User:Nanu308

163 editsJoined 4 June 2018
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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 in accordance with 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.

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.
  • "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. Occasionally they find their way down the ranks into the hands of squad-leaders and decorated grunts.
Headset.png

USCM MP Headset

This is used by marine military police members. Channels are as follows: :p - Military Police and :v Command Radio.
HUDsunglasses.png

HUDSunglasses.

Displays criminal status and protects from flashes and flashbangs.
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 Pistol or a Tazer.
M2 Pattern Personal Armour.png

M2 Pattern MP Armor

This is a M2 pattern MP armor. It is a huge item.

A standard Colonial Marines M2 Pattern Chestplate. Protects the chest from ballistic rounds, bladed objects, and accidents. It has a small leather pouch strapped to it for limited storage.

Black Gloves.png

Black gloves

It's black gloves. Helps with not leaving fingerprints and are limited to MP Personell.
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

Taser

An advanced stun device capable of firing balls of ionized electricity. Used for nonlethal takedowns.
  • The Tazer can shoot through Glass. This is a feature not a bug. Use it to catch henchmen unaware.
  • Tazers can be charged in Rechargers.
Stunbaton.png

Stun-Baton

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.
  • Press Z to flash all around you in a 3x3 radius. Very good for when you are Surrounded'
  • hudGlasses and certain things that cover your eyes protect from the Flash.
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 people. It works through both the flash and noise it creates, so be careful when throwing it. If to close the sound itself is strong enough to knock you off your feet. Flashbangs also got a Fixed timer on roughly 4 seconds so make sure you cock it before throwing it as it can be thrown back and stun you.
Equipment: Description:
M4A3 Variants.gif

M4A3 Service Pistol

An M4A3 Colt Service Pistol, the standard issue sidearm of the Colonial Marines. Uses 9mm pistol rounds.
Wytacshotgun.png

Mk221 Tactical Shotgun

The Weyland-Yutani MK221 Shotgun, a semi-automatic shotgun with a quick fire rate. The shotgun comes preloaded with 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.
[[File:]]

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 classic design, the M37A2 combines close-range firepower with long term reliability. Requires a pump, which is a Unique Action.
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 the brig armory. Holds 25 shells.
Equipment: Description:
[[File:]]

Straight Jacket

A suit that completely restrains the wearer.
[[File:]]

Blindfolds

Covers the eyes, preventing sight.
[[File:]]

Muzzle

Prevents any speech from the wearer.
Equipment: Description:
[[File:]]

Marine Law

A set of guidelines for keeping law and order on military vessels.
Handcuffs.png

Handcuffs

These are used to secure people for their safety and yours. Re usable 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.
[[File:]]

Station Bounced Radio

Good to carry in case of emergency loss of power or communications.
[[File:]]

Flashlight

It's a flashlight, can be held, thrown or tied to a weapon with a cable coil.
[[File:]]

Evidence bags

It's a bag.. for evidence.
[[File:]]

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.
[[File:]]

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.