How does a CMP successfully dispute a Commander?

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Skeptical
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How does a CMP successfully dispute a Commander?

Post by Skeptical » 18 Feb 2018, 02:23

I've been playing as CMP for a bit and go for different playstyles. One CMP might be a bit supportive for the Commander, less prideful, and give more warnings for breaking of marine law. Usually, I have more fun playing "Judge Dredd" CMP where I scream I'm the law and follow Marine Law to the tea.

For either, it can be very difficult to go against God-Emperor Commander when he does something illegal. In most cases the SO's, XO, marines, and even your own MP's will go against you as spies or your death when confronting the Commander. If HC is unresponsive or doesn't provide support, it's nearly impossible in my experience and usually goes as "attempted mutiny" with an announced execution or battlefield execution with a mateba in the face as a surprise. So, in your experience, how does the CMP go against an entire army and through betrayal to successfully arrest the Commander and prove him wrong?
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Re: How does a CMP successfully dispute a Commander?

Post by Shuffl3 » 18 Feb 2018, 02:27

CMPs have the magical ability to go outside the chain of command and appeal directly to a higher authority than the Commander. Using the Fax Machine that the CMP has access to will put you in touch with the powers that be at High Command. And when High Command disseminates orders/judgements downward from on high all USMC personnel must defer.

Im not really sure what to do barring that though. Either bust out those social engineering skills or go all one man army. At that point I imagine things would start to stretch outside the realm of the game and you might have to break the fourth wall with some looc and start saving logs for a player report.
Last edited by Shuffl3 on 18 Feb 2018, 02:36, edited 5 times in total.
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Re: How does a CMP successfully dispute a Commander?

Post by Heckenshutze » 18 Feb 2018, 02:29

Fax the USCM and if (when) that doesn't work, you have two options and both of them, will fuck up marines one way or another. It's up to you
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Re: How does a CMP successfully dispute a Commander?

Post by Philby0 » 18 Feb 2018, 04:31

If the law break is arguable, fax about it, talk to the CO about it, remind them of the law, etc.
So many people in command staff request arrests, and immediately calm down when reminded that if nothing can be proven, they'll be arrested for false arrest.

If that doesn't work after a while and you get no fax back, let the CO do whatever they want and stay away from them.
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Re: How does a CMP successfully dispute a Commander?

Post by Martzin » 18 Feb 2018, 05:16

If Command proves to be negligent and terrible at their jobs, you fax HC about it. No need to join mutinies up until that point. In the case HC decides not to step in and you're firm in your belief that Command needs to be re-structured, well, how you handle it is up to you.
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Re: How does a CMP successfully dispute a Commander?

Post by Arbs » 18 Feb 2018, 08:12

Write a well formatted and unambiguous fax to High Command. No need to let everyone know about it. Be clear on what happened, why you believe the commander has breached protocols or command has shown incompetence.

Upon getting a confirmation, proceed to ask the commander to see you in the WO’s office preferably. Have two MPs stand guard just in case “mateba” happens. Calmly inform the commander of what is going on and how it will affect the ship otherwise and proceed to arrest or relieve them of duty. It is important to always show them the written warrant you receive from High Command via Fax.

Keeping a cool head for yoursef and trying to keep the commander calm as well is also imperative in preventing the otherwise ensuing chaos allover the ship followed by an impending disaster.
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Re: How does a CMP successfully dispute a Commander?

Post by GoliathTheDespoiler » 18 Feb 2018, 08:19

PSA: YOU CAN ARREST THE COMMANDER WITHOUT PERMISSION FROM HC.

YOU CAN'T USURP THEM WITHOUT HC PERMISSION, HOWEVER. IF THE CO DOES AN ILLEGAL, ARREST THEM LIKE ANY PFC.

I play a MP literally called 'Dredd' and in most cases arresting the CO is quite easy. Its keeping them imprisoned which is the hard part.

Also, if your MPs are siding with the commander in a MP usurp event, they are certainly doing something wrong
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Re: How does a CMP successfully dispute a Commander?

Post by Philby0 » 18 Feb 2018, 09:05

GoliathTheDespoiler wrote:
18 Feb 2018, 08:19
snippity snop
Damn you're right. I'm not crazy though it used to be that way yeah ? I remember it being in marine law..

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Re: How does a CMP successfully dispute a Commander?

Post by Vispain » 18 Feb 2018, 10:40

Arbs wrote:
18 Feb 2018, 08:12
Write a well formatted and unambiguous fax to High Command. No need to let everyone know about it. Be clear on what happened, why you believe the commander has breached protocols or command has shown incompetence.

Upon getting a confirmation, proceed to ask the commander to see you in the WO’s office preferably. Have two MPs stand guard just in case “mateba” happens. Calmly inform the commander of what is going on and how it will affect the ship otherwise and proceed to arrest or relieve them of duty. It is important to always show them the written warrant you receive from High Command via Fax.

Keeping a cool head for yoursef and trying to keep the commander calm as well is also imperative in preventing the otherwise ensuing chaos allover the ship followed by an impending disaster.
This is a smart way to handle it. If you don't get your confirmation... tough shit. Keep on doing your job. Do NOT attempt to go through with a removal of the commander then. It'll probably be a OOC and IC issue at that point.

*getting the two paragraphs below mainly from wiki.
As for rank the CMP and MPs to a degree have a interesting place. For example, in matters of law AND chain of command Military Police outrank Squad Leaders. However the CMP is a bit different. The CMP is the "last officer rank in line for command of the ship", but can theoretically outrank anyone, including the commander, on matters of law enforcement. They, I believe this is actually stated somewhere, get their authority from Warrant. Hence the title Warrant Officer.

From what I understand, to remove a CO you need approval from HC.
- As Military Police you are expected to enforce the Law and Procedures upon all members of the crew. If the Commander, XO, or any command staff are in violation of UCMJ at any time, the Chief MP is authorized to remove them from command permanently and replace them with whoever is next in the Chain of Command. However, this requires confirmation from Central Command before it is enacted (you can use the fax machine in the Chief MPs office). If they are not going to be removed from command permanently, they can instead be placed into the brig to server their sentence and the next in command takes temporary command. Central Command does not need to approve these cases and only needs to be alerted. However, visiting executives and Admirals are NOT bound by this and can only be removed with Central Command approval. -

The underline bit relates the most to removal of a CO permanently.

A final note. "The only exceptions (to USCMJ) are Diplomatically Immune Weyland-Yutani Executives (not including the on-board Liaison) and specially dispatched officials (like a Admiral/Executive) from High Command who have exception to authority for emergency matters. "
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Re: How does a CMP successfully dispute a Commander?

Post by GoliathTheDespoiler » 18 Feb 2018, 16:22

Philby0 wrote:
18 Feb 2018, 09:05
Damn you're right. I'm not crazy though it used to be that way yeah ? I remember it being in marine law..
Neop. Arrest permission from HC was a myth made by CO players probably to prevent arrests so they can shoot more people.

I got my conspiracy foil hat on foe this.
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Re: How does a CMP successfully dispute a Commander?

Post by Philby0 » 18 Feb 2018, 17:05

Yeah wew I mistook the arrest and demotion and got completely confused, that's what happens when you skip a night.

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Re: How does a CMP successfully dispute a Commander?

Post by Shuffl3 » 18 Feb 2018, 18:11

I think OP is talking about extreme circumstances
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Re: How does a CMP successfully dispute a Commander?

Post by taketheshot56 » 18 Feb 2018, 18:46

GoliathTheDespoiler wrote:
18 Feb 2018, 08:19
PSA: YOU CAN ARREST THE COMMANDER WITHOUT PERMISSION FROM HC.

YOU CAN'T USURP THEM WITHOUT HC PERMISSION, HOWEVER. IF THE CO DOES AN ILLEGAL, ARREST THEM LIKE ANY PFC.

I play a MP literally called 'Dredd' and in most cases arresting the CO is quite easy. Its keeping them imprisoned which is the hard part.

Also, if your MPs are siding with the commander in a MP usurp event, they are certainly doing something wrong
Now MPs are NOT allowed to assist the commander if the CMP declares him a criminal, of course. butttt nothing stops you from immediately surrendering to the CO in fear for your life.
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Re: How does a CMP successfully dispute a Commander?

Post by Blade2000Br » 18 Feb 2018, 18:56

GoliathTheDespoiler wrote:
18 Feb 2018, 08:19
PSA: YOU CAN ARREST THE COMMANDER WITHOUT PERMISSION FROM HC.

YOU CAN'T USURP THEM WITHOUT HC PERMISSION, HOWEVER. IF THE CO DOES AN ILLEGAL, ARREST THEM LIKE ANY PFC.

I play a MP literally called 'Dredd' and in most cases arresting the CO is quite easy. Its keeping them imprisoned which is the hard part.

Also, if your MPs are siding with the commander in a MP usurp event, they are certainly doing something wrong
Literally this.

CO is breaknig the law? arrest that bitch and send an Fax about how cool you are arresting him. If CO tries to BE you for that, make a player report and get him dewhitlisted for that shit.
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