Difference between revisions of "User talk:Dr Farson"

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 +
{{anchor|Stun Baton}}
 
{{Item
 
{{Item
  |name=Stun Baton
+
|bgcolor1 = #ffcccc
  |bgcolor1 = #ffaa99
+
|bgcolor2 = #ff9999
  |bgcolor2 = #ff6969
+
  |name = Stun Baton
  |image = Redtoolbox.png
+
  |image = StunBaton.gif
  }}
+
  |foundin = Lockers at [[Security Office]], spawns in security officers' backpacks
A stun baton is an essential tool in security. It can simultaneously knock someone down, and stun them for a period of time when used. The following guidelines apply to the use of the stun baton
+
  |usedfor = Subjugating criminals.  
<div class="toccolours mw-collapsible" style="width:400px">
+
  |strategy = Use it on the criminal.
 +
|description = Your primary melee weapon. Standard Protocol is to wear it on your BELT or your actual Security Belt. Do not run around with your weapon brandished as you will be slipped and killed by the clown.
 +
 
 +
Stun batons have two modes: [[security|on]] and [[shitcurity|off]]. While on, hitting someone with it will result in 50 instant stamina damage, and then a 5 second [[Status_Effects#Knockdown|knockdown]] 2 seconds after the hit. Has a 2.5-second cooldown between [[Status_Effects#Knockdown|knockdown]] hits. Harm intent will cause you to also smash the victim, bruising the target.
 +
<br/>
 +
'''Damage''' = 10 brute damage on harm intent.
 +
}}
 +
<div class="toccolours mw-collapsible">
 
# The stun baton must remain in the utility belt until it is necessary to use it.
 
# The stun baton must remain in the utility belt until it is necessary to use it.
 
## On conditions 2 and 3, the stun baton must not be brought out for arrests unless the subject is considered dangerous, or you are (or have been) in an active pursuit with the suspect.
 
## On conditions 2 and 3, the stun baton must not be brought out for arrests unless the subject is considered dangerous, or you are (or have been) in an active pursuit with the suspect.
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</div>
 
</div>
  
 +
{{anchor|Pepperspray}}
 
{{Item
 
{{Item
  |name=Pepper Spray
+
  |bgcolor1 = #ffcccc
  |bgcolor1 = #ffaa99
+
  |bgcolor2 = #ff9999
  |bgcolor2 = #ff6969
+
  |name = Pepperspray
  |image = Redtoolbox.png
+
  |image = Pepperspray.png
  }}
+
  |foundin = Inside lockers at [[Security Office]] and [[Security Posts]]
Pepper spray is a crucial part of your gear. The guidelines for use are as follows.
+
|usedfor = Subjugating a criminal.
 +
|strategy = Shoot it at the criminal.
 +
|description = Manufactured by UhangInc, used to down an opponent quickly. Can store 8 sprays inside it. Remember to set the Pepper Spray to use 5 units to get the most out of it, using it at 5 units will have it cover up to four tiles and take down anyone not wearing eye protection.  Best used in a narrow corridor, like the HOP line, where it can knock over several people at once.
 +
 
 +
Can be filled at [[File:Pepper_Spray_Refiller.png]] Pepper Spray Refillers located in walls at Security Office and Security Posts. You can also fill it with other chemicals, like welding fuel, should you be able to find a use for that.  
 +
 
 +
'''Damage''' = N/A 
 +
}}
 
<div class="toccolours mw-collapsible">
 
<div class="toccolours mw-collapsible">
 
# Unlike the stun baton, Pepper Spray can be brought out during any arrest, on any condition.
 
# Unlike the stun baton, Pepper Spray can be brought out during any arrest, on any condition.
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</div>
 
</div>
  
 +
{{anchor|Flash}}
 
{{Item
 
{{Item
  |name=Portable Flash Device
+
|bgcolor1 = #ffcccc
  |bgcolor1 = #ffaa99
+
|bgcolor2 = #ff9999
  |bgcolor2 = #ff6969
+
  |name = Flash
  |image = Redtoolbox.png
+
  |image = Flash.gif
  }}
+
  |foundin = Lockers at [[Security Office]] and [[Security Posts]], [[Chief Engineer's Office]], [[Robotics]], [[Bridge]], [[Tech Storage]]
Flashes are a basic tool utilized by security, and heads of staff alike. Extremely useful they are. Blinded you will be.
+
  |usedfor = Subjugating criminals.  
<div class="toccolours mw-collapsible" style="width:400px">
+
  |strategy = Use it on the criminal (make sure he doesn't have protective eyewear) or activate it in your hand.
 +
|description = A versatile tool! Flashes are small devices capable of producing an extremely bright light that is capable of blinding and stunning someone for as long as a baton if they are immediately adjacent to you. This light will overcome visual senses, causing them to fall like a little bitch, allowing plenty of time to <strike>beat them to death</strike> handcuff them. This is an acceptable alternative to a [[#Stun Baton|Stun Baton]] in a pinch, but is not recommended as an alternative due to it not working against anybody wearing protective eye coverings such as [[welding helmet]]s or [[Sunglasses]]. On the downside, overexposure can cause blindness, and the flash's bulb is prone to burning out after repeated usage.
 +
 
 +
Handheld flashes are effective at stunning [[Cyborg|Cyborgs]], and are one of the few ways of stunning them. Carry it in your pocket or security belt.
 +
 
 +
Some [[Game_Modes#Revolution|revolutionary]] leaders can use flashes to brainwash other members of the crew if they are not wearing protective gear.
 +
 
 +
'''Damage''' = N/A
 +
}}
 +
<div class="toccolours mw-collapsible">
 
# The flash, similar to the pepper spray, can be brought out during any code, and used for any arrest.
 
# The flash, similar to the pepper spray, can be brought out during any code, and used for any arrest.
 
# It is recommended that this only be used to stun someone as they are running away, as it is by far, less effective than pepper spray.
 
# It is recommended that this only be used to stun someone as they are running away, as it is by far, less effective than pepper spray.
# It is important to remember that the flash is a last resort, and is less effective than other methods. A flash can also run out, and cannot be recharged, so try to use it sparingly.
+
# It is important to remember that the flash is a last resort method, and is less effective than other methods. A flash can also run out, and cannot be recharged, so try to use it sparingly.
 
</div>
 
</div>
  
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  |bgcolor2 = #ff6969
 
  |bgcolor2 = #ff6969
 
  |image = Redtoolbox.png
 
  |image = Redtoolbox.png
 +
|foundin = Lockers at [[Security Office]], spawns in security officers' backpacks
 +
|usedfor = Subjugating suspects at a long range
 +
|strategy = Fire at the target.
 +
|description =
 +
 +
 +
'''Damage''' = N/A 
 
  }}  
 
  }}  
 
Your taser is extremely important, as it is the perfect ranged weapon for non-lethal takedowns. It is based on a cartridge system, so use it carefully.
 
Your taser is extremely important, as it is the perfect ranged weapon for non-lethal takedowns. It is based on a cartridge system, so use it carefully.
<div class="toccolours mw-collapsible" style="width:400px">
+
<div class="toccolours mw-collapsible">
 
# On condition 2 and 3, the taser must not be brought out for arrests unless the subject is considered dangerous, or you are (or have been) in an active pursuit with the suspect.
 
# On condition 2 and 3, the taser must not be brought out for arrests unless the subject is considered dangerous, or you are (or have been) in an active pursuit with the suspect.
 
# If you hit your target with the prongs of the taser, you are then permitted to continue tasing the person until they stop resisting. However, tasing someone more than 4 times may result in physical harm, and should only be done in circumstances where the suspect continues to actively resist beyond four pulses.
 
# If you hit your target with the prongs of the taser, you are then permitted to continue tasing the person until they stop resisting. However, tasing someone more than 4 times may result in physical harm, and should only be done in circumstances where the suspect continues to actively resist beyond four pulses.
 
</div>
 
</div>
 +
 +
{{Item
 +
|name=BolaWrap
 +
|bgcolor1 = #ffaa99
 +
|bgcolor2 = #ff6969
 +
|image = Redtoolbox.png
 +
|foundin = Lockers at [[Security Office]], spawns in security officers' backpacks
 +
|usedfor = Subjugating suspects at a short range
 +
|strategy = Fire at the target.
 +
|description = WIP
  
  
 +
'''Damage''' = N/A 
 +
}}
  
 
==== '''Article 2 - Hybrid Equipment''' ====
 
==== '''Article 2 - Hybrid Equipment''' ====
Line 67: Line 112:
 
  |bgcolor1 = #ffaa99
 
  |bgcolor1 = #ffaa99
 
  |bgcolor2 = #ff6969
 
  |bgcolor2 = #ff6969
  |image = Redtoolbox.png
+
  |image = secpistol.png
  }}
+
  |foundin = Lockers at [[Security Office]]
The FS IH-17 Service Pistol is a 7.5mm caseless handgun capable of shooting both lethal and nonlethal rounds. By default, it is loaded with a rubber magazine holding 18 rounds at the beginning of each round. The guidelines are as follows:
+
|usedfor = Sudjugating Suspects, Subduing Threats
<div class="toccolours mw-collapsible" style="width:400px">
+
|strategy = Fire at the target.
 +
|description = The FS IH-17 Service Pistol is a 7.5mm caseless handgun capable of shooting both lethal and nonlethal rounds. By default, it is loaded with a rubber magazine holding 18 rounds at the beginning of each round.
 +
{{{!}} class="wikitable"
 +
{{!}}-
 +
! Type of Round {{!}}{{!}} Damage
 +
{{!}}-
 +
{{!}} Rubbershot {{!}}{{!}} 24 Stamina damage and 4-14 brute damage
 +
{{!}}-
 +
{{!}} Live Ammo {{!}}{{!}} 20 brute damage
 +
{{!}}}
 +
 
 +
}}
 +
<div class="toccolours mw-collapsible">
 
# Rubber rounds are the only rounds that are permissible on conditions 2 and 3. Under no circumstances is the pistol to be drawn during condition 3, save for extenuating situations. During condition 2, lethal rounds can be carried on the person. The rules for condition 2 are outlined below:
 
# Rubber rounds are the only rounds that are permissible on conditions 2 and 3. Under no circumstances is the pistol to be drawn during condition 3, save for extenuating situations. During condition 2, lethal rounds can be carried on the person. The rules for condition 2 are outlined below:
 
## Non-lethal rounds must be loaded into your weapon.
 
## Non-lethal rounds must be loaded into your weapon.
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{{Item
 
{{Item
  |name=Combat Shotgun
+
  |name=FS IH-12 Gladstone 10ga Combat Shotgun
 
  |bgcolor1 = #ffaa99
 
  |bgcolor1 = #ffaa99
 
  |bgcolor2 = #ff6969
 
  |bgcolor2 = #ff6969
  |image = Redtoolbox.png
+
  |image = combatshotgun2.png
  }}
+
  |foundin = Secure Armory
The FS IH-12 Gladstone 10ga Combat Shotgun is an ample security longarm upgrade available in the Low Security armory. By default, it is loaded with a caseless magazine containing six shots of extending Baton Rounds. Buckshot is available in the high security armory, along with slug shot.
+
|usedfor = De-Escalation of Riots, Subduing Threats
<div class="toccolours mw-collapsible" style="width:400px">
+
|strategy = Fire at the target.
 +
|description =The FS IH-12 Gladstone 10ga Combat Shotgun is an ample security longarm upgrade available in the Low Security armory. By default, it is loaded with a caseless magazine containing six shots of extending Baton Rounds. Buckshot is available in the high security armory, along with slug shot.
 +
{{{!}} class="wikitable"
 +
{{!}}-
 +
! Type of Round {{!}}{{!}} Damage
 +
{{!}}-
 +
{{!}} Extending Baton Round {{!}}{{!}} WIP
 +
{{!}}-
 +
{{!}} Buckshot {{!}}{{!}} 24-144 brute damage
 +
{{!}}}
 +
}}
 +
<div class="toccolours mw-collapsible">
  
 
</div>
 
</div>
 
 
 
  
 
==== '''Article 3 - Lethal Equipment''' ====
 
==== '''Article 3 - Lethal Equipment''' ====
  
 
{{Item
 
{{Item
  |name=Urban Assault Weapon
+
  |name=FS IH-20 Urban Assault Weapon
 
  |bgcolor1 = #ffaa99
 
  |bgcolor1 = #ffaa99
 
  |bgcolor2 = #ff6969
 
  |bgcolor2 = #ff6969
  |image = Redtoolbox.png
+
  |image = UrbanAssaultWeapon.png
  }}
+
  |foundin = Secure Armory
The FS IH-20 UAW is a 10mm Caseless assault weapon, capable of firing out up to 40 rounds from a magazine, with a fire rate of around 600 RPM. By default it is loaded with FMJ ammunition, although extending baton rounds do exist for it. It offers an underbarrel six shot shotgun masterkey weapon, allowing for variable lethality as needed. This weapon is a popular choice for many SWAT teams on colonized worlds.
+
|usedfor = Eliminating Threats
<div class="toccolours mw-collapsible" style="width:400px">
+
|strategy = Fire at the target.
 +
|description = The FS IH-20 UAW is a 10mm Caseless assault weapon, capable of firing out up to 40 rounds from a magazine, with a fire rate of around 600 RPM. By default it is loaded with FMJ ammunition. It offers an underbarrel six shot shotgun masterkey weapon, allowing for variable lethality as needed. This weapon is a popular choice for many SWAT teams on colonized worlds.
 +
 
 +
'''Damage''' = 24 brute damage 
 +
}}
 +
<div class="toccolours mw-collapsible">
  
 
</div>
 
</div>
  
 
{{Item
 
{{Item
  |name=Urban Assault Weapon - Subcompact
+
  |name=FS IH-20C Urban Assault Weapon - Subcompact
 
  |bgcolor1 = #ffaa99
 
  |bgcolor1 = #ffaa99
 
  |bgcolor2 = #ff6969
 
  |bgcolor2 = #ff6969
  |image = Redtoolbox.png
+
  |image = subcompactUrbanAssaultWeapon.png
  }}
+
  |foundin = Secure armory
The FS IH-20C UAW is the same as the normal UAW, but it only fits 20-round magazines, and it’s shotgun is a dual-shot variant. It’s small design allows it to be compacted when the safety is on, allowing it to be stowed in a backpack when not in use. It cannot fit the UAW’s 40 round magazine, although it’s 20 round magazine can fit in the UAW.
+
|usedfor = Eliminating Threats
<div class="toccolours mw-collapsible" style="width:400px">
+
|strategy = Fire at the target.
 +
|description = The FS IH-20C UAW is the same as the normal UAW, but it only fits 20-round magazines, and it’s shotgun is a dual-shot variant. It’s small design allows it to be compacted when the safety is on, allowing it to be stowed in a backpack when not in use. It cannot fit the UAW’s 40 round magazine, although it’s 20 round magazine can fit in the UAW.
 +
 +
'''Damage''' = 24 brute damage
 +
}}
 +
<div class="toccolours mw-collapsible">
  
 
</div>
 
</div>
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===== ''CONDITION 3'' =====
 
===== ''CONDITION 3'' =====
 
On condition 3, the following arrest procedure must be observed:
 
On condition 3, the following arrest procedure must be observed:
 +
<div class="toccolours mw-collapsible">
 
* A stun baton or taser can not be used during an arrest unless the subject is actively resisting, evading, or is considered to be armed and/or dangerous.
 
* A stun baton or taser can not be used during an arrest unless the subject is actively resisting, evading, or is considered to be armed and/or dangerous.
 
** Evading constitutes a failure to stop for a hailer or verbal commands. Verbal commands must contain the name of the suspect. If the command is not clear, or the hail is not made, then it does not constitute as evading. Evading warrants up to a 25% sentence increase at the discretion of the Master at Arms.
 
** Evading constitutes a failure to stop for a hailer or verbal commands. Verbal commands must contain the name of the suspect. If the command is not clear, or the hail is not made, then it does not constitute as evading. Evading warrants up to a 25% sentence increase at the discretion of the Master at Arms.
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* Compliance with security allows a reduction in sentence up to 50%, provided they have not committed a violent crime.
 
* Compliance with security allows a reduction in sentence up to 50%, provided they have not committed a violent crime.
 
* You must state the reason for an arrest before proceeding with it. A warrant is required for any searches and/or arrests.
 
* You must state the reason for an arrest before proceeding with it. A warrant is required for any searches and/or arrests.
 +
</div>
  
 
===== ''CONDITION 2:'' =====
 
===== ''CONDITION 2:'' =====
 
On condition 2, the following arrest procedure must be observed:
 
On condition 2, the following arrest procedure must be observed:
 +
<div class="toccolours mw-collapsible">
 
* A stun baton or taser can not be used during an arrest unless the subject is actively resisting, evading, or is considered to be armed and/or dangerous.
 
* A stun baton or taser can not be used during an arrest unless the subject is actively resisting, evading, or is considered to be armed and/or dangerous.
 
** Evading constitutes a failure to stop for a hailer or verbal commands. Verbal commands must contain the name of the suspect. If the command is not clear, or the hail is not made, then it does not constitute as evading. Evading warrants up to a 25% sentence increase at the discretion of the Warden.
 
** Evading constitutes a failure to stop for a hailer or verbal commands. Verbal commands must contain the name of the suspect. If the command is not clear, or the hail is not made, then it does not constitute as evading. Evading warrants up to a 25% sentence increase at the discretion of the Warden.
Line 144: Line 222:
 
* You are required to state the reason for an arrest if asked. A warrant is required for an arrest.
 
* You are required to state the reason for an arrest if asked. A warrant is required for an arrest.
 
* Numbered list item
 
* Numbered list item
 +
</div>
  
 
===== ''CONDITION 1'' =====
 
===== ''CONDITION 1'' =====
 
On condition 1, the following arrest procedure must be observed:
 
On condition 1, the following arrest procedure must be observed:
 +
<div class="toccolours mw-collapsible">
 
* Weapons may be drawn during any arrest.
 
* Weapons may be drawn during any arrest.
 
* You are required to state the reason for an arrest if asked. A warrant is required for an arrest. Arrests can be made so long as there is sufficient evidence that they have committed a crime, and as such, a warrant may not be required.
 
* You are required to state the reason for an arrest if asked. A warrant is required for an arrest. Arrests can be made so long as there is sufficient evidence that they have committed a crime, and as such, a warrant may not be required.
Line 152: Line 232:
 
* Pepper Spray may be used to subdue a suspect.
 
* Pepper Spray may be used to subdue a suspect.
 
* Handcuffs must be used for all arrests.
 
* Handcuffs must be used for all arrests.
 +
</div>
  
 
===== ''CONDITION 0'' =====
 
===== ''CONDITION 0'' =====
 
On condition 0, the following arrest procedure must be observed:
 
On condition 0, the following arrest procedure must be observed:
Handcuffs are required.
+
<div class="toccolours mw-collapsible">
Subjects may be arrested for any reason, without question.
+
* Handcuffs are required.
Lethal force may be used against anyone who resists.
+
* Subjects may be arrested for any reason, without question.
 +
* Lethal force may be used against anyone who resists.
 +
</div>
  
 
==== '''Article 2 - Due Process''' ====
 
==== '''Article 2 - Due Process''' ====

Latest revision as of 14:27, 22 February 2020

NSV13 Ship Security Appropriate Use of Force Guidelines[edit source]

Section 1 - Use Of Equipment[edit source]

Article 1 - Non- Lethal Equipment[edit source]

As a member of security, you are equipped with the following devices. They must be used according to these guidelines.


Stun Baton
Stun Baton
Found in: Lockers at Security Office, spawns in security officers' backpacks
Used for: Subjugating criminals.
Strategy: Use it on the criminal.
Description
Your primary melee weapon. Standard Protocol is to wear it on your BELT or your actual Security Belt. Do not run around with your weapon brandished as you will be slipped and killed by the clown.

Stun batons have two modes: on and off. While on, hitting someone with it will result in 50 instant stamina damage, and then a 5 second knockdown 2 seconds after the hit. Has a 2.5-second cooldown between knockdown hits. Harm intent will cause you to also smash the victim, bruising the target.
Damage = 10 brute damage on harm intent.

  1. The stun baton must remain in the utility belt until it is necessary to use it.
    1. On conditions 2 and 3, the stun baton must not be brought out for arrests unless the subject is considered dangerous, or you are (or have been) in an active pursuit with the suspect.
    2. During condition 1, the stun baton may remain on inside the belt and can be brought out for any arrest.
  2. Under no circumstances may the stun baton be used to deal brute damage to any person.
  3. The stun baton is not to be used unless the suspect resists. Failure to stop for a hailer constitutes as evading, however if you do not clearly indicate that you would like them to stop, then it is not considered to be evading/resisting. Stunning someone is NOT an indication to stop and is an abuse of the stun baton. If someone is dangerous, or at a risk of fleeing, a hard stun may be used, but only with authorization from the MAA.

Pepperspray
Pepperspray
Found in: Inside lockers at Security Office and Security Posts
Used for: Subjugating a criminal.
Strategy: Shoot it at the criminal.
Description
Manufactured by UhangInc, used to down an opponent quickly. Can store 8 sprays inside it. Remember to set the Pepper Spray to use 5 units to get the most out of it, using it at 5 units will have it cover up to four tiles and take down anyone not wearing eye protection. Best used in a narrow corridor, like the HOP line, where it can knock over several people at once.

Can be filled at Pepper Spray Refiller.png Pepper Spray Refillers located in walls at Security Office and Security Posts. You can also fill it with other chemicals, like welding fuel, should you be able to find a use for that.

Damage = N/A

  1. Unlike the stun baton, Pepper Spray can be brought out during any arrest, on any condition.
  2. A maximum of 25 units of pepper spray is allowed to be used on a person, at any given time. Any more than 30 units of concentrated capsaicin may cause permanent eye damage, and thus shall only be used in extenuating circumstances. Pepper spray cannot be discharged unless the person actively resists. (See Guideline 3 on Stun Batons)

Flash
Flash
Found in: Lockers at Security Office and Security Posts, Chief Engineer's Office, Robotics, Bridge, Tech Storage
Used for: Subjugating criminals.
Strategy: Use it on the criminal (make sure he doesn't have protective eyewear) or activate it in your hand.
Description
A versatile tool! Flashes are small devices capable of producing an extremely bright light that is capable of blinding and stunning someone for as long as a baton if they are immediately adjacent to you. This light will overcome visual senses, causing them to fall like a little bitch, allowing plenty of time to beat them to death handcuff them. This is an acceptable alternative to a Stun Baton in a pinch, but is not recommended as an alternative due to it not working against anybody wearing protective eye coverings such as welding helmets or Sunglasses. On the downside, overexposure can cause blindness, and the flash's bulb is prone to burning out after repeated usage.

Handheld flashes are effective at stunning Cyborgs, and are one of the few ways of stunning them. Carry it in your pocket or security belt.

Some revolutionary leaders can use flashes to brainwash other members of the crew if they are not wearing protective gear.

Damage = N/A

  1. The flash, similar to the pepper spray, can be brought out during any code, and used for any arrest.
  2. It is recommended that this only be used to stun someone as they are running away, as it is by far, less effective than pepper spray.
  3. It is important to remember that the flash is a last resort method, and is less effective than other methods. A flash can also run out, and cannot be recharged, so try to use it sparingly.


X26 Taser Device
X26 Taser Device
Found in: Lockers at Security Office, spawns in security officers' backpacks
Used for: Subjugating suspects at a long range
Strategy: Fire at the target.
Description
Damage = N/A

Your taser is extremely important, as it is the perfect ranged weapon for non-lethal takedowns. It is based on a cartridge system, so use it carefully.

  1. On condition 2 and 3, the taser must not be brought out for arrests unless the subject is considered dangerous, or you are (or have been) in an active pursuit with the suspect.
  2. If you hit your target with the prongs of the taser, you are then permitted to continue tasing the person until they stop resisting. However, tasing someone more than 4 times may result in physical harm, and should only be done in circumstances where the suspect continues to actively resist beyond four pulses.


BolaWrap
BolaWrap
Found in: Lockers at Security Office, spawns in security officers' backpacks
Used for: Subjugating suspects at a short range
Strategy: Fire at the target.
Description
WIP


Damage = N/A

Article 2 - Hybrid Equipment[edit source]

FS IH-17 “Paco” Service Pistol
FS IH-17 “Paco” Service Pistol
Found in: Lockers at Security Office
Used for: Sudjugating Suspects, Subduing Threats
Strategy: Fire at the target.
Description
The FS IH-17 Service Pistol is a 7.5mm caseless handgun capable of shooting both lethal and nonlethal rounds. By default, it is loaded with a rubber magazine holding 18 rounds at the beginning of each round.
Type of Round Damage
Rubbershot 24 Stamina damage and 4-14 brute damage
Live Ammo 20 brute damage
  1. Rubber rounds are the only rounds that are permissible on conditions 2 and 3. Under no circumstances is the pistol to be drawn during condition 3, save for extenuating situations. During condition 2, lethal rounds can be carried on the person. The rules for condition 2 are outlined below:
    1. Non-lethal rounds must be loaded into your weapon.
    2. Lethal rounds can be carried on person, and loaded into the gun if the suspect actively resists with violence against you or another officer. Discharge of lethal rounds on Condition 2 requires special use of force paperwork, and inappropriate use of such can lead to a demotion and/or brig confinement for up to 20 minutes.
  2. During condition 1 and 0, it is permissible to have lethal rounds loaded into the weapon. See the use of force guidelines regarding lethal rounds under section 3 of this document for more information. The basic guidelines are as follows:
    1. Do not fire a lethal round unless you are actively being attacked, or the subject is armed and dangerous.
    2. If someone is carrying a lethal weapon on these this conditions, and you believe they intend to attack you, you must give an audible warning before discharging your weapon.


FS IH-12 Gladstone 10ga Combat Shotgun
FS IH-12 Gladstone 10ga Combat Shotgun
Found in: Secure Armory
Used for: De-Escalation of Riots, Subduing Threats
Strategy: Fire at the target.
Description
The FS IH-12 Gladstone 10ga Combat Shotgun is an ample security longarm upgrade available in the Low Security armory. By default, it is loaded with a caseless magazine containing six shots of extending Baton Rounds. Buckshot is available in the high security armory, along with slug shot.
Type of Round Damage
Extending Baton Round WIP
Buckshot 24-144 brute damage

Article 3 - Lethal Equipment[edit source]

FS IH-20 Urban Assault Weapon
FS IH-20 Urban Assault Weapon
Found in: Secure Armory
Used for: Eliminating Threats
Strategy: Fire at the target.
Description
The FS IH-20 UAW is a 10mm Caseless assault weapon, capable of firing out up to 40 rounds from a magazine, with a fire rate of around 600 RPM. By default it is loaded with FMJ ammunition. It offers an underbarrel six shot shotgun masterkey weapon, allowing for variable lethality as needed. This weapon is a popular choice for many SWAT teams on colonized worlds.

Damage = 24 brute damage


FS IH-20C Urban Assault Weapon - Subcompact
FS IH-20C Urban Assault Weapon - Subcompact
Found in: Secure armory
Used for: Eliminating Threats
Strategy: Fire at the target.
Description
The FS IH-20C UAW is the same as the normal UAW, but it only fits 20-round magazines, and it’s shotgun is a dual-shot variant. It’s small design allows it to be compacted when the safety is on, allowing it to be stowed in a backpack when not in use. It cannot fit the UAW’s 40 round magazine, although it’s 20 round magazine can fit in the UAW.

Damage = 24 brute damage

Section 2 - Arrest Procedure and Due Process[edit source]

Article 1 - Proper Arrest Procedure[edit source]

CONDITION 3[edit source]

On condition 3, the following arrest procedure must be observed:

  • A stun baton or taser can not be used during an arrest unless the subject is actively resisting, evading, or is considered to be armed and/or dangerous.
    • Evading constitutes a failure to stop for a hailer or verbal commands. Verbal commands must contain the name of the suspect. If the command is not clear, or the hail is not made, then it does not constitute as evading. Evading warrants up to a 25% sentence increase at the discretion of the Master at Arms.
    • Resisting constitutes as battering or assaulting a Peacekeeper in any way and warrants up to a 50% sentence increase at the discretion of the Master at Arms.
    • The subject is considered dangerous if the subject has committed a violent crime as per space law. In these cases, a Peacekeeper is permitted to hard stun or directly tase the person.
  • The subject must be given an opportunity to surrender peacefully before weapons are drawn.
  • The subject must be given the opportunity to be brought to the brig without the use of handcuffs. If they refuse to go without handcuffs, then handcuffs may be used. Requesting handcuffs not to be used on Condition 3 is not classified as resisting.
  • Compliance with security allows a reduction in sentence up to 50%, provided they have not committed a violent crime.
  • You must state the reason for an arrest before proceeding with it. A warrant is required for any searches and/or arrests.
CONDITION 2:[edit source]

On condition 2, the following arrest procedure must be observed:

  • A stun baton or taser can not be used during an arrest unless the subject is actively resisting, evading, or is considered to be armed and/or dangerous.
    • Evading constitutes a failure to stop for a hailer or verbal commands. Verbal commands must contain the name of the suspect. If the command is not clear, or the hail is not made, then it does not constitute as evading. Evading warrants up to a 25% sentence increase at the discretion of the Warden.
    • Resisting constitutes as battering or assaulting a Peacekeeper in any way and warrants up to a 50% sentence increase at the discretion of the Warden.
    • The subject is considered dangerous if the subject has committed a violent crime as per space law. In these cases, a Peacekeeper is permitted to hard stun or directly tase the person.
  • The subject must be given an opportunity to surrender peacefully before weapons are drawn.
  • Compliance with security allows a reduction in sentence up to 50%, provided they have not committed a violent crime.
  • Pepper Spray may be used to subdue the subject if they continue to resist.
  • Rubber rounds may be used to subdue a subject.
  • Handcuffs must be used during all arrests.
  • Lethal rounds may be discharged if the subject resists with extreme violence. A verbal warning must be administered before the discharge of lethal rounds. Efforts must be made to revive the subject before brigging.
  • You are required to state the reason for an arrest if asked. A warrant is required for an arrest.
  • Numbered list item
CONDITION 1[edit source]

On condition 1, the following arrest procedure must be observed:

  • Weapons may be drawn during any arrest.
  • You are required to state the reason for an arrest if asked. A warrant is required for an arrest. Arrests can be made so long as there is sufficient evidence that they have committed a crime, and as such, a warrant may not be required.
  • Lethal rounds may be discharged if the subject resists with violence or if there is reasonable evidence the suspect is armed and/or dangerous. Efforts must be made to revive the subject, before brigging.
  • Pepper Spray may be used to subdue a suspect.
  • Handcuffs must be used for all arrests.
CONDITION 0[edit source]

On condition 0, the following arrest procedure must be observed:

  • Handcuffs are required.
  • Subjects may be arrested for any reason, without question.
  • Lethal force may be used against anyone who resists.

Article 2 - Due Process[edit source]