Difference between revisions of "Legal Standard Operating Procedure"

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=== WARNING ===


=Punishments=
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These are the procedures for standard punishments, and should be followed unless an emergency makes them unable to be followed.
=== WARNING === 
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==Searches==


==Brigging==
1. On Green Alert, a search requires probable cause OR approval from the Magistrate, HoS or Captain. Probable Cause is defined as any circumstance that creates reasonable suspicion that a crime was committed (eg, direct accusation from a crewmember, witnessing the crime directly, prints on a crime scene, presence in a restricted area with high value items, etc). Approval simply requires permission from the relevant person - verbal or over radio is enough;
1.     No prisoner is to be held for longer than ten (10) minutes in Processing if no evidence against them is readily available. Should the ten (10) minutes expire without any evidence of any crimes coming to light, the prisoner is to be released. Otherwise, proceed with the following guidelines:


2.     The prisoner is to be cuffed, and brought to their cell.
2. On Green Alert, searches should be conducted without cuffs, and the searchee must hand over requested items;


3.     The prisoner is to be stripped of all belongings, save for their uniform, headset, ID, PDA and shoes. Vox are to retain their internals, plasmamen are to retain internals and their suit.
3. Searchees who refuse may be cuffed for the search;


4.     The prisoner is then to be uncuffed. If they are a violent risk, they may be bucklecuffed, flashed, then have their cuffs removed.
4. Any other item in the searchee's possession may be asked for, including but not limited to bags, belts, jackets, headsets, and PDAs;


5.     The timer for the cell is to be set, and the charges declared.
5. On Blue Alert and above, a search can be done without probable cause. This can be done by cuffing the searchee, and forcibly removing their bags and emptying their pockets;


6.     Prisoners attempting to break the lights in the cell are to be flashed.
6. Refusing a legal search is considered resisting arrest;


7.     Prisoners attempting to break the windows of the cell are to be flashed and their timers reset.
7. Security may only perform surgery to search for illegal implants if the searchee is a confirmed EoC or has been confirmed to have stolen an item that can no longer be located. In addition, if there is reasonable suspicion of illegal implant possession, the HoS/Captain/Magistrate can issue a warrant for an implant search if they deem it necessary;


8.     Removal of the prisoner's headset may ONLY occur if the prisoner is using the headset to constantly flood any communication channel with irrelevant/inane information and/or calls of "Shitcurity", or if the prisoner is seriously attempting to incite violent action against Security and/or Command via continuous calls for violence
8. Recommended but optional: After searching someone, their security status should be set to RELEASED, and add a note that they were searched but nothing was found. This helps prevent security wasting time by repeatedly re-searching the same person, and makes it easier to tell who has not yet been searched.


==Punishments==


==Permabrigging==
These are the procedures for standard punishments, and should be followed unless an emergency makes them unable to be followed.


1. Prisoner must be cuffed, and their ID must be terminated.
===Brigging===
1. No prisoner is to be held for longer than ten (10) minutes in Processing if no evidence against them is readily available. Should the ten (10) minutes expire without any evidence of any crimes coming to light, the prisoner is to be released. Otherwise, proceed with the following guidelines.


2. Prisoner must be stripped of all belongings, except for his/her headset and ID Card. Said belongings must be placed in one of the lockers next to the Interrogation Room.
2. '''Brigging - Station Facilities''' procedures applies to all situations. Optionally for those with sentences over 15 minutes, the procedures in the '''Brigging - Labor Camp''' section may be used.  


3. Prisoner must be clothed in a Prison Uniform and Orange Shoes.
====Brigging - Station Facilities====


4. Prisoner must be brought to the Permabrig area, and the doors behind closed properly.
1. The prisoner is to be cuffed, and brought to their cell.


5. Prisoner must be bucklecuffed to one of the beds.
2. The prisoner is to be stripped of all belongings, save for their uniform, headset, ID, PDA and shoes. Vox are to retain their internals, plasmamen are to retain internals and their suit.


6. Prisoner must have his cuffs removed, then be flashed or stunned, and the cuffs recovered.
3. The timer for the cell is to be set, and the charges declared.


7. All Security agents must then leave the Permabrig.
4. The prisoner is then to be uncuffed. If they are a violent risk, they may be bucklecuffed, flashed and then have their cuffs removed.


8. In the case of an attempted escape or riot, the Nitrous Oxide control is to be used.
5. Prisoners attempting to break the lights in the cell are to be flashed.


6.  Prisoners attempting to break the windows of the cell are to be flashed and their timers reset.


==Execution: General ==
7.  Removal of the prisoner's headset may ONLY occur if the prisoner is using the headset to constantly flood any communication channel with irrelevant/inane information and/or calls of "Shitcurity", or if the prisoner is seriously attempting to incite violent action against Security and/or Command via continuous calls for violence.


1. Prisoner must be cuffed, and their ID must be terminated.
====Brigging - Labor Camp====


2. Prisoner must be stripped of all belongings, except for his/her headset and ID Card. Said belongings must be placed in one of the lockers next to the Interrogation Room.
The labor camp is designed to hold up to four temporary prisoners at a time. While this does not restrict the amount of prisoners who can be placed in the facility, officers should note that there may be a lack of equipment and storage facilities to accomodate this.


3. Prisoner must be clothed in a Prison Uniform and Orange Shoes.
1. The prisoner is to be issued a temporary prisoner ID, it is to be inserted into a ''labor camp points manager'' console, and a point quota be set. 1 minute of prison time is roughly equivalent to 150 points. Sentences should not exceed 5000 points. Only the Head of Security, Captain, or Magistrate can authorise a sentence greater than 5000 points.


4. Prisoner must be brought to the Prisoner Transfer room.
2. The prisoner is to be secured in the holding area of the labor shuttle, and the shuttle piloted to the labor camp.


5.     A Chaplain may be present if requested, and allowed by the HoS.
3. The prisoner is to be assigned a locker for their belongings. They are to be stripped of all belongings, save for their prisoner ID, uniform, headset, PDA and shoes. Vox are to retain their internals, plasmamen are to retain internals and their suit. Once a prisoner's belongings are in the locker, it can be locked with the prisoner's temporary ID. The locker will automatically remain closed until the prisoner has completed their assigned point quota.


6.     It is advised, but not required, to have a Brig Physician or other medical personell in attendance to verify death.
4. The officer is to release the prisoner into the labor camp, and move the shuttle back to the station.


7.     Authorization must be given by the Captain and/or Magistrate. Without authorization, executions are murder.
5. Once the prisoner has completed their point quota, they will be able to access their belongings. They will also have the ability to call the shuttle and return it to the station. Their temporary prisoner ID must be returned to security personnel.


8.     Though not obligatory, it is recommended that all executed prisoners be considered for borgification post-execution.
6. Should the labor shuttle dock be contained in a secure area, the prisoner must be escorted out of security. If the prisoner is escorted out in a compliant manner, they are not to be charged with tresspass, breaking and entering, or major tresspass in relation to their release.


==Execution: Electric Chair==
7.  The prisoner's security status must be set to ''released'' if the system fails to do so automatically.


1. Prisoner must be bucklecuffed to the electric chair.
===Permabrigging===


2. Prisoner must be allowed his/her final words, after which the chair will be activated.
1. '''Permabrigging - Station Facilities''' and '''Permabrigging - Labor Camp''' procedures apply to all situations.  


3.      Prisoner's pulse is to be checked to confirm death.
====Permabrigging - Station Facilities====


4. Prisoner must then be borged, fired into space via mass driver, cremated, or placed in the morgue with a DNR Notice, at the discretion of the Magistrate, Captain or Head of Security.
1. Prisoner must be cuffed, and their ID must be terminated.


==Execution: Lethal Injection==
2.  Prisoner must be stripped of all belongings. Said belongings must be placed in one of the prisoner gear lockers, and the prisoner equipped with standard prisoner uniform and headset;


1. Prisoner must be bucklecuffed to the electric chair or bed.
3. Prisoner must be clothed in a Prison Uniform and Orange Shoes. Prisoner must then be given a Prisoner ID.


2. Prisoner must be allowed his/her final words, after which the injection will be applied.
4. Prisoner must be brought to the Permabrig area, and the doors behind closed properly.


3.     Prisoner's pulse is to be checked to confirm death.
5. Prisoner must be bucklecuffed to one of the beds.


4. Prisoner must then be borged, fired into space via mass driver, cremated, or placed in the morgue with a DNR Notice, at the discretion of the Magistrate, Captain or Head of Security.
6. Prisoner must have his cuffs removed, then be flashed or stunned, and the cuffs recovered.


==Execution: Firing Squad==
7.  All Security agents must then leave the Permabrig.


1. Prisoner must be brought to the Firing Range.
8. In the case of an attempted escape or riot, the Nitrous Oxide control may be used.


2. Prisoner must be bucklecuffed to a chair.
====Permabrigging - Labor Camp====


3. Prisoner must be allowed his/her final words, after which authorised security personell are to open fire with any of the following: Energy Gun, Advanced Energy Gun, Laser Gun, Revolver, Shotgun, or any ranged weapon manufactured by Research.
1.  Sections 1, 2, and 3 from '''Permabrigging - Station''' apply. Point quotas should never be issued to permanent prisoners.


4.     Prisoner's pulse is to be checked to confirm death.
2. The prisoner is to be secured in the holding area of the labor shuttle, and the shuttle piloted to the labor camp.


5. Prisoner must then be borged, fired into space via mass driver, cremated, or placed in the morgue with a DNR Notice, at the discretion of the Magistrate, Captain or Head of Security.
3. The officer is to safely release the prisoner into the labor camp, and move the shuttle back to the station.


=Parole=
===Execution: General ===


As stated in Space Law, individuals may be Paroled for their crimes. This section will provide some insight as to how this process works.
1. Prisoner's security status must be set to "*Execute*", and their relevant crimes entered into their sec record. If they are crew but do not have a sec record, create a record in their name then set it as before. If they are not crew, this step can be skipped.


Parole is defined as a situation where a prisoner is released from the Brig before their given sentence is up. This happens under the assumption that said prisoner will no longer commit any crimes.
2. Prisoner must be cuffed, and their ID must be terminated.


Parole is, of course, a continuous process. Paroled personnel must be kept under surveillance at all times, and watched closely for signs of recidivism. If the Paroled person commits a crime while on Parole, they are deemed to have Broken Parole, and must then be brigged for the crime they committed, and the original crime from which they were Paroled. In addition, they are then fully disqualified for future Parole.
3. Prisoner must be stripped of all belongings. Said belongings must be placed in one of the prisoner gear lockers, and the prisoner equipped with standard prisoner uniform and headset.


Enemies of the Corporation, however, have specific circumstances, which are detailed in Space Law.
4. Prisoner must be clothed in a Prison Uniform and Orange Shoes.


The question is, of course, when to Parole someone. When paroling Non-Capital personnel, the severity of their actions and the chance of recidivism should be considered. Namely, how much damage the person in question caused, and how likely they are to repeat the stunt. Similarly, the person's cooperation (or lack thereof) with Security should be taken into consideration.
5. Prisoner must be allowed their final words.


Long story short, Parole should be offered for crimes of a lesser nature and/or to personnel that are unlikely to commit crimes again.
6.  A Chaplain may be present if requested, and allowed by the HoS.


When it comes to Capital Crimes, Parole is not advised unless the station is in an active crisis and the person in question can help solve this crisis, such as a Traitor being permitted to fight a massive Blob Organism.
7.  It is advised, but not required, to have medical personnel in attendance to verify death.


=Mindshield Implants=
8.  Authorization must be given by the Magistrate. If a Magistrate is not assigned, dead, missing, or otherwise rendered incapable of providing authorization, the Captain may authorize an execution in their stead. Should the Magistrate and Captain be unable to provide authorization, it must come from Central Command. Without authorization, executions are murder.


Mindshield Implants are specialized, NanoTrasen-brand implants that protect whoever they are installed into from brainwashing techniques commonly associated with both the Syndicate and the Cult of Nar-Sie. For this reason, all members of Security, in addition to the Captain, NanoTrasen Representative and Blueshield, are issued Mindshield Implants by default, as a security measure.
9.  Though not obligatory, it is recommended that all executed prisoners be considered for borgification post-execution.


While procedures for a Revolution are already detailed in General Standard Operating Procedure, it is important to note other situations in which Mindshield Implantation may be used:
10.  Kill on sight orders are classified as executions, however due to the often chaotic situations in which these occur, security records must be updated (per point 1) within a reasonable amount of time after the order is given or carried out.


Firstly, all new hires to the Security Department, or the positions of Captain, Blueshield or NanoTrasen Representative, are to receive a Mindshield Implant, as per NanoTrasen policy.
11. If medical personnel have been assigned to security, best effort should be made to inform them of any performed execution so that medical records of the prisoner may be updated.


Similarly, all personnel that are successfully deconverted from the Cult of Nar-Sie's influence may be given a Mindshield Implant, at the discretion of the Head of Security. This is not advised if the deconverted person does not wish to receive the implant.
===Execution: Electric Chair===


Lastly, personnel that have been Mindslaved should be offered a Mindshield Implant in order to prevent further brainwashing.
1. Prisoner must be bucklecuffed to the electric chair in the Execution room.


=Evidence Storage Procedures=
2. Prisoner must be allowed their final words, after which the chair will be activated.


''Physical evidence is defined as any object that can be used to prove that a particular person has committed a crime.''
3.  Prisoner's pulse is to be checked to confirm death.


1. All evidence confiscated from arrested personnel is to be properly analyzed, then stored in Evidence Storage, either in the lockers in the Forensics Lab, or in the Evidence Storage Room in the Prison Wing;
4. Prisoner must then be borged, fired into space via mass driver, cremated, or placed in the morgue with a DNR Notice, at the discretion of the Magistrate, Captain or Head of Security.


2. Stored evidence is not be removed from Evidence Storage unless it is required for a trial;
===Execution: Lethal Injection===


3. As per 211 - "Abuse of Confiscated Equipment", stored evidence is not to be used;
1. Prisoner must be bucklecuffed to the electric chair or bed in the Execution room.


4. As an exception, all stored Contraband that does not directly relate to a crime may be used by Security, at the discretion of the Head of Security
2. Prisoner must be allowed their final words, after which the injection will be applied.


=[[File:Ia_consultant.png|32px]][[Internal Affairs]]=
3.  Prisoner's pulse is to be checked to confirm death.


1. Internal Affairs Agents are only to provide legal representation for personnel facing a Capital Sentence. They should, however, ensure that their timed sentence is applied correctly, and alert Security if it is not. In addition, Internal Affairs Agents are permitted to provide legal advice for Security and prisoners, as well as investigating whether or not arrests were done properly;
4. Prisoner must then be borged, fired into space via mass driver, cremated, or placed in the morgue with a DNR Notice, at the discretion of the Magistrate, Captain or Head of Security.


2. Internal Affairs Agents must request permission from any potential client before serving as their legal representative, as said client may choose to either represent themselves, or request someone else;
===Execution: Firing Squad===


3. Internal Affairs Agents are not to deliberately halt or slow down prisoner processing or ongoing investigations. If Security is acting in a demonstrably incompetent manner, contacting the Head of Security or the Captain is highly recommended. If more information about the crime in question is needed, Agents should wait until the person in question was brigged;
1. Prisoner must be brought to either the Firing Range or the Execution room.


4. Internal Affairs Agents are to ensure that Standard Operating Procedure is being properly followed, when applicable, and to contact the relevant Head of Staff when it is not;
2. Prisoner must be bucklecuffed to a chair.


5. Internal Affairs Agents are to attempt to resolve all Standard Operating Procedure issues locally before contacting Central Command. This should be done in tandem with Command and, if possible, personnel in the relevant Department. If a valid report is ignored by the relevant Head of Staff, the Captain is to be contacted. If the Captain ignores the report, then Central Command and/or the NanoTrasen Representative must be contacted
3. Prisoner must be allowed their final words, after which authorised security personnel are to open fire with any of the following: Energy Gun, Advanced Energy Gun, Laser Gun, Revolver, Shotgun, or any ranged weapon manufactured by Research.


=[[File:Magistrate.png|32px]][[Magistrate]]=
4.  Prisoner's pulse is to be checked to confirm death.


1. Magistrates are to ensure that Space Law is applied correctly. If it is not, they are to make it so;
5. Prisoner must then be borged, fired into space via mass driver, cremated, or placed in the morgue with a DNR Notice, at the discretion of the Magistrate, Captain or Head of Security.
 
2. Magistrates have the final say on whether or not Trials take place, and should ensure they should only occur for Capital Sentences. Similarly, Magistrates are to ensure that Trials do not happen for Defendants that are self-evidently guilty;
 
3. Magistrates can overrule anyone in all matters concerning Space Law. This does not extend to Emergency Response Teams, Central Command Officials or direct Central Command communications;
 
4. Magistrates are not above Space Law. Similarly, they cannot overrule Security on their own sentence. If a Magistrate attempts to do this, contact Central Command immediately;
 
5. Magistrates are not to concern themselves with matters of Standard Operating Procedure. However, they are to ensure that the Internal Affairs Agents under their command are handling such matters;
 
6. Magistrates may not impede the expedient functioning of Security for the sake of micromanaging every aspect it. They should only concern themselves with crimes that either have fuzzy evidence, or require careful deliberation of circumstances;
 
7. Magistrates are to contact Central Command immediately if their decisions are being ignored, provided said decision actually match up with Space Law and Standard Operating Procedure. Please see this guide for more information on how to write a good fax.


=Internal Affairs Range of Action=
===Execution: Gas Inhalation===


NanoTrasen provides job openings for Internal Affairs Agents precisely to ensure that the crew can be given legal representation in cases where Capital Sentences may not be fully justified. These openings are also there to allow for said Agents to ensure that Standard Operating Procedure and Space Law are being followed correctly, and to attempt to amend infringements on the field.
1.  Prisoner must be bucklecuffed to the electric chair in the Execution room.


That said, however, the access given to Internal Affairs Agents is a privilege, not a right. An Internal Affairs Agent may be, and should be, ejected from the Brig if they are actively impeding Security from doing their job in an effective and expedient manner. Remember, Internal Affairs Agents do not have any authority to demand anything. If they are acting against the best interests of the station and its safety, they may be ignored.
2.  Toxic gas must be attached to toxic gas input, or alternatively a canister placed in the room.


As such, actions such as the following should be avoided if you are an Internal Affairs Agent:
3.  Prisoner must be allowed their final words, after which gas must be released into the room occupied by the Prisoner.


1. Attempting to release a prisoner, or removing them from their cell for an interview, without contact Security and receiving their approval;
4. After sufficient time has passed, blast doors are to be opened to vent toxic gas into space. They are then to be closed to re-pressurise the room.


2. Distracting Security with cries of innocence, or attempting to use Central Command faxes as a threat/leverage;
5. Prisoner's pulse is to be checked, final round via ballistic or energy weapon to the cranium is advised if the prisoner is not terminated.


3. Providing prisoners with any items except simple foodstuffs;
6. Prisoner must then be borged, fired into space via mass driver, cremated, or placed in the morgue with a DNR Notice, at the discretion of the Magistrate, Captain or Head of Security.


4. Deliberately omitting facts when handling cases in order to "win" the case
===Execution: Asphyxiation===


Keep in mind that this list is, by no means, a full representation of all the things you should not be doing as an Internal Affairs Agent. It is, however, a good example of the kind of actions you should be avoiding.
1.  Prisoner must be bucklecuffed to the electric chair in the Execution room.


=Trials=
2.  Prisoner must be allowed their final words, after which blast doors are to be opened. Make sure the air vent is off.


==Foreword==
3.  Blast doors are to be closed, and vent activated. After sufficient time has passed, blast doors are to be closed to re-pressurise the room.


Before you think about putting on a grand trial for the client of the day, here are a couple of things to take into consideration:
4.  Prisoner's pulse is to be checked, final round via ballistic or energy weapon to the cranium is advised if the prisoner is not terminated.


'''1) Trials do not happen for timed sentences.''' As dictated in Space Law, only Permanent/Capital sentences can legally be brought to trial. Regardless of how much someone asks, you cannot legally represent someone unless they’re either headed for Permanent Imprisonment, the Electric/Injection Chair, the Firing Squad, or the Roboticist’s surgical table;
5. Prisoner must then be borged, fired into space via mass driver, cremated, or placed in the morgue with a DNR Notice, at the discretion of the Magistrate, Captain or Head of Security.


'''2) Trials take time.''' While a trial may be a great opportunity for roleplay and may in fact help uphold proper justice when the evidence is murky, most Security personnel will prefer an expedient application of Space Law rather than go through a (probably lengthy) trial process. You will most likely be ignored most of the time when requesting a trial, and will probably need to contact a higher authority, such as a Captain, a Magistrate or Central Command;
==Parole==


'''3) Trials are not a TV Show.''' Trials in-game are nothing like the ones commonly portrayed in Media, and most certainly are not trials by jury. You have the Prosecution and the Defense, and it is their job to ensure that the defendant is declared guilty or innocent, respectively. This decision will fall on the presiding Judge, who will most likely come with baggage themselves. Bottom line: this is Defense VS Prosecution where only tangible evidence matters, and nothing else.
Eligibility for parole:
* '''''If someone is an EOC, OR has committed a capital crime, then parole is only allowed if authorized by the Magistrate or Captain.''''' They should not authorize this unless it is a serious emergency and the parolee is expected to help deal with the emergency. For example, a non-violent syndicate engineer may be paroled to help fight a blob.
* For all other prisoners, Magi/Captain/HoS/Warden may authorize parole at their discretion. They are advised to consider how severe the prisoner's crimes are, how co-operative they have been with security, and whether or not they are expected to commit any further crimes.


In addition, please remember that '''Security is not obliged to provide legal representation'''. Even if the evidence is murky, at best, Security can deny your chance for a trial.
Process for paroling a prisoner:
* '''''Parolee must be given a tracking implant''''', set to "parole" status in sec records, and informed that they are on parole (along with the charge), before they are released on parole.
* Parolees who are EOC or who committed a capital crime, must additionally be stripped of all belongings prior to release. They may be issued a new basic jumpsuit, shoes, radio, and civilian-access ID.
* After release, parolee is to be kept under supervision, and watched for any sign of further criminal acts. This can be done by co-workers, and/or security.


Only the Magistrate, Captain or Head of Security may convene a trial. The Magistrate can overrule the Captain and Head of Security, while the Captain can only overrule the Head of Security.
If the parolee commits a crime while on parole:
* If the new crime is a capital crime, or they are an EOC, they are to be immediately executed on capture.
* Otherwise, for any lesser crime, they're to be re-sentenced for BOTH the original crime they were paroled for, AND the new crime, with times stacking. They're also disqualified from any further parole for the rest of the shift.


However, keep in mind that Security can and should refuse legal representation to a person, even if the Magistrate orders a trial, in any of the following circumstances:
==Mindshield Implants==


1. The Defendant is obviously guilty/innocent given the evidence provided;
Mindshield Implants are specialized, NanoTrasen-brand implants that protect whoever they are installed into from brainwashing techniques commonly associated with both the Syndicate and the Cult of Nar-Sie. For this reason, all members of Security, in addition to the Captain, NanoTrasen Representative and Blueshield, are issued Mindshield Implants by default, as a security measure.


2. The station is currently in an active crisis requiring the entirety of Security. In this case, the Defendant should still be given a trial if the crisis is resolved
If any crew member is hired or promoted (even if only temporarily) to one of the following positions they are to receive a Mindshield Implant per NanoTrasen policy:
* All Security Department positions
* [[Captain]] OR Acting Captain
* [[Blueshield]]
* [[NanoTrasen Representative]]
* [[Internal_Affairs_Agent|Internal Affairs Agent]]


'''DO:''' Hold a trial for someone accused of Murder, but lacking forensic evidence, with the defendant claiming exaggerated charges from Security and/or the victim;
While procedures for a Revolution are already detailed in General Standard Operating Procedure, it is important to note other situations in which Mindshield Implantation may be used. All personnel that are successfully deconverted from the Cult of Nar-Sie's influence may be given a Mindshield Implant at the discretion of the Head of Security. This is not advised if the deconverted person does not wish to receive the implant.


'''DON’T:''' Hold a trial for someone the AI caught shooting the CMO in the face after emagging into their office. Or any non-Capital sentence.
Lastly, personnel that have been Mindslaved should be offered a Mindshield Implant in order to prevent further brainwashing.


==What To Do==
==Evidence Storage Procedures==


Let us assume that we now have someone who can legally stand to trial, and the Head of Security/Magistrate/Captain has opted to allow this trial to go through. Here’s what you’ll need to do before a trial:
''Physical evidence is defined as any object that can be used to prove that a particular person has committed a crime.''


'''1) Find a Judge.''' This will be the person in charge of issuing the final sentence. In most cases, it’ll either be the Head of Security or the Captain but, if possible, try to get a Magistrate to handle the position, if there even is one;
1. All evidence confiscated from arrested personnel is to be properly analyzed, then stored in Evidence Storage, either in the lockers in the Forensics Lab, or in the Evidence Storage Room in the Prison Wing;


'''2) Decide who Prosecution and Defense are.''' If there are two Internal Affairs Agents/Lawyers/Public Defenders aboard the station, this becomes simple. However, if there is only one available, someone needs to take up the mantle of the Prosecution. The Prosecution’s job will be to look at the evidence and attempt to convince the Judge that the defendant is guilty. The Defense’s job is to convince the Judge of the exact opposite;
2. Stored evidence is not be removed from Evidence Storage unless it is required for a trial;


'''3) Get a statement.''' Speak with your client and get their side of the story. A Universal Recorder works wonders, as it allows you to have a handy, ready-to-copy transcript of everything the person said. In addition, getting a statement from the arresting officer and everyone involved is a necessity in order to get all the sides of a story;
3. As per 206 - "Abuse of Confiscated Equipment", stored evidence is not to be used, In the case of stored contraband this is superceded by a 306 - "Possession of Contraband" charge.


'''DO:''' Stick to the facts and ask questions that lead straight to the point, such as “Where were you?”, “What happened?” or “Who was nearby?”;
=[[File:Ia_consultant.png|32px]][[Internal Affairs]]=


'''DON’T:''' Let the Defendant ramble on in a self-incriminating fashion, or ask questions like “Are you innocent?” or “Who did it?”;
1. Internal Affairs Agents are only to provide legal representation for personnel facing a Capital Sentence. They should, however, ensure that their timed sentence is applied correctly, and alert Security if it is not. In addition, Internal Affairs Agents are permitted to provide legal advice for Security and prisoners, as well as investigating whether or not arrests were done properly;


'''4) Find a location.''' Normally, this ends up being the Holodeck, but any place can serve as an impromptu courtroom, provided both the Defense and Prosecution can be present;
2. Internal Affairs Agents must request permission from any potential client before serving as their legal representative, as said client may choose to either represent themselves, or request someone else;


'''5) Decide on a schedule.''' Even though Trials, by definition, take time, they should not take too much time. Before the Trial begins, it's always a good idea to predetermine how long the Trial should go on for, to avoid diverting needed resources and manpower for too long
3. Internal Affairs Agents are not to deliberately halt or slow down prisoner processing or ongoing investigations. If Security is acting in a demonstrably incompetent manner, contacting the Head of Security or the Captain is highly recommended. If more information about the crime in question is needed, Agents should wait until the person in question was brigged;


==The Trial==
4. Internal Affairs Agents are permitted to carry their flash.


The preferred setup setup for a courtroom is as follows:
5. Internal Affairs Agents are to ensure that Standard Operating Procedure is being properly followed, when applicable, and to contact the relevant Head of Staff when it is not;


1) Magistrate/Captain/Head of Security/NanoTrasen Representative as the Judge, in a decreasing order of preference;
6. Internal Affairs Agents are to attempt to resolve all Standard Operating Procedure issues locally before contacting Central Command. This should be done in tandem with Command and, if possible, personnel in the relevant Department. If a valid report is ignored by the relevant Head of Staff, the Captain is to be contacted. If the Captain ignores the report, then Central Command and/or the NanoTrasen Representative must be contacted.


2) Internal Affairs Agents as the Defense. If no Internal Affairs Agents are available, the Defendant may choose to either represent themselves, or choose someone from the crew to represent them. Security personnel should be picked to form the Prosecution if possible;
==[[File:Magistrate.png|32px]][[Magistrate]]==


3) The only people present at the trial should be the Defendant, relevant witnesses and perhaps the Heads of Staff. Remember, Trials Take Time, and should not be public spectacles. Expediency is key.
1. Magistrates are to ensure that Space Law is applied correctly. If it is not, they are to make it so;


===Courtroom Proceedings===
2. Magistrates have the final say on whether or not Trials take place, and should ensure they should only occur for Capital Sentences. Similarly, Magistrates are to ensure that Trials do not happen for Defendants that are self-evidently guilty;


'''1) The Prosecution presents its case.''' This involves presenting all the evidence Security has on the defendant, explaining why it’s relevant, and why it means said Defendant should be declared guilty;
3. Magistrates can overrule anyone in all matters concerning Space Law. This does not extend to Emergency Response Teams, Central Command Officials or direct Central Command communications;


'''DO:''' Get right to the point in presenting your evidence right away;
4. The Magistrate is permitted to carry their flash and a telescopic baton.


'''DON’T:''' Spend 10 minutes trying to convince the Judge you’re right without presenting evidence to back you up;
5. Magistrates are not above Space Law. Similarly, they cannot overrule Security on a sentence imposed against themselves. If a Magistrate attempts to do this, contact Central Command immediately;


'''2) The Defense presents its case.''' The opposite of what the Prosecution does, the Defense’s job is to present either a viable alternative as to why the evidence presents itself as it is, or cast enough doubt onto the entire process that the Defendant cannot reasonably be named as the sole possible suspect;
6. In the absence of Internal Affairs Agents or a Nanotrasen Representative, the Magistrate may elect to handle matters of Standard Operating Procedure. Otherwise, they are only to ensure that the Internal Affairs Agents under their command are handling such matters;  


'''DO:''' Cast reasonable doubt and present alternate scenarios;
7. Magistrates may not impede the expedient functioning of Security for the sake of micromanaging every aspect it. They should only concern themselves with crimes that either have fuzzy evidence, or require careful deliberation of circumstances;


'''DON’T:''' Accuse Security of anything, nor continuously scream “MY CLIENT IS INNOCENT!!111!!”, "MY CLIENT WAS FRAMED!!!!!11!!!", or any variation thereof;
8. Magistrates are to contact Central Command immediately if their decisions are being ignored, provided said decision actually match up with Space Law and Standard Operating Procedure. Please see [[Guide to Faxes|this guide]] for more information on how to write a good fax.


'''3) The Defendant is examined.''' Firstly by the Prosecution, then by the Defense. In this phase, both sides get to ask questions to the defendant regarding the case, the evidence and their involvement thereof. Take care not to abuse your authority, as the Judge has full power to tell you to quit harassing the Defendant if need be;
==Internal Affairs Range of Action==


'''DO:''' Asks questions like “Where were you at the time of the crime?” or “What were you doing at the time of your arrest?”;
NanoTrasen provides job openings for Internal Affairs Agents precisely to ensure that the crew can be given legal representation in cases where Capital Sentences may not be fully justified. These openings are also there to allow for said Agents to ensure that Standard Operating Procedure and Space Law are being followed correctly, and to attempt to amend infringements on the field.


'''DON’T:''' Ask questions like “You killed them in cold blood, didn’t you?” (for the Prosecution) or “Security was shitcurity in arresting you, weren’t they?” (for the Defense);
That said, however, the access given to Internal Affairs Agents is a privilege, not a right. An Internal Affairs Agent may be, and should be, ejected from the Brig if they are actively impeding Security from doing their job in an effective and expedient manner. Remember, Internal Affairs Agents do not have any authority to demand anything. If they are acting against the best interests of the station and its safety, they may be ignored.


'''4) Any relevant witnesses are examined.''' Much like in real life, question the witnesses about what they saw, only. It is not your job to spin a story, it is your job to gather the facts, period. A written statement, such as a Recorder Transcript, may also serve this purpose instead of a live witness;
As such, actions such as the following should be avoided if you are an Internal Affairs Agent:


'''5) Closing statements.''' Once again, Prosecution followed by the Defense. Here, both sides give out their final conclusions, and it serves as a last effort to convince the Judge that your side is the one that is right;
1. Attempting to release a prisoner, or removing them from their cell for an interview, without contact Security and receiving their approval;


'''DO:''' Wrap your arguments in a couple of minutes and deliver your conclusion to the Judge;
2. Distracting Security with cries of innocence, or attempting to use Central Command faxes as a threat/leverage;


'''DON’T:''' Spend 10+ minutes desperately pleading for mercy;
3. Providing prisoners with any items except simple foodstuffs;


'''6) Verdict.''' Simple as the name implies. The Judge issues a final verdict, which should be considered the defendant’s final sentence
4. Deliberately omitting facts when handling cases in order to "win" the case


===No Lawyers Present?===
Keep in mind that this list is, by no means, a full representation of all the things you should not be doing as an Internal Affairs Agent. It is, however, a good example of the kind of actions you should be avoiding.


In the event that there are no Internal Affairs Agents/Public Defenders/Lawyers available for the Defense, you have a few choices:
==Trials==
1. Only Permanent/Capital sentences can legally be brought to trial;


1. The defendant themselves, if they so desire;
2. Expedient application of Space Law is preferred over a trial process, trials should be reserved for when the justification for a sentence is objectionable and the station is not currently in a state of emergency;


2. The Magistrate/NanoTrasen Representative;
3. Only the Magistrate, Captain, or Head of Security may convene a trial. The Magistrate can overrule the Captain and Head of Security, while the Captain can only overrule the Head of Security;


3. Any individual that the defendant specifically chooses to be their Defence Attorney;
4. Security is not required to provide legal representation or attend a trial, even as witnesses;


4. Any volunteer that shows they are well versed in Space Law and Legal Standard Operating Procedure
5. When provided by defendants, representation must be permitted in the trial to speak on their behalf. There are no restrictions on who may represent a defendant;


If all else fails, and a trial simply isn’t possible, consider sending a fax to the Captain and letting them deliberate. Include every bit of evidence related to the case, along with any necessary considerations, and wait for a response. If that fails, contacting Central Command is advised.
6. Before beginning a trial, the magistrate should obtain a statement or "affidivat" with a full recount of the defendant's and any relevant witnesses' testimony of the events from their perspective;


===How To Present An Argument===
7. The Magistrate must ensure that decorum is kept during the trial and that the proceedings are timely;


An Internal Affairs Agent/Public Defender/Lawyer’s entire job revolves around their capability to use their oratory skills. In layman’s terms, this means you’re supposed to be eloquent, and should be capable of producing convincing arguments at the drop of a hat. Your tongue is your tool, as is your brain. As such, we can’t really tell you how to properly present an argument, but we can provide some pointers:
===Official Courtroom Proceedings===
Magistrates must strictly enforce the following procedure during a trial, the magistrate should be mindful of the time and set time limits for each part of the proceeds. The gavel may be struck when a party goes beyond their time limit.


'''1) Be concise.''' Do not spend half the trial’s time on a rambling speech that leads nowhere. In most cases, less is more. Get to the point, and stay there, as most of the time, that’s all that’s needed, and people will be much more willing to listen to you;
1. The Prosecution presents its opening statement;


'''DO:''' Say things such as “At X time, my client was in Y” or “During the time of the crime, my client was doing Z”;
2. The defence presents its opening statement;


'''DON’T:''' Say things such as “My client could not possibly have done this, as he is X and Y and Z and loves puppies and Shitcurity has it out for them”;
3. The Defendant is questioned first by the defense and then cross-examined by the prosecution;


'''2) Be realistic.''' While it’s understandable that you want to exercise your profession, some cases aren’t worth it. When there’s such a mountain of evidence stacked against someone that the result is a foregone conclusion, it’s best to let Space Law take over directly;
4. Any relevant witnesses are examined, the party that introduced the witness gets to examine them first, after which the other side is given a chance to cross examine the witness;


'''DO:''' Take that case of the murderer who claims he was framed and actually lacks any substantial, non-circumstantial evidence in their case;
5. The Prosecution presents its closing statement;


'''DON’T:''' Listen to the person who murdered three others via chainsaw, or was caught breaking into anywhere in the act;
6. The defence presents its closing statement;


'''3) Have evidence supporting your case.''' This of course is self-evident. Witness reports and forensics are what you’ll be dealing with mostly. Keep them on backup at all times. In triplicate;
7. The Judge issues a verdict, which should be considered the final sentence in regards to the defendant. Only Central Command may override this verdict;


'''4) Consider special circumstances.''' There’s an entire section in Space Law for “Special Modifiers” that allow one’s sentence to be altered, reduced or even nullified. Pay close attention to the context of whatever happened and play these cards whenever possible. In some cases, it’s not about whether you can stop the sentence, it’s about whether you can do something to make it more bearable;
==Civil Disputes==
Civil Disputes involve cases where two or more personnel aboard the station are engaged in some manner of quarrel or discussion outside the scope of Space Law, usually involving a workplace grievance of some kind. This quarrel is significant enough as to warrant further intervention, but rather than pressing it via Security, it is instead settled in a court of law.


'''DO:''' Point out your client cooperated with Security during the proceedings;
===Civil Dispute Proceedings===


'''DON’T:''' Demand a reduction of the sentence over reasons not listed in the Special Modifiers table, such as “My client is a clown, and therefore does not know better”
1. The Magistrate may receive a civil dispute from any crew member. If a civil dispute is without clear merit, is being submitted by a third party that was uninvolved in the dispute, or concerns a clear violation of Space Law then the Magistrate should dismiss the dispute. Otherwise, proceedings may begin.


===Advice For The Judge===
2. The Magistrate should gather both parties so they may be able to present their case, after which the Magistrate may freely interrogate either party;


So, you’ve been chosen as the Judge, and it is now your job to sit and listen to the Prosecution and Defense make their cases and decide on a verdict. Here are a few pointers on how to proceed:
3. The previous step lasts until the Judge feels all relevant information has been gathered. The case must either be dismissed or a verdict is passed, followed by a sentence;


'''1) Be ethical.''' If you have a conflict of interest in the case (such as being friends with the Defendant, or having any sort of strong feelings and/or associations with them), it’s best to let someone else take up the mantle;
===Sentences and Verdicts===


'''2) Be fair.''' You are not here to be a hanging judge. You have been chosen precisely because people believe you are capable of producing a fair judgement when provided with all the evidence. This does not mean, however, you should go light on the defendant either. You must be able to sift through all the non-important material and focus on what matters, and apply Space Law only to the point where it should be applied, no more, no less. A Judge should not be out to satisfy their personal vendettas, or appease a bloodthirsty crew. A Judge is out to make sure Justice is served;
A '''verdict''' is passed once the presiding Judge believes all relevant information has been disclosed. This verdict can range from declaring one party guilty, both parties guilty, or dismissing the dispute and declaring all parties innocent;


'''DO:''' Reduce Murder to Manslaughter if the evidence points towards it being unintentional and/or a crime of passion;
A '''sentence''' is passed after the verdict, since Civil Disputes are outside of Space Law this sentence cannot include jail time, but may include a fine, community service (mining points, janitorial duty, etc) for 15 mintues or less, or another solution as determined by the Magistrate within reason;


'''DON’T:''' Upgrade Assault to Murder/Manslaughter if the victim later died due to medical malpractice;


'''3) Listen.''' Both sides most likely have convincing and valid arguments to put out. As a Judge, it’s your job to carefully listen to both the Prosecution and the Defense, then make a decision based on what they said and presented. Remember, your personal opinions are irrelevant. Only the facts matter in trials. However, it should be noted that personal interpretation of the facts goes a long way. There is a vast difference between premeditated murder and a crime of passion. There is a huge gulf between calculated sabotage, and accidental Toxins release. Listen to what both sides have to say, and make sure you are aware of the context that birthed the circumstances of the crime. Nothing happens in a vacuum, even aboard a space station. Context is King, and Evidence is Queen;
==Contempt of Court==


'''4) Know your limits.''' In some cases, you simply can’t decide. Either the evidence is too murky, or both sides present such a compelling argument that you can’t settle on a verdict. In such cases, it is perfectly acceptable for you to consult with other members of Command and get their input on the situation
It is assumed that all parties inside the courtroom, and during the court proceedings, act with dignity and self-respect. This includes, but is not limited to, recognizing the authority of the Judge and Bailiff, maintaining an appropriate level of verbal control, and generally acting in a civilized manner.


Should a person inside the courtroom act in such a way as to disturb/disrupt court proceedings, they should be forcefully removed from the courtroom. The decision on whether or not a person is in Contempt of Court rests with the presiding Judge.


{| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;"
{{SOPTable}}
! colspan="8" style="text-align: center;" | '''''Standard Operating Procedure'''''
|-
| [[Standard Operating Procedure#Departmental SOP|'''Departmental SOP''']]
| [[Standard Operating Procedure (Command)|Command]]
| [[Standard Operating Procedure (Engineering)|Engineering]]
| [[Standard Operating Procedure (Medical)|Medical]]
| [[Standard Operating Procedure (Science)|Science]]
| [[Standard Operating Procedure (Security)|Security]]
| [[Standard Operating Procedure (Service)|Service]]
| [[Standard Operating Procedure (Supply)|Supply]]
|-
| '''Other SOP'''
| colspan="7" | [[Legal Standard Operating Procedure]]
|}


[[Category:Guides]]
[[Category:Standard Operating Procedure]]

Latest revision as of 01:45, 24 April 2024

Searches

1. On Green Alert, a search requires probable cause OR approval from the Magistrate, HoS or Captain. Probable Cause is defined as any circumstance that creates reasonable suspicion that a crime was committed (eg, direct accusation from a crewmember, witnessing the crime directly, prints on a crime scene, presence in a restricted area with high value items, etc). Approval simply requires permission from the relevant person - verbal or over radio is enough;

2. On Green Alert, searches should be conducted without cuffs, and the searchee must hand over requested items;

3. Searchees who refuse may be cuffed for the search;

4. Any other item in the searchee's possession may be asked for, including but not limited to bags, belts, jackets, headsets, and PDAs;

5. On Blue Alert and above, a search can be done without probable cause. This can be done by cuffing the searchee, and forcibly removing their bags and emptying their pockets;

6. Refusing a legal search is considered resisting arrest;

7. Security may only perform surgery to search for illegal implants if the searchee is a confirmed EoC or has been confirmed to have stolen an item that can no longer be located. In addition, if there is reasonable suspicion of illegal implant possession, the HoS/Captain/Magistrate can issue a warrant for an implant search if they deem it necessary;

8. Recommended but optional: After searching someone, their security status should be set to RELEASED, and add a note that they were searched but nothing was found. This helps prevent security wasting time by repeatedly re-searching the same person, and makes it easier to tell who has not yet been searched.

Punishments

These are the procedures for standard punishments, and should be followed unless an emergency makes them unable to be followed.

Brigging

1. No prisoner is to be held for longer than ten (10) minutes in Processing if no evidence against them is readily available. Should the ten (10) minutes expire without any evidence of any crimes coming to light, the prisoner is to be released. Otherwise, proceed with the following guidelines.

2. Brigging - Station Facilities procedures applies to all situations. Optionally for those with sentences over 15 minutes, the procedures in the Brigging - Labor Camp section may be used.

Brigging - Station Facilities

1. The prisoner is to be cuffed, and brought to their cell.

2. The prisoner is to be stripped of all belongings, save for their uniform, headset, ID, PDA and shoes. Vox are to retain their internals, plasmamen are to retain internals and their suit.

3. The timer for the cell is to be set, and the charges declared.

4. The prisoner is then to be uncuffed. If they are a violent risk, they may be bucklecuffed, flashed and then have their cuffs removed.

5. Prisoners attempting to break the lights in the cell are to be flashed.

6. Prisoners attempting to break the windows of the cell are to be flashed and their timers reset.

7. Removal of the prisoner's headset may ONLY occur if the prisoner is using the headset to constantly flood any communication channel with irrelevant/inane information and/or calls of "Shitcurity", or if the prisoner is seriously attempting to incite violent action against Security and/or Command via continuous calls for violence.

Brigging - Labor Camp

The labor camp is designed to hold up to four temporary prisoners at a time. While this does not restrict the amount of prisoners who can be placed in the facility, officers should note that there may be a lack of equipment and storage facilities to accomodate this.

1. The prisoner is to be issued a temporary prisoner ID, it is to be inserted into a labor camp points manager console, and a point quota be set. 1 minute of prison time is roughly equivalent to 150 points. Sentences should not exceed 5000 points. Only the Head of Security, Captain, or Magistrate can authorise a sentence greater than 5000 points.

2. The prisoner is to be secured in the holding area of the labor shuttle, and the shuttle piloted to the labor camp.

3. The prisoner is to be assigned a locker for their belongings. They are to be stripped of all belongings, save for their prisoner ID, uniform, headset, PDA and shoes. Vox are to retain their internals, plasmamen are to retain internals and their suit. Once a prisoner's belongings are in the locker, it can be locked with the prisoner's temporary ID. The locker will automatically remain closed until the prisoner has completed their assigned point quota.

4. The officer is to release the prisoner into the labor camp, and move the shuttle back to the station.

5. Once the prisoner has completed their point quota, they will be able to access their belongings. They will also have the ability to call the shuttle and return it to the station. Their temporary prisoner ID must be returned to security personnel.

6. Should the labor shuttle dock be contained in a secure area, the prisoner must be escorted out of security. If the prisoner is escorted out in a compliant manner, they are not to be charged with tresspass, breaking and entering, or major tresspass in relation to their release.

7. The prisoner's security status must be set to released if the system fails to do so automatically.

Permabrigging

1. Permabrigging - Station Facilities and Permabrigging - Labor Camp procedures apply to all situations.

Permabrigging - Station Facilities

1. Prisoner must be cuffed, and their ID must be terminated.

2. Prisoner must be stripped of all belongings. Said belongings must be placed in one of the prisoner gear lockers, and the prisoner equipped with standard prisoner uniform and headset;

3. Prisoner must be clothed in a Prison Uniform and Orange Shoes. Prisoner must then be given a Prisoner ID.

4. Prisoner must be brought to the Permabrig area, and the doors behind closed properly.

5. Prisoner must be bucklecuffed to one of the beds.

6. Prisoner must have his cuffs removed, then be flashed or stunned, and the cuffs recovered.

7. All Security agents must then leave the Permabrig.

8. In the case of an attempted escape or riot, the Nitrous Oxide control may be used.

Permabrigging - Labor Camp

1. Sections 1, 2, and 3 from Permabrigging - Station apply. Point quotas should never be issued to permanent prisoners.

2. The prisoner is to be secured in the holding area of the labor shuttle, and the shuttle piloted to the labor camp.

3. The officer is to safely release the prisoner into the labor camp, and move the shuttle back to the station.

Execution: General

1. Prisoner's security status must be set to "*Execute*", and their relevant crimes entered into their sec record. If they are crew but do not have a sec record, create a record in their name then set it as before. If they are not crew, this step can be skipped.

2. Prisoner must be cuffed, and their ID must be terminated.

3. Prisoner must be stripped of all belongings. Said belongings must be placed in one of the prisoner gear lockers, and the prisoner equipped with standard prisoner uniform and headset.

4. Prisoner must be clothed in a Prison Uniform and Orange Shoes.

5. Prisoner must be allowed their final words.

6. A Chaplain may be present if requested, and allowed by the HoS.

7. It is advised, but not required, to have medical personnel in attendance to verify death.

8. Authorization must be given by the Magistrate. If a Magistrate is not assigned, dead, missing, or otherwise rendered incapable of providing authorization, the Captain may authorize an execution in their stead. Should the Magistrate and Captain be unable to provide authorization, it must come from Central Command. Without authorization, executions are murder.

9. Though not obligatory, it is recommended that all executed prisoners be considered for borgification post-execution.

10. Kill on sight orders are classified as executions, however due to the often chaotic situations in which these occur, security records must be updated (per point 1) within a reasonable amount of time after the order is given or carried out.

11. If medical personnel have been assigned to security, best effort should be made to inform them of any performed execution so that medical records of the prisoner may be updated.

Execution: Electric Chair

1. Prisoner must be bucklecuffed to the electric chair in the Execution room.

2. Prisoner must be allowed their final words, after which the chair will be activated.

3. Prisoner's pulse is to be checked to confirm death.

4. Prisoner must then be borged, fired into space via mass driver, cremated, or placed in the morgue with a DNR Notice, at the discretion of the Magistrate, Captain or Head of Security.

Execution: Lethal Injection

1. Prisoner must be bucklecuffed to the electric chair or bed in the Execution room.

2. Prisoner must be allowed their final words, after which the injection will be applied.

3. Prisoner's pulse is to be checked to confirm death.

4. Prisoner must then be borged, fired into space via mass driver, cremated, or placed in the morgue with a DNR Notice, at the discretion of the Magistrate, Captain or Head of Security.

Execution: Firing Squad

1. Prisoner must be brought to either the Firing Range or the Execution room.

2. Prisoner must be bucklecuffed to a chair.

3. Prisoner must be allowed their final words, after which authorised security personnel are to open fire with any of the following: Energy Gun, Advanced Energy Gun, Laser Gun, Revolver, Shotgun, or any ranged weapon manufactured by Research.

4. Prisoner's pulse is to be checked to confirm death.

5. Prisoner must then be borged, fired into space via mass driver, cremated, or placed in the morgue with a DNR Notice, at the discretion of the Magistrate, Captain or Head of Security.

Execution: Gas Inhalation

1. Prisoner must be bucklecuffed to the electric chair in the Execution room.

2. Toxic gas must be attached to toxic gas input, or alternatively a canister placed in the room.

3. Prisoner must be allowed their final words, after which gas must be released into the room occupied by the Prisoner.

4. After sufficient time has passed, blast doors are to be opened to vent toxic gas into space. They are then to be closed to re-pressurise the room.

5. Prisoner's pulse is to be checked, final round via ballistic or energy weapon to the cranium is advised if the prisoner is not terminated.

6. Prisoner must then be borged, fired into space via mass driver, cremated, or placed in the morgue with a DNR Notice, at the discretion of the Magistrate, Captain or Head of Security.

Execution: Asphyxiation

1. Prisoner must be bucklecuffed to the electric chair in the Execution room.

2. Prisoner must be allowed their final words, after which blast doors are to be opened. Make sure the air vent is off.

3. Blast doors are to be closed, and vent activated. After sufficient time has passed, blast doors are to be closed to re-pressurise the room.

4. Prisoner's pulse is to be checked, final round via ballistic or energy weapon to the cranium is advised if the prisoner is not terminated.

5. Prisoner must then be borged, fired into space via mass driver, cremated, or placed in the morgue with a DNR Notice, at the discretion of the Magistrate, Captain or Head of Security.

Parole

Eligibility for parole:

  • If someone is an EOC, OR has committed a capital crime, then parole is only allowed if authorized by the Magistrate or Captain. They should not authorize this unless it is a serious emergency and the parolee is expected to help deal with the emergency. For example, a non-violent syndicate engineer may be paroled to help fight a blob.
  • For all other prisoners, Magi/Captain/HoS/Warden may authorize parole at their discretion. They are advised to consider how severe the prisoner's crimes are, how co-operative they have been with security, and whether or not they are expected to commit any further crimes.

Process for paroling a prisoner:

  • Parolee must be given a tracking implant, set to "parole" status in sec records, and informed that they are on parole (along with the charge), before they are released on parole.
  • Parolees who are EOC or who committed a capital crime, must additionally be stripped of all belongings prior to release. They may be issued a new basic jumpsuit, shoes, radio, and civilian-access ID.
  • After release, parolee is to be kept under supervision, and watched for any sign of further criminal acts. This can be done by co-workers, and/or security.

If the parolee commits a crime while on parole:

  • If the new crime is a capital crime, or they are an EOC, they are to be immediately executed on capture.
  • Otherwise, for any lesser crime, they're to be re-sentenced for BOTH the original crime they were paroled for, AND the new crime, with times stacking. They're also disqualified from any further parole for the rest of the shift.

Mindshield Implants

Mindshield Implants are specialized, NanoTrasen-brand implants that protect whoever they are installed into from brainwashing techniques commonly associated with both the Syndicate and the Cult of Nar-Sie. For this reason, all members of Security, in addition to the Captain, NanoTrasen Representative and Blueshield, are issued Mindshield Implants by default, as a security measure.

If any crew member is hired or promoted (even if only temporarily) to one of the following positions they are to receive a Mindshield Implant per NanoTrasen policy:

While procedures for a Revolution are already detailed in General Standard Operating Procedure, it is important to note other situations in which Mindshield Implantation may be used. All personnel that are successfully deconverted from the Cult of Nar-Sie's influence may be given a Mindshield Implant at the discretion of the Head of Security. This is not advised if the deconverted person does not wish to receive the implant.

Lastly, personnel that have been Mindslaved should be offered a Mindshield Implant in order to prevent further brainwashing.

Evidence Storage Procedures

Physical evidence is defined as any object that can be used to prove that a particular person has committed a crime.

1. All evidence confiscated from arrested personnel is to be properly analyzed, then stored in Evidence Storage, either in the lockers in the Forensics Lab, or in the Evidence Storage Room in the Prison Wing;

2. Stored evidence is not be removed from Evidence Storage unless it is required for a trial;

3. As per 206 - "Abuse of Confiscated Equipment", stored evidence is not to be used, In the case of stored contraband this is superceded by a 306 - "Possession of Contraband" charge.

Ia consultant.pngInternal Affairs

1. Internal Affairs Agents are only to provide legal representation for personnel facing a Capital Sentence. They should, however, ensure that their timed sentence is applied correctly, and alert Security if it is not. In addition, Internal Affairs Agents are permitted to provide legal advice for Security and prisoners, as well as investigating whether or not arrests were done properly;

2. Internal Affairs Agents must request permission from any potential client before serving as their legal representative, as said client may choose to either represent themselves, or request someone else;

3. Internal Affairs Agents are not to deliberately halt or slow down prisoner processing or ongoing investigations. If Security is acting in a demonstrably incompetent manner, contacting the Head of Security or the Captain is highly recommended. If more information about the crime in question is needed, Agents should wait until the person in question was brigged;

4. Internal Affairs Agents are permitted to carry their flash.

5. Internal Affairs Agents are to ensure that Standard Operating Procedure is being properly followed, when applicable, and to contact the relevant Head of Staff when it is not;

6. Internal Affairs Agents are to attempt to resolve all Standard Operating Procedure issues locally before contacting Central Command. This should be done in tandem with Command and, if possible, personnel in the relevant Department. If a valid report is ignored by the relevant Head of Staff, the Captain is to be contacted. If the Captain ignores the report, then Central Command and/or the NanoTrasen Representative must be contacted.

Magistrate.pngMagistrate

1. Magistrates are to ensure that Space Law is applied correctly. If it is not, they are to make it so;

2. Magistrates have the final say on whether or not Trials take place, and should ensure they should only occur for Capital Sentences. Similarly, Magistrates are to ensure that Trials do not happen for Defendants that are self-evidently guilty;

3. Magistrates can overrule anyone in all matters concerning Space Law. This does not extend to Emergency Response Teams, Central Command Officials or direct Central Command communications;

4. The Magistrate is permitted to carry their flash and a telescopic baton.

5. Magistrates are not above Space Law. Similarly, they cannot overrule Security on a sentence imposed against themselves. If a Magistrate attempts to do this, contact Central Command immediately;

6. In the absence of Internal Affairs Agents or a Nanotrasen Representative, the Magistrate may elect to handle matters of Standard Operating Procedure. Otherwise, they are only to ensure that the Internal Affairs Agents under their command are handling such matters;

7. Magistrates may not impede the expedient functioning of Security for the sake of micromanaging every aspect it. They should only concern themselves with crimes that either have fuzzy evidence, or require careful deliberation of circumstances;

8. Magistrates are to contact Central Command immediately if their decisions are being ignored, provided said decision actually match up with Space Law and Standard Operating Procedure. Please see this guide for more information on how to write a good fax.

Internal Affairs Range of Action

NanoTrasen provides job openings for Internal Affairs Agents precisely to ensure that the crew can be given legal representation in cases where Capital Sentences may not be fully justified. These openings are also there to allow for said Agents to ensure that Standard Operating Procedure and Space Law are being followed correctly, and to attempt to amend infringements on the field.

That said, however, the access given to Internal Affairs Agents is a privilege, not a right. An Internal Affairs Agent may be, and should be, ejected from the Brig if they are actively impeding Security from doing their job in an effective and expedient manner. Remember, Internal Affairs Agents do not have any authority to demand anything. If they are acting against the best interests of the station and its safety, they may be ignored.

As such, actions such as the following should be avoided if you are an Internal Affairs Agent:

1. Attempting to release a prisoner, or removing them from their cell for an interview, without contact Security and receiving their approval;

2. Distracting Security with cries of innocence, or attempting to use Central Command faxes as a threat/leverage;

3. Providing prisoners with any items except simple foodstuffs;

4. Deliberately omitting facts when handling cases in order to "win" the case

Keep in mind that this list is, by no means, a full representation of all the things you should not be doing as an Internal Affairs Agent. It is, however, a good example of the kind of actions you should be avoiding.

Trials

1. Only Permanent/Capital sentences can legally be brought to trial;

2. Expedient application of Space Law is preferred over a trial process, trials should be reserved for when the justification for a sentence is objectionable and the station is not currently in a state of emergency;

3. Only the Magistrate, Captain, or Head of Security may convene a trial. The Magistrate can overrule the Captain and Head of Security, while the Captain can only overrule the Head of Security;

4. Security is not required to provide legal representation or attend a trial, even as witnesses;

5. When provided by defendants, representation must be permitted in the trial to speak on their behalf. There are no restrictions on who may represent a defendant;

6. Before beginning a trial, the magistrate should obtain a statement or "affidivat" with a full recount of the defendant's and any relevant witnesses' testimony of the events from their perspective;

7. The Magistrate must ensure that decorum is kept during the trial and that the proceedings are timely;

Official Courtroom Proceedings

Magistrates must strictly enforce the following procedure during a trial, the magistrate should be mindful of the time and set time limits for each part of the proceeds. The gavel may be struck when a party goes beyond their time limit.

1. The Prosecution presents its opening statement;

2. The defence presents its opening statement;

3. The Defendant is questioned first by the defense and then cross-examined by the prosecution;

4. Any relevant witnesses are examined, the party that introduced the witness gets to examine them first, after which the other side is given a chance to cross examine the witness;

5. The Prosecution presents its closing statement;

6. The defence presents its closing statement;

7. The Judge issues a verdict, which should be considered the final sentence in regards to the defendant. Only Central Command may override this verdict;

Civil Disputes

Civil Disputes involve cases where two or more personnel aboard the station are engaged in some manner of quarrel or discussion outside the scope of Space Law, usually involving a workplace grievance of some kind. This quarrel is significant enough as to warrant further intervention, but rather than pressing it via Security, it is instead settled in a court of law.

Civil Dispute Proceedings

1. The Magistrate may receive a civil dispute from any crew member. If a civil dispute is without clear merit, is being submitted by a third party that was uninvolved in the dispute, or concerns a clear violation of Space Law then the Magistrate should dismiss the dispute. Otherwise, proceedings may begin.

2. The Magistrate should gather both parties so they may be able to present their case, after which the Magistrate may freely interrogate either party;

3. The previous step lasts until the Judge feels all relevant information has been gathered. The case must either be dismissed or a verdict is passed, followed by a sentence;

Sentences and Verdicts

A verdict is passed once the presiding Judge believes all relevant information has been disclosed. This verdict can range from declaring one party guilty, both parties guilty, or dismissing the dispute and declaring all parties innocent;

A sentence is passed after the verdict, since Civil Disputes are outside of Space Law this sentence cannot include jail time, but may include a fine, community service (mining points, janitorial duty, etc) for 15 mintues or less, or another solution as determined by the Magistrate within reason;


Contempt of Court

It is assumed that all parties inside the courtroom, and during the court proceedings, act with dignity and self-respect. This includes, but is not limited to, recognizing the authority of the Judge and Bailiff, maintaining an appropriate level of verbal control, and generally acting in a civilized manner.

Should a person inside the courtroom act in such a way as to disturb/disrupt court proceedings, they should be forcefully removed from the courtroom. The decision on whether or not a person is in Contempt of Court rests with the presiding Judge.

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