Difference between revisions of "Legal Standard Operating Procedure"

From Paradise Station Wiki
Jump to navigation Jump to search
(Automatic update. Ask Heads for details.)
Tag: Github Bot Edit
 
(67 intermediate revisions by 17 users not shown)
Line 1: Line 1:
<!--
=== WARNING ===


=Punishments=
Editing this page on the wiki will get overwritten by the next autowiki update from the internal git.
Please edit on there.
 
=== WARNING === 
-->
==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.
These are the procedures for standard punishments, and should be followed unless an emergency makes them unable to be followed.


==Brigging==
===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.


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


2.     The prisoner is to be stripped of all belongings, save for their uniform, headset, and shoes. Vox are to retain their internals, plasmamen are to retain internals and their suit.
7. The prisoner's security status must be set to ''released'' if the system fails to do so automatically.


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


4.     The timer for the cell is to be set, and the charges declared.
1. '''Permabrigging - Station Facilities''' and '''Permabrigging - Labor Camp''' procedures apply to all situations.  


5.      Prisoners attempting to break the lights in the cell are to be flashed.
====Permabrigging - Station Facilities====


6.     Prisoners attempting to break the windows of the cell are to be flashed and their timers reset.
1. Prisoner must be cuffed, and their ID must be terminated.


7.     Removal of the prisoner's headset may ONLY occur if the prisoner is using the headset to encourage further crimes or co-ordinate an escape attempt.
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.


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


1. Prisoner must be cuffed, and their ID must be terminated.
5. Prisoner must be bucklecuffed to one of the beds.


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


3. Prisoner must be clothed in a Prison Uniform and Orange Shoes.
7. All Security agents must then leave the Permabrig.


4. Prisoner must be brought to the Permabrig area, and the doors behind closed properly.
8. In the case of an attempted escape or riot, the Nitrous Oxide control may be used.


5. Prisoner must be bucklecuffed to one of the beds.
====Permabrigging - Labor Camp====


6. Prisoner must have his cuffs removed, then be flashed or stunned, and the cuffs recovered.
1. Sections 1, 2, and 3 from '''Permabrigging - Station''' apply. Point quotas should never be issued to permanent prisoners.


7. All Security agents must then leave the Permabrig.
2. The prisoner is to be secured in the holding area of the labor shuttle, and the shuttle piloted to the labor camp.


8. In the case of an attempted escape or riot, the Nitrous Oxide control is to be used.
3. The officer is to safely release the prisoner into the labor camp, and move the shuttle back to the station.


===Execution: General ===


==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.


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


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.
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.


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


4. Prisoner must be brought to the Prisoner Transfer room.
5. Prisoner must be allowed their final words.


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


6.     It is advised, but not required, to have a Brig Physician or other medical personell in attendance to verify death.
7. It is advised, but not required, to have medical personnel in attendance to verify death.


7.     Authorization must be given by the Captain and/or Magistrate. Without authorization, executions are murder.
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.


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


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


2. Prisoner must be allowed his/her final words, after which the chair will be activated.
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.


3.     Prisoner's pulse is to be checked to confirm death.
===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.
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==
===Execution: Lethal Injection===


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


2. Prisoner must be allowed his/her final words, after which the injection will be applied.
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.
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
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==
===Execution: Firing Squad===


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


2. Prisoner must be bucklecuffed to a chair.
2. Prisoner must be bucklecuffed to a chair.


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.
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:
* All Security Department positions
* [[Captain]] OR Acting Captain
* [[Blueshield]]
* [[NanoTrasen Representative]]
* [[Internal_Affairs_Agent|Internal Affairs Agent]]
 
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.
 
=[[File:Ia_consultant.png|32px]][[Internal 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.
 
==[[File:Magistrate.png|32px]][[Magistrate]]==
 
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 [[Guide to Faxes|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:


4.     Prisoner's pulse is to be checked to confirm death.
1. Attempting to release a prisoner, or removing them from their cell for an interview, without contact Security and receiving their approval;


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


=Trials=
3. Providing prisoners with any items except simple foodstuffs;


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


Before you start reading this article all eagerly, waiting to re-enact JAG or Law and Order, there are a few things you need to know.  
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.


First, '''trials do not happen often.''' Why? A number of reasons, really. First, [[Space Law#Legal Representation and Trials|Space Law]] itself dictates that trials may '''not''' be held for timed sentences, which means that no matter how a prisoner begs or whines, you are only allowed to represent him if he's facing a permanent sentence or capital punishment. Even then, they're '''not mandatory,''' just suggested.
==Trials==
1. Only Permanent/Capital sentences can legally be brought to trial;


Second, '''trials take time'''. A trial is a great opportunity for role play, but some players prefer to work with their hands or take an active role in the station's goings-on. You may face opposition or be outright ignored by the heads of staff when seeking to provide legal representation. Remember that there are always [[Internal Affairs|avenues]] to voice your concerns if you find yourself frequently stonewalled.
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;


Third, and lastly, it's '''not a TV show,''' nor is it a trial by jury. If you're expecting a judge and a jury, you're going to be disappointed. Well, you'll be disappointed until you remember the [[Assistant|average]] [[Clown|conduct]] of the average NT employee. Trials are done in the format of a hearing or a tribunal for the purpose of '''expedient''' justice.
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;


When you sign up as a Lawyer, you need to be prepared for the possibility of sitting in your office with nothing to do for rounds at a time. Take heart, though, beleaguered defender of justice, for the few glorious moments in which others call upon you far, far outshine the dullness of the average shift.
4. Security is not required to provide legal representation or attend a trial, even as witnesses;


==What to Do==
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;
So you've actually found someone who needs representation, and even better, the Head of Security agrees a trial is in order! Chances are, he, the Captain, and the Head of Personnel are all running around the station, so '''if there's time''', here's what you should do to prepare.


# Get your briefcase, a pen, some paper, and a universal recorder.
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;
# Take a deposition from the accused, making sure to record it and print the transcript for ease of reference. This will require brig access if you don't have it, and be sure to notify the Warden or the HoS that you're going in to take a statement.
## For those of you that don't know Legalese, a deposition is a statement which is used as evidence. Therefore, if you're defending, you'll want to make sure the accused doesn't make himself out to look like a jackass, unless you've got a specific angle in mind.
## If there is more than one Lawyer aboard the station, one of you needs to prosecute and the other needs to defend. In which case, the defense takes a deposition from the accused while the prosecution takes a deposition from the HoS or any witness to the crime. '''Choose wisely,''' as there's probably not enough time to take more than one deposition, and as a Lawyer, your job is to convince the tribunal why your argument has more merit than the other side.
#Decide which angle to take. You're going to be arguing a case, so you need to decide the best way to get your point across. If there's a lot of evidence against you, use an emotional appeal or some other style of argument designed to either cloud or discredit the evidence. If that sounds like a dirty trick, you shouldn't be playing Lawyer.


==The Trial==
7. The Magistrate must ensure that decorum is kept during the trial and that the proceedings are timely;
When the trial begins, you'll be in the courtroom. If you're not, the tribunal is probably pissed at you, so you should quit dicking around and get there ASAP. You'll be sharing the courtroom with the accused, the tribunal, and possibly another Lawyer who will be your '''FRIENDLY''' opponent. Don't act like an ass to them. Like you, they're just doing their job.


The tribunal will usually, but not always, consist of the Captain, the Head of Personnel, and the Head of Security. Other heads can be used in their place in the event of their absence, but this is the '''preferred''' setup, and "their absence" does '''not''' mean "they were taking too long to get to the courtroom" or "I don't like them."
===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.


===Court Proceedings===
1. The Prosecution presents its opening statement;
# One or both Lawyers should clear the memory of their recorders, then start recording. The reason for this is so that there will be a record of the court proceedings for other crew members to peruse in the interest of transparency. For extra brownie points after the trial, you can give this transcript to a journalist or librarian, who can include it in the station's newspaper, if there is one.
# The Captain, or in his absence, the highest ranking member of the tribunal, will announce the crimes the defendant is accused of. As it is a matter of civil justice rather than law enforcement, the HoP takes precedence over the HoS in trials and hearings, should the Captain be absent.
# At this point, things go differently depending on if there's one or two lawyers.
## If there are two lawyers, the prosecution makes their case first, then the defense, and then the tribunal makes its ruling.
## If there's only one, he's automatically defense. Defense makes its case and then the tribunal makes its decision based on the defense's argument and the evidence.


====So How Do I Make My Argument?====
2. The defence presents its opening statement;
People who want to work with their hands or provide a tangible thing for the station usually work in Mining or Hydroponics. People who like fixing things go Engineer or Robotics. In the same vein, you should only go Lawyer if you're sure you're eloquent and can put together a good argument, so if you jumped to this section hoping for an "Arbitration for Dummies," you're going to be disappointed. There is, however, some good advice here.


* Be concise. Give the tribunal three reasons why they should side with you. Don't bore them or waste their time.
3. The Defendant is questioned first by the defense and then cross-examined by the prosecution;


* Be realistic. Someone who poked a man's eye out in a room full of witnesses is not going to get off scott-free.
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;


* Support your argument with evidence or witnesses.
5. The Prosecution presents its closing statement;
** Be careful about this if there's another lawyer! A witness is not dismissed until '''both''' sides have gotten to question him, and he is sworn to tell the truth.


* If you're defending, consider mitigating circumstances.
6. The defence presents its closing statement;
** Did your client willingly surrender to security?
** Did he agree to disclose information about accomplices?
** Is he sorry for his actions?


*Once you've made your argument, called your witnesses, and used any evidence to support your case, that's it. Rest your case. It's time for the tribunal to decide.
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;


==Advice for the Tribunal==
==Civil Disputes==
Yes, that's right! This page isn't just for Lawyers or people wanting to provide legal representation. If you're a head of staff who's been asked to be a part of a tribunal, this section is just for you. So what do you do?
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.


First and most importantly, you '''need to be fair.''' If you have a personal interest in the case, you need to let the other members of the tribunal know so that they can find a head of staff who can be impartial. If this means the trial is delayed a bit, that's fine. It's more important to be fair and slow than to risk accusations of being a kangaroo court.
===Civil Dispute Proceedings===


Second, you must actually '''listen to the Lawyers.''' It wouldn't be much of a trial if your mind was made up before you started, would it? Yes, the Lawyers don't have impressive titles like yours, nor do they have cool toys like security, but trials like these are their one rare chance to shine, so it's important to allow them to have that chance. You never know what convincing argument a Lawyer might give you.
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.


Listening to the Lawyers does not mean you have to do everything they say, however. Obviously if a man is convicted of murder with several witnesses, it would be ridiculous to declare him not guilty just because one (admittedly foolish) defense attorney says so. Ideally, you should consider what the Lawyers tell you and then decide if you should go through with the sentence, or if there is a lesser or alternative sentence that would be more appropriate.
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;


For example, the defense tells you that, while the Clown did murder the Assistant, it was a crime of passion, and he did turn himself in after realizing his mistake. The defense argues that execution would be too severe a punishment, and that he should be permabrigged instead. You converse with your fellow heads, and decide that since Security is already on the lookout for a more serious criminal, the brig would be a waste of resources. The three of you therefore present the clown with the option of a permanent shift at the labor camp, or cyborg conversion.
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;


Note that in that example, you '''listened to the other heads.''' That's important. The three of you have to work as a unit. Your spokesperson may not declare a ruling until the three of you are in agreement.
===Sentences and Verdicts===


One last thing! As a head of staff you can't be in two places at once, so you need to let your subordinates know that you're going to be indisposed for the duration of the hearing. Consider taking a promising subordinate and making him temporarily in charge of your department while you're presiding. Your departments must '''not''' come to a screeching halt in your absence. Let them know this, and ''hope'' they take it to heart.
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;


===No Lawyers?===
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;


If there are no Lawyers, but a prisoner still requests legal representation, you do have options. First, remember that only permanent sentences or capital punishment warrant a trial. If he's complaining that he got a 5 minute sentence instead of a 4 minute sentence, you're within your rights to tell him to bite your ass. Here are some things you can do if there's no Lawyers on board.


* Make a public announcement that a trial is to be held, and that legal representation for the accused is needed. Take '''qualified volunteers.'''
==Contempt of Court==


* Have the Head of Personnel review '''qualified crew members''' on board the station, and choose someone with a good knowledge of Space Law to act as a temporary public defender.
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.


* Some IA Agents and Detectives have knowledge of Space Law. IA Agents are usually very impartial, and the Detective is probably the person who gathered the evidence in the first place, so both are good choices.
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.


* If all else fails, let the prisoner know. They have a right not to languish in uncertainty. Consider '''faxing CentComm.''' They might send someone, or offer advice on how to proceed, even if that advice is 'Just sentence him already.'
{{SOPTable}}


[[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.

Standard Operating Procedure
Departmental SOP CommandEngineeringMedicalScienceSecurityServiceSupply
Other SOP GeneralLegal