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SWAT 4: The Stetchkov Syndicate subscribes to the axiom: Always leave them wanting more. The game is great but it's too damn short. I want more, more, more I tells ya'….by Cole Smith

March 7, 2006 - The Stetchkov Syndicate is an expansion pack. You will require a copy of the original SWAT 4 and if you haven't already played it, you're in for a treat. I highly recommend both of these titles if you like a sophisticated shooter that requires more than just trigger twitching reflexes. Those that have already played SWAT 4 can look forward to new situations, new weapons and new unpredictable madmen. This is a great example of a great expansion pack. It doesn't take the series in any new direction but it gives us more of what made the original so good.

They seem to be willing to try their hands at anything: tactical RPGs, 1st-person action RPGs, first-person shooters, and tactical games like SWAT 4. Although they have a wild variety of stuff. Original Description below, but if these steps did not work for you, Sk1pplex provided a solution:You need to go to your mod folder, system, then open it.

You are the leader of a five-man elite, tactical squad. Your missions range from hostage rescuing to bomb disarming. In all of the missions you will face dangerous and unpredictable suspects. They are more intelligent, realistic and volatile than ever. Armed with various weapons they will use them when cornered forcing you to be more cautious. As a member of SWAT your prime directive is to save lives. Not only those of the victim but those of the suspects as well. You can't just bust into a room and start running and gunning. All missions have to be clearly thought out beforehand. Fortunately the gameplay is not tightly scripted so the missions won't be exactly the same when you replay them.

  1. The Remington M870 Breaching is the breaching variant of the Remington M870 and it was introduced in SWAT: Elite Force. It is used primarily for breaching doors but rarely for shooting at a suspect for some reason (for example if the carrier doesn´t have ammo left for his primary gun). The Remington Model 870 is a reliable and compact pump-action shotgun capable of dispatching even the.
  2. - While in main menu of the game, please press Join Game - Direct IP. Type IP of a server and press 'tick' button. You can only create a LAN game, so please make sure that you are creating a LAN game instead of the 'Internet' game. Otherwise, the game may ask you for a CD-Key. You can also use GameRanger: https://www.

Suspects will not only fight to the death, they may try to escape. When faced with a room with several doors and windows you may have to issue commands to your other members to cover as many exit areas as possible. Your teammates will be divided into two groups of two that you can choose to split up or act as one unit. Blueprints of the various buildings will be made available so that you can see where the possible escape routes are located and take preventative measures such as using gadgets like the door wedges to keep specific doors inaccessible and forcing the suspect into specific rooms or corridors.

Other gadgets include night vision goggles to see in low light, light sticks to place in the front of rooms to alert other players that you've already checked them out, fiber optic lenses to see around corners and under doors, stun grenades to surprise suspects, and pepper balls to incapacitate suspects. Another new addition is the stun gun. It's similar to the tazer but it's got a much longer range and fires multiple shots. It's a great way to take down a suspect without killing him.

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These gadgets work great and they are always fun to use. I try to use as many as I can during missions which not only greatly increases my chances of a successful mission, but I also manage to wring maximum fun out of the game. When assessing a situation you can give orders in advance to your squad members that can be executed later when you give the command. It's a time saver and a real life saver.

It's good to be prepared but you don't want to get anal about it. There are situations in which you will have to make split-second decisions which all the prep work in the world wouldn't help you. It's these unpredictable moments which really make the game shine. It's not like you're playing against the AI, it's as though you're actually matching wits with a real criminal mind.

You will encounter situations where bystanders pose a threat to your safety and the safety of others. In the last game you had to actually shoot them in the leg or arm to incapacitate them if they would not comply but you run the risk of killing them if their health is low. In The Stetchkov Syndicate, you can punch their lights out instead. It feels great to have this extra bit of control especially when you run out of ammo for your other non-lethal weapons. Once they've been knocked out you can put them in restraints and get them safely out of the way.

Weapons such as a submachine gun, Colt rifle and grenade launcher, which can be used to fire non-lethal rounds such as flash bangs, are also included when things get particularly nasty. However, you will earn more points if you bring the suspect in alive. There are times when you have to make judgement calls but you will lose points for unauthorized use of deadly force. The suspects can be heavily armed with a variety of weapons including submachine guns.

Up to 10 players can take part in the co-op mode which can be played online or over LAN. It's really flexible. You can have all 10 players on one team or you can divide it up into two teams of any number of players as long as it doesn't exceed 10 players. Unfortunately there are some issues with online latency and slowdown when the action heats up. If you've got the bandwidth to handle the voiceover IP then you'll definitely want to take advantage of it since it makes communication so much easier, not to mention realistic.

The other multi-player mode is called Smash and Grab. It involves two opposing teams. One trying to locate a suitcase and smuggling it out of a building while the SWAT team tries to stop them. It's time limited and each kill that the SWAT team makes eats up more of the time. Conversely, the other team will buy time when they make kills. It's a fun mode but it really doesn't have much lasting power.

The game looks as good as SWAT 4 which is darn good. Some of the sound effects and musical cues are a little out of time but for less than twenty bucks all can be forgiven. If you're looking for a smart game that doesn't require the patience of Job or the genius of Einstein, but a little more intelligence than a monkey with his hand on his joystick, then SWAT 4 and The Stetchkov Syndicate expansion pack are definitely for you.

Features:

  • Seven new missions playable in single-player, multiplayer and co-op mode
  • 10-player co-op -- increased from five -- allows players to create a single 'stick' of 10 or any combination up to 10 for coordinated and devastating insertion maneuvers
  • New SWAT equipment, including Night Vision Goggles, Light Sticks for cleared rooms, Ammo Pouch (This equipment will give the player 2 extra clips of ammunition for their primary weapon)
  • New weapons including SWAT- and Suspect-only submachine guns, stun guns, rifles, grenade launchers and pistols
  • New objective types, including preventing destruction of evidence and preventing suspects from escaping the scene
  • Held Commands, allowing players to hold movement of team groups until the 'Initiate' command, helping coordinate synchronized actions across multiple groups
  • New MP mode -- Smash and Grab -- where Suspects must seize and escort a briefcase through a level while SWAT teams attempt to stop their escape
  • Server browser improvements including, Voice-Over-IP (VoIP) for built-in voice communication; GameSpy Stat Tracking for ladders and rankings; and Voting for map selection, choosing a leader, and kicking or banning players.

By Cole Smith
CCC Senior Writer

Operations Specialist 1st Class Dennis Marholz apprehends a mock suspect after being hit with pepper spray while Aviation Electronic Technician 1st Class Pete Ingram keeps close watch during a pepper spray testing evaluation that marked the final stage in a three-week series of training involving non-lethal weapons and the use of force continuum.

A use of force continuum is a standard that provides law enforcement officers and civilians with guidelines as to how much force may be used against a resisting subject in a given situation. In some ways, it is similar to the U.S. military's escalation of force (EOF). The purpose of these models is to clarify, both for law enforcement officers and civilians, the complex subject of use of force. They are often central parts of law enforcement agencies' use of force policies. Various criminal justice agencies have developed different models of the continuum, and there is no universal or standard model.[1] Generally, each different agency will have their own use of force policy. Some agencies may separate some of the hand-to-hand based use of force. For example, take-downs and pressure point techniques may be one step before actual strikes and kicks. Also, for some agencies the use of aerosol pepper spray and electronic control devices (TASER) may fall into the same category as take-downs, or the actual strikes.

The first examples of use of force continuum were developed in the 1980s and early 1990s.[2] Early models were depicted in various formats, including graphs, semicircular 'gauges', and linear progressions. Most often the models are presented in 'stair step' fashion, with each level of force matched by a corresponding level of subject resistance, although it is generally noted that an officer need not progress through each level before reaching the final level of force. These progressions rest on the premise that officers should escalate and de-escalate their level of force in response to the subject's actions.[3]

Although the use of force continuum is used primarily as a training tool for law enforcement officers, it is also valuable with civilians, such as in criminal trials or hearings by police review boards. In particular, a graphical representation of a use of force continuum is useful to a jury when deciding whether an officer's use of force was reasonable.[4]

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Example model[edit]

While the specific progression of force varies considerably (especially the wide gap between empty hand control and deadly force) among different agencies and jurisdictions, one example of a general use of force continuum model cited in a U.S. government publication on use of force is shown below.[5]

  1. Officer presence – the professionalism, uniform, and utility belt of the law enforcement officer and the marked vessel or vehicle the officer arrives in. The visual presence of authority is normally enough for a subject to comply with an officer's lawful demands. Depending on the totality of the circumstances, a call/situation may require additional officers or on scene officers may request assistance in order to gain better control of the situation and ensure a more safe environment for all involved. It also will depend on the circumstances of the situation. For example, depending on how many people are at the scene with the officer, a larger presence may be required. However, if 10 officers arrive at a scene with only a single suspect, the public may perceive the situation as an excessive use of officer presence within the use of force continuum.[6][7][8]
  2. Verbal commands/cooperative controls – clear and understandable verbal direction by an officer aimed at the subject. In some cases, it is necessary for the officer to include a consequence to the verbal direction so that the subject understands what will happen if the subject refuses to comply with the officer’s direction. The verbal command and the consequence must be legal and not considered excessive according to the continuum. For example, an officer could not order a disabled person in a wheel chair to stand up or be sprayed by Oleoresin Capsicum (OC) Pepper Spray.[7][9]
  3. Empty-hand submission techniques, PPCT – Pressure Point Control Tactics, Control Tactics, techniques – a level of force that has a low probability of causing soft connective tissue damage or bone fractures. This would include joint manipulation techniques, applying pressure to pressure points and normal application of hand-cuffs.[7][9][10]
  4. Hard control Techniques/Aggressive response techniques – the amount of force that has a probability of causing soft connective tissue damage or bone fractures or irritation of the skin, eyes, and mucus membranes. This would include kicks, punches, stuns and use of aerosol sprays such as oleoresin capsicum (OC) pepper spray. Some models split these techniques between empty hand, soft control and intermediate weapon techniques but only include 5 levels of the continuum.[7][9][11][12]
  5. Intermediate weapons – an amount of force that would have a high probability of causing soft connective tissue damage or bone fractures. (e.g. expandable baton, baton, pepper spray, Taser, beanbag rounds, rubber fin stabilized ammunition, Mace (spray), police dogs, etc.) Intermediate weapon techniques are designed to impact muscles, arms and legs, and intentionally using an intermediate weapon on the head, neck, groin, knee caps, or spine would be classified as deadly or lethal force.[7][9][11]
  6. Lethal force/Deadly force – a force with a high probability of causing death or serious bodily injury. Serious bodily injury includes unconsciousness, protracted or obvious physical disfigurement, or protracted loss of or impairment to the function of a bodily member, organ, or the mental faculty. A firearm is the most widely recognized lethal or deadly force weapon, however, an automobile or weapon of opportunity could also be defined as a deadly force utility.[7][9][10]

The U.S. Navy teaches a six-step model: Officer presence, Verbal commands, Soft controls, Hard controls, Intermediate Weapons, and Lethal force. Hard controls includes the use of tools such as hand-cuffs, while soft controls equates to empty hand above, describing techniques where the officer may engage a resisting detainee. When escalating, voluntary submission to cuffs is a viable way to prevent the need for empty hand submission techniques which place the officer and the detainee at physical risk. When de-escalating, hard controls (i.e.: cuffs and isolation in the rear seat of a cruiser) gives officers a reasonable and achievable goal after altercation with a detainee during which higher levels of force may have been required.[9][13][14]

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Subject classifications[edit]

In all use of force continuum models, the actions of the subject is classified in order for the officer to quickly determine what level of force is authorized and may be necessary to apprehend or compel compliance from the individual. Listed below are examples of how subjects are classified.

  • Passive compliant – a person who recognizes the authority of the officers presence and follows the verbal commands of the officer.[9][15][16]
  • Passive resistor – a person who refuses to follow the verbal commands of the officer but does not resist attempts by officers to take positive physical control over them.[9][15][16]
  • Active resistor – a person who does not follow verbal commands, resists attempts by the officer to take positive physical control over them, and does not try to inflict harm on the officer.[9][15][16]
  • Active aggressor – a person who does not follow verbal commands, resists attempts by the officer to take positive physical control over them and attempts to cause harm to the officer or others.[9][15][16]

Generally, the passive subjects and active resistors fall under levels 1–3 of the use of force continuum, while active aggressors fall under levels 4–6. The officers are trained to apply the proper measure of force within the continuum based on the actions and classification of the subject.[17]

Reasonableness standard[edit]

The United States Supreme Court, in the case of Graham v. Connor, (1989) ruled that excessive use of force claims must be evaluated under the 'objectively reasonable' standard of the Fourth Amendment. Therefore, the 'reasonableness' factor of a use of force incident must be judged from the perspective of a reasonable officer on the scene, and judged with the understanding that police officers are often forced to make split-second decisions about the amount of force necessary in a particular situation.

Broadly speaking, the use of force by an officers becomes necessary and is permitted under specific circumstances, such as in self-defense or in defense of another individual or group. However, there is no all encompassing consensus about when an officer would always need to use force, nor is there any agreed upon method that can efficiently measure or predict specific types of force actions that one would deem reasonable before the time comes.

The International Association of Chiefs of Police, has described use of force as the 'amount of effort required by police to compel compliance by an unwilling subject'. [18]

See also[edit]

Footnotes[edit]

  1. ^Stetser, 2001, p. 36.
  2. ^Stetser, 2001, pp. 36-37.
  3. ^Stetser, 2001, p.38.
  4. ^Grossi, 2um006.
  5. ^'Garner and Maxwell'(PDF). ncjrs.gov. p. 37.
  6. ^'The Use-of-Force Continuum'. National Institution of Justice Statistics. August 4, 2009.
  7. ^ abcdefMcGoey, Chris. 'Use of Force, Security Guards, use of force, Chris McGoey, security guards expert'. crimedoctor.com. Retrieved 2015-04-17.
  8. ^'Use- of Force'(PDF). cops.usdoj.gov. Retrieved 2015-04-17.
  9. ^ abcdefghij'Use- of Force'(PDF). cops.usdoj.gov. Retrieved 2015-04-17.
  10. ^ ab'The Use-of-Force Continuum'. National Institute of Justice. August 4, 2009.
  11. ^ ab'The Use of Force Paradigm for Enforcement and Corrections'. pss.cc.
  12. ^'The Use-of-Force Continuum'. National Institute of Justice Statistics. August 4, 2009.
  13. ^'Use of Force'. crimedoctor.com.
  14. ^'Escalation of Force - Non-Lethal Effects'. marinecorpsconceptsandprograms.com.
  15. ^ abcd'Use of Force'(PDF). cops.usdoj.gov.
  16. ^ abcd'The (Original) Use of Force Model'. pss.cc. Retrieved 2015-04-17.
  17. ^'Use of Force'(PDF). cops.usdoj.gov.
  18. ^'Overview of Police Use of Force'. National Institute of Justice. Retrieved 2020-12-07.

References[edit]

  • Garner, Joel H.; Maxwell, Christopher D. 'Measuring the Amount of Force Used By and Against the Police in Six Jurisdictions'(PDF). National Institute of Justice. Retrieved 2006-09-26.
  • Grossi, Mark (June 2, 2006). 'Setting the record straight on force continuums'. The Police Marksman Magazine. Retrieved 2006-11-25.
  • Stetser, Merle (2001). The Use of Force in Police Control of Violence: Incidents Resulting in Assaults on Officers. New York: LFB Scholarly Publishing L.L.C. ISBN1-931202-08-7.
  • Law of War, Rules of Engagement, and Escalation of Force Guide, Marine Corps Center for Lessons Learned. 31 August 2007.
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Marine Corps

External links[edit]

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