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collar

Same text as in-game help collar.

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collar -- Detective / PI case cuff

Cuff a nest crook or heat suspect in place. They cannot move or attack until radio backup scoops them, you arrest them yourself, or a cold cuff breaks. Soft gate: without a live profile mark the grab can fail; with profile / namething the cuff is stable. Folded crooks in a den standoff are easier targets.

How you play
  1. profile <name>     (recommended)
  2. collar <name>
  3. radio backup       scoop deputy walks them to a cell OR arrest / lockup yourself (help arrest)

At a criminal den, crooks may raise hands, swing, or jog -- chase <name> or block <exit> before you collar (help cases | help chase | help block).

Fighting solo with backup? Skip the collar -- 'radio backup' alone, called before or during the fight, sends a deputy who wades in, fights the case mark with you, and cuffs it once it drops. Same soft profile gate applies
to the deputy's cuff: profile the mark first for a stable cuff, or risk a cold-cuff fail on an unprofiled crook.

Detectives and licensed PIs only. Case marks only -- not random townsfolk.

See also: help cases | help detective | help radio | help arrest