Interpol

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International Criminal Police Organization
File:InterpolLogo.png
The Interpol badge, proudly worn by its officers
General
Playstyle Debuffs
Faction Colour Enforcement Cyan
Type Quantum Tech Minor Faction
Dev. Status Conceptual

"Yes, as through this world I've wandered
I've seen lots of funny men;
Some will rob you with a six-gun,
And some with a fountain pen.

- "The Ballad of Pretty Boy Floyd", Woody Guthrie

Interpol is a tech faction that can be utilized once their building is captured. Unable to provide the cheap support of International Inc or the aid of the International Aid Association, Interpol instead provides heavy debuffing effects to enemy units.

At a Glance

Faction Color Enforcement Cyan
Playstyle Debuffing
Theatre of Operations Crime hotspots, suspected hideouts, lawless towns
Strengths Diverse amount of debuffs, annoying to face when they're around
Weaknesses Deals almost no damage, debuff immunity renders them useless
Motives Law Enforcement, Vigilantism, Public Safety

Background

To Catch a Thief

The origins of Interpol stretch back to the earliest days of police work. In the earliest days of civilization, jurisdiction ended the second you left sight of the city's watchtowers. With the countrysides filled with bandits and the cities overrun with petty thieves and the first criminal organizations, the city watchmen would be unable to track their quarries to distant cities. The criminals would slip in and out of sight before anyone would know where they were. Slowly, the concept of transferring criminals between nations was formalized as empires formed in the ancient world. The concept seemed simple at first, of simply handing over criminals to another nation when it was requested. The problem was that this was often seen as treading on another power's rule, and since criminals are criminals, few really cared who held them in prison.

Unfortunately, as criminal organizations started to form, nations realized that they needed a greater deal of cooperation between each other to bring such groups to justice. Again, the problem was trying to control how these actions were carried out. Men can be corrupted, bought, and turned for any number of reasons. The reality was that nations didn't trust each other to actually have the ability to perform as the national authorities. Even as relations between nations formalized beyond royal communications into ambassadors and departments of state, the idea that a nation would let another power's police onto their territory was perceived as a slap in the face. In fact, such a request was one of the conditions that Emperor Franz Joseph I of Austria-Hungary tried to force onto Serbia shortly before World War I.

Still, progress was slowly made in this regard as well. The most famous is the abilities of the Royal Canadian Mounted Police, who are able to traipse across all number of international borders thanks to various extradition treaties made by Canada with other former British colonies. Eventually, other nations started to work with each other on forming similar treaties, but still with the intent of keeping their own sovereignty intact.

Putting the Pieces Together

Many politicians realized that for the criminals of the world to finally be brought to justice, they needed a force that was above national borders. An investigating group that would be loyal to no single nation but able to move through them all. Two attempts were made in the early 20th century to form such a group, but without success. The conference in Monaco was filled with legal eagles and attorneys that didn't understand enforcement, where the conference in New York City didn't draw any attention because it was full of regular beat cops trying to work together.

The first actual success came with the conference in Vienna in 1923 that formed the first forerunner to Interpol. With the formation of the Allied Nations shortly before World War II, Interpol was quickly folded in as a sub-branch of the greater AN organization. The idea was that where ACIN would handle the political and intelligence matters of the Allies, Interpol would handle the more "mundane" problems of organized crime, human trafficking, and public unrest in the countries of the Allied Nations. As the founding charter of Interpol prevented the organization prevented them from interfering in political, religious, and military matters, Interpol was found to develop methods of handling their problems relatively non-violently while leaving the spy rings and Allied traitors to ACIN.

Post-war, Interpol was granted an expanded remit by the Allies. Allowing them to operate anywhere and everywhere the Allied Nations considered member-states, Interpol suddenly had an exponentially expanded budget and a windfall of new manpower. Quickly, Interpol set up offices in the major cities of the world and started investigating along the national authorities. What they found shook the group to the core. Not only was organized crime running rampant, it was in every Allied member state peddling drugs and human beings. Constantly raiding criminal safehouses and arresting the middle-men wasn't getting them anywhere, and casualties were mounting. Deciding to take of the kid gloves, Interpol armed up.

In the lead up to World War III, Interpol became a name to dread in the underworld. Interpol officers were suddenly armed with guns capable of knocking you down long enough for you to be arrested and tried to rot in a cell. Their vehicles were fast enough to found you up and armored enough to stand up to even military-grade weapons. Their helicopters could spot you from a mile away, then report on your position until you were surrounded. Even if you found the odd station chief who could be bought, good luck keeping them around long enough to be useful before they were kicked out and replaced with an even harder leader.

Cool Your Heels in the Tank

After World War III, the Allies have been left with an Interpol more than capable of taking on small rebellions on its own but without the authority to do so. Interpol has even stated repeatedly that they're police, politics is something they have no stake in outside of the funding. The fact is that no one wants to remove that remit, but the reality is that even Interpol knows they can be valuable on the battlefield.

So officially, Interpol only gets involved when there is some kind of criminality involved. Which can liberally be stretched to using Interpol resources to ensure that an invading force doesn't succeed and use the victory to loot and pillage their new territory, or even to help defeating a defending faction to make sure that local public resources aren't destroyed to ensure that local populations can consistently receive the things that keep them from becoming criminals.

Interpol's leadership realizes that this is a dangerous road to walk down, but all the arrests they've made over the decades won't mean anything if they can't get the money to do their jobs. Of course, there are those that Interpol consider well within their purview. The Confederates are a faction that willingly associates with admitted criminals, utilizing thieves and modern-day highwaymen to carry out their missions. The actions of Margaret Thatcher have started to take the political aspects away from the Phoenix Front's fighting, making them well within the jurisdiction of Interpol. The fact that drug trafficking and the sex trade appear to experience an uptick near sprawls brings them into frequent confrontation with "former" associates of Legion Security. Even with new nations opening to the ideals of the Allied Nations, actions of groups like the Yakuza and the "officially-sanctioned" Penal Divisions rapidly blur the lines between the political and the criminal.

As time goes on, Interpol's leadership hopes to eventually return to their roots of simply being a means to ensure that all nations are able to clamp down on criminality and criminality alone. Someday, that can be real. Unfortunately, they need to force through the madness of 1969 before they can even hope to see the new decade that awaits them.

Resources

"Look, these Interpol guys don't understand how it is on the streets. They come in like they're [CENSORED] invading, and then think people will help? Those idiots couldn't find a dope pusher if you lit them up with a neon sign. They want to help, have them work with us first, not come into the Bronx with enough force to demolish Yonkers!"

- NYPD Commissioner Howard R. Leary, after an Interpol raid on a mafia drug den

Riot Response Division

K-9 Unit Trained to incapacitate rather than kill, Interpol K-9s tackle enemy forces to the ground to tie them up. They can also able to follow a unit's scent trail back to their point of origin, in-game terms revealing points of the map that unit had gone through.
Riot Officer Carrying light riot gear and carrying a more conventional shotgun, the Riot Officer fires beanbag rounds to slow down enemy infantry, and can switch to a heavy billy club to rush in and knock some heads around, stunning enemy infantry.
Tear Gas Specialist Utilizing an M79 grenade launcher, these specialists can flood the battlefield with debilitating tear gar and freeze enemy infantry in place trying to clear their eyes. They can also fire specialized EMP grenades that disable enemy vehicles and battlesuits.
Mounted Patrol Riding specially-trained police horses able to ignore the din of combat, Mounted Patrol forces can knock down enemy infantry as well as intimidate enemy forces as they rear their horses at the enemy, throwing off their accuracy.
Inside Peep One of the numerous moles inside different organizations can be called out via protocol. Many an enemy soldier drop their disguises and reveal themselves as agents, although they can don another soldier's disguise while capturing buildings.
Flatfoot Detectives capable of sabotaging enemy buildings, the Flatfoot can use his status as a member of Interpol to temporarily shield themselves from enemy fire for a short time.
Paddy Wagon Similar to the ARV utilized by the Peacekeepers, the Paddy Wagon variant mounts a high-pressure water hose that stuns enemy infantry and light vehicles as well as acting as an armored transport.
The RV A modified tank that lost its gun, instead the RV is equipped with a massive ram capable of disabling enemy defenses, as well as acting as a target for enemy forces to have their fire drawn to simply by existing.
Black Sedan Driven by high-ranking agents, they can issue warrants of arrest from these black passenger cars, forcing an enemy soldier inside the car. They can even arrest an entire tank crew, but it takes longer since all of them have to be dropped off to bag more suspects.
Bear in the Air Nimble scout helicopters, these 'flying bears' are armed with nothing but searchlights, which they can focus on one area to render enemies unable to cloak while revealing it.

Buildings

Stationhouse The local branch of Interpol's reach, the Stationhouse is a relatively armored building that can be captured and used to put Interpol forces on the battlefield.
SRU Barracks Storing the necessary equipment with the teams trained to use it, the SRU Barracks can call up the Special Response Unit to the field.
Stakeout Unassuming phone booths, agents wiretap enemy buildings from there, revealing their precise location.
Holding Pens Small prisons disguised as safehouses, captured personnel are held here for interrogation and "rehabilitation."

Special Response Unit

"WILL DEFINITELY USE FORCE"

- Caption of an Interpol cavalcade

The best-trained Interpol forces, the Special Response Unit is armed with lethal weaponry, but can also debuff the enemy as well when commanded.

SRU Officer Equipped with semi-auto carbines, SRU officers are also equipped with "stingball" grenades capable of both stunning the enemy and throwing off their aim.
Bobbie Human walls dispatched at the worst of riots, heavily-armored bobbies advance forward with their riot shields in front, smacking protesters who draw too near with clubs. They can activate their clubs' detonators after a short time before throwing it at a vehicle, although they won't be able to batter infantry while they're without their weapons.
Riot Cavalcader Even bigger than Allied ARV's, Cavalcaders can transport an entire infantry squad which can fire out of them. Their multiple 50mm cannons can also make short work of tanks that they to penetrate the Chobham barrier.
Response Chopper Capable of transporting infantry, the Response Chopper's massive sight range makes it far more valuable as a spotter for allied forces.
Goshawk

Behind the Scenes

Interpol is based on militarized policing combined with classic and sci-fi detective fiction.