Maze Guard (no ontology)

From Mazeworld

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(Backup calls)
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** Cooldown: 10 turns
** Cooldown: 10 turns
* '''SRT Guards''': 1d3+1 SRT Guards, with standard equipment.
* '''SRT Guards''': 1d3+1 SRT Guards, with standard equipment.
-
** Eligible ranks: Any SRT Guard, Guard Sergeant, Guard Chief,  
+
** Eligible ranks: Any SRT Guard, Guard Sergeant, Guard Chief, Maze Sheriff
** ETA: 1d5+2 turns
** ETA: 1d5+2 turns
** Cooldown: 8 turns
** Cooldown: 8 turns

Revision as of 12:32, 14 March 2016

A Maze Guard is a member of the Maze Personnel and an iconic, almost ubiquitous encounter in the Mazes. Maze Guards are part of the LE/Police faction, and as the name suggests, they represent the Mazes' law enforcement.

Guards enforce a set of laws called the Standard Law, and assign a Police Attention Level to perpetrators they see or know about. Although Guards need to be present to enforce those laws and proceed to arrestations, anyone can be pegged with a Police Attention if they have been reported.

Because the job of a Maze Guard may be particularly dangerous, they are paid on a day-to-day basis, depending on their rank and branch. The base pay of a standard Maze Guard is 120 P$/day.

Maze Guards are declined in several variants and ranks, each with their own equipment: standard Maze Guards, Guard Sergeants, Guard Chiefs, and Special Response Team (SRT) Guards, the MazeWorld equivalent of SWAT. Guards are headquartered in facilities called Police Stations. Each Station has three groups ; a Patrol group composed of regular Maze Guards and Sergeants, an SRT group composed of Special Response Team Guards and their sergeants, and a Call Operator group composed of Guards with the special task and responsibility of managing and handling emergency calls, then directing Patrol and SRT groups to the relevant locations.

Each Guard reports to one over-arching leader, the Maze Sheriff Len Hargrave. Sheriff Hargrave, much like his military counterpart, resides in a facility called the Police Headquarters. The Police HQ is the law enforcer equivalent of the Main Barracks. Similarly to Colonel Wight's own Elite forces, the Sheriff leads his own special unit, the Emergency Support Group (ESG), a group of 8 SRT teams specially trained for crisis and extreme law enforcement situations.

Specifications

AC Perk HEAD group BODY group LIMBS group EXTR. group Weak points
Human None 1 head Upper body, Lower body 2 arms, 2 legs 2 hands, 2 feet, teeth 2 eyes(F), genitals
Skeleton type CBT? CUW? LAW?
Human Yes Yes Yes

How to read this?

Other data

  • Is peaceful.
  • Can talk.
  • Law Enforcement: They are the police force of the Mazes, enforcing its laws.
  • Loyal: They are attached to their job. Contestants will have a hard time convincing them to join him/her.
  • Backup call ability: See the relevant section for detailed information

Equipment

The equipment varies according to rank and status.

Regular police force

  • Clothing and armor:
    • Headgear: Cop hat
    • Top: Guard shirt
    • Body armor: None
    • Arms addon: None
    • Bottom: Guard pants
    • Legs addon: None
    • Footwear: Regular shoes
Extra equipment by rank

Special Response Team (SRT)

  • Clothing and armor:
    • Headgear: Dyneema helmet
    • Top: Guard shirt
    • Body armor: Heavy Dyneema vest
    • Arms addon: Dyneema arm pads
    • Bottom: Guard pants
    • Legs addon: Dyneema leg pads
    • Footwear: Military boots

Pay grades

  • The base pay of a Maze Guard is 120 P$/day.
  • A Guard Sergeant receives a pay of 200 P$/day.
  • A Guard Chief receives a pay of 350 P$/day.
  • A Guard that is part of the Special Response Team receives 300 P$/day.

Disguise

This lists only the required clothing the contestant needs for the disguise to be successful. Note that wearing a HEV Suit or an EOD Suit cancels immediately the disguise as these suits cover the entirety of the wearer's clothes and are, as such, unsuitable for disguising.

  • Maze Guard: Cop hat, Guard shirt, Guard pants, Regular shoes
  • SRT Guard: Dyneema helmet, Guard shirt, Dyneema arm pads, Heavy Dyneema vest (+Titanium/Steel plate), Guard pants, Dyneema leg pads, Military boots

Law enforcement

Maze Guards are the members of the Mazes' police forces. As such, the aspect of law enforcement is detailed here.

Laws

More information: Police Attention

Guards enforce a set of defined laws, and are judge, jury and executioner. They handle all aspects of law enforcement, from arresting, judging, sentencing, and imprisoning.

Backup calls

If a Guard needs to request backup, this is when their issued mobile phones come into play. Depending on the severity of the situation, Guards can call central and request backup in the form of standard officers, or Special Response Team officers if their rank allows.

  • Regular Guards: 1d3 Maze Guards, with standard equipment.
    • ETA: 1d4+1 turns
    • Cooldown: 10 turns
  • SRT Guards: 1d3+1 SRT Guards, with standard equipment.
    • Eligible ranks: Any SRT Guard, Guard Sergeant, Guard Chief, Maze Sheriff
    • ETA: 1d5+2 turns
    • Cooldown: 8 turns

For any situation not involving the Contestant as the perpetrator, the rules above are followed depending on the severity of the situation the Contestant witnesses, or even is a victim of, if applicable.

Arresting

More information: Handcuffs

A Maze Guard has the ability to arrest perpetrators using their handcuffs. Only they can perform an arrest - the handcuffs are used to immobilize the perpetrators, then Guards use their clearance to proceed and punish according to Police Attention; either confiscation, or detainment.

Gallery

Image needed!

See also