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Introduce U.S. Marshals Faction with Specialized Divisions and Ranks

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on July 12, '26
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U.S. Marshals — Faction Concept
They get a name, a warrant and a trail, and then they go find the guy. That's a different game slow, investigative, built around a person instead of an incident.
What they do
Hunt fugitives. Protect the courts. Guard witnesses. Move dangerous prisoners.
They sit between local PD and the feds, so they don't compete with patrol. They show up because patrol lost someone three weeks ago.
Divisions Fugitive Task Force the core. Felony warrants, gang leaders, escapees. Build the case, run surveillance, take him down. Most players live here.
SOG the tactical arm. Barricaded suspects, armed takedowns, overwatch. Armor, shields, NVGs, breaching gear. Endgame content, gated behind rank.
Witness Security escorts, safehouses, getting people to court alive. You win by nothing happening. Completely different skill. Judicial Security courthouse posts, judge protection, big trials. Quiet work, but it gives the courts real weight, and real targets. Prisoner Ops convoys, air transfers, hospital watches. Convoys should be live events. If a gang wants their boss back, let them try. Sometimes they'll win. Ranks
Deputy -> Senior Deputy -> Inspector -> Supervisory Deputy -> Chief Deputy ->Assistant U.S. Marshal -> U.S. Marshal.
Rank unlocks responsibility.
One arrest. Might take two sessions. It should feel like it did.
Adding Bountys might also be alot more fun and productive for players

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