baton).
  2. Apply preferred method until suspect is no longer resisting.
  3. Secure the Suspect.
  4. Inform them of the charge and duration of their sentence (don't forget to add resisting arrest).


Brig Processing Procedure

  1. Begin the timer the moment the prisoner is in the cell.
  2. Remove necessary items from the suspect.
    1. 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.
    2. 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).
  3. Buckle-cuff the suspect to the bed.
  4. Flash the suspect and immediately remove their handcuffs.
  5. Recover your handcuffs and leave the cell.
  6. 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.

  1. 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).
  2. Access to a radio (may be denied if the prisoner is abusing it).
  3. 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).
  4. 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.