![this is the police 2 winter nights this is the police 2 winter nights](https://i.ytimg.com/vi/n5a-Jm28G9c/maxresdefault.jpg)
When the suspect's turn comes around, this decrements by one. Each one of these equals one turn in which the suspect will be stunned. When a suspect has been stunned, a status effect will be displayed on them, with a number of segments. Moving an officer adjacent to a stunned suspect will give you the opportunity to handcuff that suspect without fail, provided they can do so before the suspect's stun debuff wears off. Station equipment such as tasers, batons, and pepper sprays can be used to stun suspects if they're close enough. To successfully win a tactical operation, all suspects must be neutralised, lethally or otherwise. If an officer is attacked at any point while carrying the evidence, they will immediately get rid of it, in order to return fire. While this skips the process of having to walk it back to the car, it can force you to continue without that officer, which can make it a dubious concept if you don't have a lot of people available. After the operation is won, the evidence will be added to your storage as loot.Īlternatively, you can have an officer holding the box when the operation ends, without them having to take it to the car. Then once they have the box, direct them to the shaded squares next to the police vehicle and instruct them to place it down in one of those. Then an indicator will show that they are able to pick up the box. To do this, move an officer horizontally or vertically adjacent to the box. These can be transported to the police vehicle at the scene and secured that way. These are located in enclosed cardboard boxes, and an officer will point them out once they spot the boxes, unless another officer can already see them.
![this is the police 2 winter nights this is the police 2 winter nights](https://media.sailthru.com/3op/1k4/5/s/5ecfdba468767.png)
There is usually evidence located on scene during a tactical operation, as well. The suspect will be invisible otherwise, until either one or more of your officers can see them, or they move within seeing range of your officers during their turn. They have to be close enough to a suspect to see them. Your officers do not have infinite range. As mentioned, you can manually end your turn even if officers still have action points to use. When all the officers have used all their action points, your turn automatically ends. An officer can have up to three action points to use, per turn. However, they will not be carried over to next turn, unless the officer has been directed to use the "Patience" ability, provided they have it equipped. However, you can manually end their turn without using all their action points. When they have exhausted all their action points, they finish their turn. Your officers have "Action points" that they used to either move, perform actions, or a combination of the two. In these cases, the suspects will actively chase down the officers and take shots at them. However, some operations begin loud right off the bat, such as assaults, and operations that mislead the responding officers into an ambush. Some abilities can allow you a last chance to prevent this happening, but only if the officer with those abilities is within range. If a suspect has spotted an officer on your turn, they will immediately sound the alarm on their turn, if they have not been subdued. Make sure you have an officer able to stun, kill, or try to arrest the suspect before the turn ends. Officers can usually get very close to suspects without the suspect spotting them (If approaching from behind, they can get adjacent). While this can sometimes be risky, it can be used as a way of luring suspects away from their allies and into traps prepared by your officers to pick them off one by one.
![this is the police 2 winter nights this is the police 2 winter nights](https://i.redd.it/cpbzfxsr3k181.jpg)
The suspects will never deviate from their patrol patterns, unless they have heard or seen something suspicious, such as an officer breaking a window or another suspect handcuffed. Most tactical operations start in stealth mode, with suspects patrolling around here and there. This can be information such as what suspects can be located where, or if it's something a hostage situation, where said hostages may be being contained. You will have a chance to gain some preliminary knowledge beforehand, by witnesses that were on or near the scene at the time of the incident. If it has however, they will actively attempt to hunt down and kill your officers. If the alarm hasn't been triggered yet, you will be able to observe their patrols. Once your turn is over, the suspects will take their turn. You can direct your officers to move around the crime scene yourself, as well as take actions upon suspects within range of them.