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  1. Combine Civil Authority Field Manual
  2.  
  3.  
  4. Combine Civil Authority Standard Issued Field Manual
  5. All enlisted protection units must keep this manual in their possession at all times. Failure to do so is punishable by demotion. Protection field manual isn't to fall into malignant grasp; If so, contact a divisional supervisor immediately.
  6.  
  7. Warning:
  8. Out of character note: You WILL be tested over this material so make sure that you have fully read it, and if you are on duty it always helps to this open on a separate page.
  9.  
  10.  
  11.  
  12. Basic introductory to the Combine Civil Authority
  13.  
  14.  
  15. Welcome to the City 17 Metropolitan Protection Force (MPF) or Combine Civil Authority (CCA). You have enlisted yourself into the Civil Authority to assist in the efforts of both socio-stability or for the protection of the advanced future. As per Universal agreement, you will be allowed certain privileges as well as increased rewards for your service to the Universal Union. In reference to this field manual, you will be reading on various subjects in relation to your authority as well as how to better assist in both prosecution and protection. As a Civil Authority unit it is your directive to defend both priorities as a number one, even utilizing SACRIFICE if deemed necessary. You are set in a controlled atmosphere in order to keep residential civilized standards set and in check. There will be times in which a unit must think quickly in the most dangerous of scenario's; this is not only to keep you from harm, but to also assist in the sterilization of anti-civil behavior.
  16.  
  17.  
  18. Brief Division Explanation
  19.  
  20.  
  21.  
  22. Judge- Detainment, Trials for Amputation, Carrying out Amputation (If ordered by OfC or Up), Adding Criminal Points and Keeping Track of Cycles and questioning / interrogating.
  23. Helix- Medical Units, healing citizens and units, used for reinforcements.
  24. Blade- Patrolling Units.
  25. Grid- Guarding Hardpoint (Mainly), Guarding Assigned Points.
  26.  
  27. Overwatch Divisions
  28.  
  29. Echo- Assist CP's on Low Risk operations. These units mainly use the MP7 as their weapon of choice, and are called in when the threat level has reached 3.
  30. Spear- High risk OTA units that utilize the AR2 in combat. Spear units are automatically called in when the threat level has reached 4. They are mainly utilized as escorts for high value targets as well as Exogen and Necrotic breaches.
  31. Dagger- Reinforcements Shotgunner OTA. They are called in at threat level 3.
  32.  
  33.  
  34. Character creation
  35.  
  36.  
  37. All units description
  38.  
  39.  
  40.  
  41. RCT/05/04 - HEIGHT | WEIGHT | Light Kevlar | Standard Gasmask | DIVISON Armband | Standard VO-coder
  42. 03/02/01 - HEIGHT | WEIGHT | Reinforced Kevlar | Standard Gasmask | DIVISON Armband | PITCH VO-Coder
  43. OfC - HEIGHT | WEIGHT | Advanced Kevlar | Trenchcoat |Advanced Gasmask | DIVISON Armband | PITCH VO-Coder
  44.  
  45. DvL - HEIGHT | WEIGHT | Heavy Kevlar | Mark.2 Gasmask | DIVISON Armband | PITCH VO-Coder
  46. SeC - HEIGHT | WEIGHT | Heavy Kevlar | Prototype Gasmask | PITCH VO-Coder
  47.  
  48. OWS - HEIGHT | WEIGHT | Advanced Reinforced Kevlar | Grade:4 Gasmask | DIVISON Armoured Armband | PITCH VO-Coder
  49. EOW - HEIGHT | WEIGHT | Heavy Reinforced Kevlar | Grade:8 Gasmask | DIVISON Armoured Armband | PITCH VO-Coder
  50.  
  51.  
  52. Divisions and attributes
  53.  
  54.  
  55. Divisions will be usually appointed to you, so make sure that if you are specified as a Division that you make sure your attributes match.
  56.  
  57. BLADE: Movement abilities. | As BLADE is a multi-purpose division which pretty much do any work which there superiors tell them, they can have what ever.
  58.  
  59. HELIX: At least 10 on Medical. | Needed as you can assist people with medical attention better. HELIX usually guard Sector A when not needed for medical treatment, unless told otherwise by an OfC.
  60.  
  61. GRID: 5-10 Dexterity and some Strength, as you will be having to guard points and tie many citizens. | GRIDs are guardians. And Guardians come in multiple shapes and powers.
  62.  
  63. JUDGE: At least 5-10 Strength. | For beating Malcompliant Citizens into their Cells or amputation by beating. (OfC and up for amputation by beating.)
  64.  
  65. SAVAGE: 5-10 Strength. Rest up to you. | The strength is for bossing around Enslaved Vorts and Stalkers.
  66.  
  67. Warning:
  68. Upgrade EACH AND EVERY attributes to at least one when creating the char, otherwise it is attributes whoring
  69. Posted Feb 9, 14 · OP · Last edited Feb 12, 14
  70.  
  71.  
  72. Majora ao
  73.  
  74. Posts: 120
  75. Points: +483
  76. Votes: +145
  77. Admins
  78. Online on Site
  79.  
  80.  
  81. Dispatch
  82.  
  83.  
  84. Dispatch is an AI that is programmed into the city to give instruction over the entire city.
  85. Each time it declares something it usually has three CODES after it. Identifying these codes are key to keep order in the city.
  86.  
  87. CODES:
  88.  
  89. Contain - To clamp off entrances of a area and confine the situation to a certain area.
  90. Pacify - To detain a individual non-lethally.
  91. Clamp - Restrict residential access to a certain are. (This usually means restricting access to the Sector).
  92. Intercede - Take immediate control of the situation; Ambush/surprise hostiles.
  93. Extract - Withdraw subject out of the area.
  94. Stabilize - To restore order to a situation by any means necessary, this is determined lethal/non-lethal by your commanding Authority.
  95. Deploy - Often used in reference to the deployment of equipment or a squad. (i.e Deploying sterilizers at block)
  96. Prosecute - To administer verdict to a resident through means of prosecution.
  97. Diagnose - Determine an investigate level and situation.
  98. Inoculate - To protect or safeguard from a threat.
  99. Sterilize - Clean a designated area of Anti-Citizen/Civil Activity.
  100. Restrict - To prevent access from a designated area or location.
  101. Lock - Lock the location.
  102. Cauterize - Cut off escape routes.
  103. Assemble - Regroup at the designated area.
  104. Plan - Devise a plan to achieve the goal.
  105. Zero - Leave no survivors.
  106. Confirm - Confirm status on objective.
  107. Intercept - Intercept the Contact.
  108. Reinforce - Create a stronger chokehold on the position. (Create a strong "wall.")
  109. Coagulate - Re-stabilize the situation.
  110. Sacrifice - Sacrifice anything to make sure the objective is met.
  111. Duty - Fulfillyour requirements for Civil Protection.
  112. Sword - Hardpoint immediately after arrivals.
  113. Midnight - Don't let it escalate into something huge.
  114. Inform - Make it look as if the situation is under control and that the CP's are the good guys.
  115. Cooperate - Ensure there will be no citizen showing uncooperative behavior.
  116. Miscount - Anti-citizen who enters the city and/or came into the city while being wanted by the Universal Union.
  117. Union- Hardpoint that separates the sector from the slums.
  118.  
  119.  
  120. Threat Levels
  121.  
  122.  
  123. Introduction: Threat levels are what the CCA uses as a guide to how they will perform their duties and standard procedure. Threat levels are adjusted by high ranking personnel and announced by Dispatch. If you are to hear it it will sounds like:
  124.  
  125. "Attention please, Threat Level adjustment: Level #, Optional Message."
  126.  
  127. The threat levels are as follows:
  128.  
  129. Level 1
  130.  
  131. Overview: Situation is contained
  132. CP are only allowed to have stun sticks out unless threatened by rebels, exogen, necrotics, ect.
  133. Re-educations should take place behind closed doors or not in public.
  134. Killing is not allowed in public.
  135. Make it seem as if combine are just normal police.
  136.  
  137.  
  138. Level 2
  139.  
  140. Overview: Situation is escalating
  141. CP are allowed to have weapons out and holstered.
  142. Beatings are not allowed in public.
  143. Killings are not allowed in public.
  144. Manhacks are sent into areas to scout where city scanners cannot scout.
  145.  
  146. Level 3
  147.  
  148. Overview: Situation is unstable
  149. Judgement Waiver is in effect.
  150. All CP may have weapons out.
  151. Overwatch my be called in on request of a high ranking unit.
  152. OTA ECHO and DAGGER units may be called in.
  153. Beatings are allowed in public.
  154. Killings are not allowed in public.
  155.  
  156. Level 4
  157.  
  158. Overview: Situation is out of hand.
  159. Autonomous Judgment Waiver is in effect.
  160. Overwatch must be called in to deal with the situation.
  161. OTA SPEAR units called in.
  162. Beatings are allowed in public.
  163. Killings are allowed in public.
  164. Synths may be called in.
  165. High ranking personnel are advised to remain indoors.
  166. Make it seem combine are militaristic.
  167.  
  168.  
  169. Examples of threat adjustment
  170.  
  171.  
  172. Level 2: Riot, reports of weapons, reports of anti-civil activity, Block Inspections.
  173. Level 3: Necrotic outbreak, Capital Malcompliance, Shootings.
  174. Level 4: Exogen Attack, Death of a high ranking officer, deaths of OTA.
  175.  
  176.  
  177.  
  178. Standard Procedure
  179.  
  180.  
  181. You are only allowed to have stunsticks on you unless the danger by rebels or any other threat that can't be dealt with.
  182. You must give citizens at least one warning before you issue a non-compliance verdict.
  183. Just like in HL2, if someone comes up to a CP he will push them back, they do it again he will stun-stick them. Be like this.
  184. You may only have your stunstick out when a citizen gets too close to a guarded point, too close to you (second time), when administering a beating, or threatening a non-compliance verdict.
  185. Pistols and all other weaponry must be holstered or not on your person unless the danger level indicates or you are under threat.
  186.  
  187.  
  188. Arrest / Searching Procedure
  189.  
  190.  
  191. Arresting people is also apart of your job, and depending on your division you may get used to it. Searching is also a part of the arrest process. You want to make sure you have zipites, which are found at the Citadel Armory.
  192.  
  193. Procedure
  194.  
  195. First make sure you are not around other citizens unless at a hardpoint, threat level allows re-education, or there is no other option.
  196. Next, tie the citizen [Standard OOC practice: /me attempts to tie the citizen. | .// Resist? | If not then tie them by having a zip tie and pressing F3.]
  197. Next you have the citizen apply, which is telling you their name and CID to enter into the datapad and adjust their criminal points accordingly [If they don't know how, tell them their CID is found by pressing F1]
  198. Afterwords, you will search them [Standard OOC practice: /me pats down the citizen | Press F4 to search the citizen, taking all contriband if any and making sure not to steal tokens or non-contraband, and adjusting the crimes if they have contraband.]
  199. Lastly, knock the citizen out with your stunstick by beating them with it until they are knocked out, then drag them to a cell and remember to announce it. [Remember, depending on your rank, you may be a bit scared of hurting people because you are just a normal citizen in armor.]
  200.  
  201.  
  202. Light Sweep
  203.  
  204.  
  205. These are usually conducted by OfC's or 01's and are a light sweep of a block. They are usually conducted by BLADE units and are designed to make sure the citizens can't hide their belongings before you enter
  206.  
  207. Procedure
  208.  
  209. One unit will block the entry to that floor of the building while one or two others search the rooms.
  210.  
  211. The searchers will knock on the door and yell "Civil Protection, open up!"
  212. If they don't open up then yell "Final Warning" before kicking down the door to investigate.
  213.  
  214. All citizens inside will be forced to face the wall and units will search the room for contraband.
  215. If they find none they continue on to the next room.
  216.  
  217.  
  218. Judgement / Autonomous Judgement Waiver
  219.  
  220.  
  221. Judgement Waivers are active when there is a serious threat and you need to get civilians out of danger.
  222. Autonomous Judgement Waivers mean you have the right to amputate all citizens not inside (Unless OOC reasons)
  223.  
  224. Judge, Helix, and Savage units are to make sure they stay in their blocks.
  225. Grid units are to clamp affected areas.
  226. Blade units are to deal with the situation at hand.
  227. Posted Feb 9, 14 · OP · Last edited Mar 6, 14
  228.  
  229.  
  230. Majora ao
  231.  
  232. Posts: 120
  233. Points: +483
  234. Votes: +145
  235. Admins
  236. Online on Site
  237.  
  238.  
  239. Rules & Regulations
  240.  
  241.  
  242.  
  243. Upon agreement to the Unions' code of citizenship, each and every citizen has agreed to abide by a set of rules and set regulations to better enhance their current role as a civilized resident within the city. This not only assists in the residents protection, but it also serves to prevent emotional distress or other former emotions that would induce violence or other forms of harm to the resident. The following is a small list of set regulations that all residents of the sector must follow. If a citizen fails to abide by these codes and rules, the Civil-Protection Unit is to issue a verdict out of sight of other citizens. This is a very strict rule. We as Civil-Protection Units want the citizens performing in normal society to think they are safe. You will hear on broadcasts, "It's safer here." & "Remember your worth..." Let's not defeat the purpose of said broadcasts.
  244.  
  245. One Cycle = Five Minutes
  246.  
  247. Level 1
  248.  
  249.  
  250. - Running.
  251. - Jumping.
  252. - Climbing.
  253. - Yelling.
  254. - General uncivil behavior.
  255. - Loitering. (Standing doing nothing)
  256.  
  257. Punished with re-education.
  258.  
  259. Warning:
  260. (When re-educating, just make them face the wall and stun them. You do not have to attempt to tie them or make them apply. Swing twice, not three times.)
  261.  
  262.  
  263. Level 2
  264.  
  265.  
  266. - Swearing.
  267. - Discriminating another citizen.
  268. - Talking to a Civil Protection officer without orders. (Usually ranks DvL and above as well as OTA, 05 - 01 is fine.)
  269. - Committing a level 1 violation right after or shortly after a warning.
  270. - Possession of green marked contraband.
  271. - Wasting an officer’s time.
  272. - Not speaking an official language.
  273. - Not using authorized citizen clothing.
  274. - Swimming.
  275.  
  276. Punished with negative 2 points, one cycle in detainment and a re-education.
  277.  
  278. (For each piece of green marked contraband they have, subtract two points from that citizen. Ex. If a citizen has three pieces of green marked contraband, take away six points. The reason would say *Citizen had three pieces of green marked contraband* so that a that anyone who reviews it will know why you took off six.)
  279.  
  280. (Remember to attempt to tie them and make them apply! Knock them out with your stun baton before taking them to the Nexus. We don't want them to see the inside other than their cell. When releasing them, knock them out once more, untie them, then dump them on the street or an apartment block.)
  281.  
  282. Level 3
  283.  
  284.  
  285. - Failure to apply.
  286. - Failure to report a crime. (In-action)
  287. - Not following Civil Protections orders.
  288. - Theft.
  289. - Stalking.
  290. - Selling items as a non C.W.U.
  291. - Not following the C.W.U. manual. (E.x. Selling items for lower prices without permission from a DvL or above.)
  292.  
  293. Punished with negative 4 points, two cycles in detainment and a re-education.
  294.  
  295. Level 4
  296.  
  297.  
  298. - Trespassing on Combine owned property.
  299. - Stealing tokens.
  300. - Direct unit harrasment. (Verbal, Spitting, Throwing Cans.)
  301. - Fighting. (with other citizens, if a priority citizen is attacked it is counted as policide)
  302. - Tampering with unconscious or deceased bodies.
  303. - Resisting arrest and/or questioning.
  304. - Property Vandalism.
  305. - Unauthorized entrance into sewers.
  306.  
  307. Punished with negative 6 points, re-education and three cycles in detainment.
  308.  
  309. Level 5
  310.  
  311.  
  312. - Assault of a Civil Protection Officer. (Punching a CP once or twice without inflicting critical damage.)
  313. - Propaganda (light and not in favour of the combine)
  314. - Ignoring lockdown of city blocks or entire city.
  315. - Possession of yellow marked contraband.
  316. - Lying on interrogation. (need actual proof or witness(es)!)
  317. - Attempted suicide.
  318.  
  319. Punished with negative 8 points, re-education and four cycles in detainment.
  320.  
  321. (Interrogation for how contraband was obsessed.)
  322.  
  323. Level 6
  324.  
  325.  
  326. - Trespassing inside the Nexus.
  327. - UPA. (Unauthorised Procreative Activity; sex or similar RP.)
  328. - Combine property vandalism.
  329. - Mental imperfection. (10-103M)
  330. - Homicide. (Murdering a citizen.)
  331. - Attempted Capital Malcompliance. (Attempting to kill a unit, this means that the unit was injured so gravely he almost died.)
  332. - Hostaging.
  333. - Robbery.
  334. - Contraband distribution.
  335.  
  336. Trial for amputation (which should be easily passed). If trial does not pass, punish with negative 10 points and five cycles in detainment.
  337.  
  338. Level 7
  339.  
  340.  
  341. - Possession of red marked contraband.
  342. - Capital Malcompliance (murdering a Civil Protection Officer)
  343. - Trespassing in City Administator's office.
  344. - Rebel conspiracy. (without physical evidence)
  345. - Biotic that is unaccounted for.
  346.  
  347. Punished with amputation. (If no high rank can authorize, then 12 points and 6 cycles).
  348.  
  349. (Interrogation first for contraband, then amputate.)
  350.  
  351. Warning:
  352. Never EVER steal items or tokens from players. Only take them if they steal the items or some other reasonable reason. Ask a higher rank if you can confiscate non-contraband items.
  353.  
  354.  
  355. If there is a Judge on, your job is to /radio <What cell they are in> <The crime(s)> | If you are a Jury, you need to make them apply and punch in the information, and keep track of the length of detainment & let them out when done.
  356.  
  357. If there is no Jury on or they are doing something else, continue the normal detainment procedure, make them Apply in the detainment room in the Nexus, not out in public, or else that is strange. The only exception for making a criminal apply outside the Nexus is when they have done a level one violation. Once they have applied and added the points + they are in a cell, /radio <What Cell><The Crime(s)><Their name (First and last)>.
  358.  
  359. Judges will usually handle Amputations unless there are none available (No judges online).
  360.  
  361. If someone needs to be amputated for any reason. You can not do it unless ordered by a 01 and up. If due for amputation, detain as standard unless it is a high priority situation ( Gunfight ) or ordered otherwise by a higher rank, OfC and up.
  362.  
  363. To handle CWU crimes; They will be charged and punished as normal citizens. So they cannot be amputated for a level three violation unless there is another reason why, (Ex. Exceeded amount of Criminal Points).
  364.  
  365.  
  366. Contraband listing
  367.  
  368.  
  369. Previous Alcoholic Beverages that have become UU branded were filtered from Alcohol, no Trace.
  370.  
  371. Green = Level 1 Contraband
  372. Yellow = Level 2 Contraband
  373. Red = Level 3 Contraband
  374.  
  375. Anti-Union Propaganda
  376. Bleach
  377. Books, Except for UU-Branded books! (Community, Zen of the Union are only allowed.)
  378. Bottled Water
  379. Large Soda
  380. Metropolice Supplements
  381. Spray Paint
  382. Vegetable Oil
  383. Non-Branded UU-Foods (Orange, Banana, Donuts, Anything that doesn't have a (UU) in the name in front of it.)
  384.  
  385. Flashlight
  386. Combine Lock
  387. Union Lock
  388. Union Card - Except for any C.W.U. Member.
  389. Handheld Radio - Except for any C.W.U. Member.
  390. Health Kits - Except for Medical C.W.U.
  391. Health Vials - Except for Medical C.W.U.
  392. Paracetamol - Except for Medical C.W.U.
  393. Stationary Radio - Except for any C.W.U. Member.
  394. Steroids - Except for Medical C.W.U.
  395. Zip Ties
  396. Whiskey
  397. Beer
  398. Non-issued Universal Clothing (Ex. Different City Clothing, Not Rebel Vests)
  399.  
  400. Flash Grenade
  401. HE Grenade
  402. Smoke Grenade
  403. Resistance/Medic Uniforms
  404. 9mm Pistol Bullets
  405. SMG Bullets
  406. 12ga Buckshot Cartridges
  407. Pulse-Rfile Energy Rounds
  408. Dark Energy Ball
  409. .357 Rounds
  410. Crossbow Bolts
  411. Rocket Missles
  412. 9mm Pistol
  413. MP7/SMG
  414. Combine SPAS-12 Shotgun
  415. Overwatch Standard Issued Pulse-Rifle (AR2)
  416. .357 Magnum
  417. Crossbow
  418. RPG
  419.  
  420.  
  421. Loyalist Point System
  422.  
  423.  
  424.  
  425. Adding Loyalist Points;
  426.  
  427. 1.Cleaning up trash or cleaning graffiti or cleaning up streets - 1 point.
  428. 2.Fixing or repairing Universal Union property - 2 Points.
  429. 3.Saving a Citizen's life - 2 Points.
  430. 4.Saving a Combine Civil Authority Unit's life - 3 Points.
  431. 5.Saving the City Administrator's life - 5 Points.
  432. 6.Provide medical assistance to a Combine Civil Authority unit - 3 Points.
  433. 7.Reporting a crime and proving it true/Helping locate a level 1-3 offender - 1 Point.
  434. 8.Reporting a crime and proving it true/Helping locate a level 4-5 offender - 2 Points.
  435. 9.Reporting a crime and proving it true/Helping locate a level 6-7 offender - 3 Points.
  436. 10.Finding and reporting contraband(Level 1/Green) - 1 Point.
  437. 11.Finding and reporting contraband(Level 2/Yellow) - 2 Points.
  438. 12.Finding and reporting contraband(Level 3/Red) - 3 Points.
  439.  
  440. Loyalist Point Buildup Rewards;
  441. Amounts of points grant citizens access to certain things.
  442.  
  443. 5 Points - Loyalist status and Level 1 Armband. (Red) Able to apply for CWU & CCA.
  444. 10 Points - One additional ration package.
  445. 15 Points - Two Rations at Universal Union Ration Distribution Centers.
  446. 20 Points - A monetary award of 500 Tokens and a Level 2 Armband. (Blue)
  447. 30 Points - Ability to exchange tokens for rations. 100 tokens will be taken for one ration package.
  448. 40 Points - One additional ration package, and monetary reward of 1000 tokens, and a new City Uniform. <- Still being worked out.
  449. 50 Points - Able to apply to become the City Administrator's Assistant or work in the Nexus and a Level 3 Armband. (Green)
  450. 75 Points - Citizen of the month, another ration at Universal Union Ration Distribution Centers, a monetary award of 2000 Tokens, and a Level 4 Armband. (White)
  451. 100 Points - Citizen of the year, included in the City Administrator's Broadcast, a 5000 monetary award, and a Level 5 Armband. (Black)
  452.  
  453. If a Loyalist is detained for a level 2 - 7 violation, their Loyalist status is revoked and their points are reset.
  454.  
  455. If a citizen has met requirements, give them the proper armband.
  456. RP it, these are not items, just pretend.
  457.  
  458. Don't go happy giving out loyalist points. Try and avoid it unless a citizen really asks you to, but you could be mean and say no.
  459.  
  460. Give ONLY a max up to 6 loyalist points per 3 days. (Exception of contraband build-up, points awarded for contraband do not count as your 6 points).
  461.  
  462.  
  463. Datapad Format
  464.  
  465.  
  466.  
  467. Please, when placing the template, do not add in the "#," leave them blank if no points are earned.
  468. Also do not add in the "-Crime," use it when applicable, don't waste space.
  469. Same with "UNIT - NOTE - REASON FOR ACCESS." Use it when applicable, don't waste space.
  470. You also are not allowed to write with all capital letters, keep your grammar exceptional, you are a unit.
  471.  
  472.  
  473.  
  474. Code: Select All
  475. CID:
  476. LOYALIST POINTS: #
  477. CRIMINAL POINTS: #
  478. CRIMES COMMITTED:
  479. -Crime
  480. -Crime
  481. -Crime
  482.  
  483. NOTES:
  484. SQUAD,NUMBERS - REASON FOR ACCESS.
  485. SQUAD,NUMBERS - REASON FOR ACCESS.
  486. SQUAD,NUMBERS - REASON FOR ACCESS.
  487.  
  488.  
  489.  
  490. Notes are mandatory. Write a note each time you open their data and state your business.
  491. Also you need to state your entire name.
  492.  
  493. [If wanted]
  494.  
  495.  
  496. Code: Select All
  497. CID:
  498. LOYALIST POINTS: #
  499. CRIMINAL POINTS: #
  500. CRIMES COMMITTED:
  501. -Crime
  502. -Crime
  503. -Crime
  504.  
  505. NOTES:
  506. SQUAD,NUMBERS - REASON FOR ACCESS.
  507. SQUAD,NUMBERS - REASON FOR ACCESS.
  508. SQUAD,NUMBERS - REASON FOR ACCESS.
  509.  
  510. <||WANTED FOR||>
  511. -Crime(s)
  512. Status Evasion Confirmed.
  513.  
  514.  
  515.  
  516. [If Anti-citizen]
  517.  
  518. Warning:
  519. (Anti-citizen status is only approved by dispatch, calling a citizen an anti-citizen unless they are confirmed an anti-citizen is frowned upon highly.)
  520.  
  521.  
  522. Code: Select All
  523. <||ANTI-CITIZEN||>
  524. -Crime(s)
  525.  
  526.  
  527. OR
  528.  
  529.  
  530. Code: Select All
  531. <||ANTI-CITIZEN||>
  532. -CRIMINAL POINTS EXCEEDED-
  533.  
  534. NOTES:
  535. SQUAD,NUMBERS - REASON FOR ACCESS.
  536. SQUAD,NUMBERS - REASON FOR ACCESS.
  537. SQUAD,NUMBERS - REASON FOR ACCESS.
  538.  
  539.  
  540.  
  541. Don't mix these templates together, so no;
  542.  
  543.  
  544.  
  545. Code: Select All
  546. CID:
  547. LOYALIST POINTS: #
  548. CRIMINAL POINTS: #
  549. CRIMES COMMITTED:
  550. <||ANTI-CITIZEN||>
  551. -CRIMINAL POINTS EXCEEDED-
  552.  
  553. NOTES:
  554. SQUAD,NUMBERS - REASON FOR ACCESS.
  555. SQUAD,NUMBERS - REASON FOR ACCESS.
  556. SQUAD,NUMBERS - REASON FOR ACCESS.
  557.  
  558.  
  559. [If needed Amputation and no rank can issue it, so in the future, amputation will be noted:]
  560.  
  561.  
  562.  
  563. Code: Select All
  564. CID:
  565. LOYALIST POINTS: #
  566. CRIMINAL POINTS: #
  567. CRIMES COMMITTED:
  568. -Crime
  569. -Crime
  570. -Crime
  571.  
  572. NOTES:
  573. SQUAD,NUMBERS - REASON FOR ACCESS.
  574. SQUAD,NUMBERS - REASON FOR ACCESS.
  575. SQUAD,NUMBERS - REASON FOR ACCESS.
  576.  
  577. <||AMPUTATION||>
  578. -Crime(s)
  579. No rank avaliable to issue it at current time.
  580.  
  581.  
  582.  
  583. Just replace if needed.
  584. Once a citizen is an Anti-citizen, punishment is amputation.
  585. Posted Feb 9, 14 · OP · Last edited Feb 14, 14
  586.  
  587.  
  588. Majora ao
  589.  
  590. Posts: 120
  591. Points: +483
  592. Votes: +145
  593. Admins
  594. Online on Site
  595.  
  596.  
  597. Combine Civil Authority Communication
  598.  
  599.  
  600. // Try to use these when applicable
  601.  
  602. 10-0: Use caution.
  603. 10-1: Not understood.
  604. 10-2: Understood.
  605. 10-3: Stop transmitting.
  606. 10-4: Copy.
  607. 10-8: Unit on duty..
  608. 10-10: Busy.
  609. 10-14: Guard.
  610. 10-15: Shootout or A Shootout.
  611. 10-18: As soon as possible.
  612. 10-20: Location.
  613. 10-21: Report to Nexus.
  614. 10-22: Secured location.
  615. 10-23: Stand by at (Location).
  616. 10-29: Check for contraband.
  617. 10-30: Suspect.
  618. 10-50: Patrol.
  619. 10-65: Injured.
  620. 10-78: Dispatch for Officer in trouble. (Use in emergencies!)
  621. 10-91: Amount of officers in area.
  622. 10-91d: Amount of citizens in area.
  623. 10-97: GOA.
  624. 10-99: Officer Down, In trouble. (Use in emergencies, and when ANOTHER officer is down.)
  625. 10-103: Confirmed insane.
  626. 10-103M: Subject is mentally unfit.
  627. 10-106: Obscenity.
  628. 10-107: Suspicious Citizen.
  629. 10-107M: Disturbance.
  630. 10-108: Resistance Member.
  631. 11-1: Request medical assistance.
  632. 11-2: Request Overwatch.
  633. 11-3: Stalker.
  634. 11-6: Suspect is here, 10-20 is...
  635. 11-20: Unauthorized public gathering.
  636. 11-22: Contraband.
  637. 11-23: Contraband distribution.
  638. 11-42: Sweep for suspect.
  639. 11-44: Get the clean up crew.
  640. 11-70: Riot.
  641. 11-99: Officer requires immediate assistance! (Use only for emergencies!)
  642.  
  643. ADW: Assault with a deadly weapon.
  644. BOL: Be on the lookout.
  645. DB: Dead body.
  646. UTL: Unable to locate.
  647. GOA: Gone on arrival.
  648.  
  649. CODES
  650.  
  651. Code 1 through 4: Threat level. Code 1 is lowest. Code 4 is highest.
  652. Code 7: All clear.
  653. Code 27: Attempted crime.
  654. Code 30: Homicide.
  655. Code 30S: Homicide by shooting.
  656. Code 31S: Shooting.
  657. Code 34: Dangerous citizens.
  658. Code 51: Non-Sanctioned arson.
  659. Code 51b: Threat to property.
  660. Code 63: Criminal trespass.
  661. Code 69: Possession of resources.
  662. Code 148: Resisting arrest.
  663. Code 404: Riot.
  664. Code 408: Social disturbance.
  665. Code 505: Evading.
  666. Code 507: Public non-compliance.
  667. Code 603: Unlawful entry.
  668. Code 647: Vagrant. (Vagrant means homeless.)
  669. Code 647A: Vagrant loitering in a public place.
  670. Code 647B: Vagrant is non-cohesive.
  671. Code 647C: Vagrant is evasion status!
  672. Code 647E: Anti-citizen.
  673. Code 94: Weapon.
  674. Code 95: Illegal carrying.
  675. Code 99: Reckless operation.
  676. Code 100: If a citizen who applies, says his name/CID wrong.
  677. Code 187: Detained.
  678. Code 243: Assault on Protection Team.
  679. Code 245: Endangering the Civil Will.
  680.  
  681. NAMES
  682.  
  683. Biotic - Non-naturalized - Alien species. (E.g. Vortigaunts, Headcrabs, Etc.)
  684. Infected - Hostile Protection unit under Parasitic control.
  685. Exogen - Antlion.
  686. Necrotic - Zombie.
  687. Parasitic - Headcrab.
  688. Virome - Poison/Fast Headcrab.
  689. Outland - Foreign.
  690. Bouncer - Grenade.
  691. Restrictor - Thumper.
  692. Viscerator - Manhack.
  693. Storm - Move into a building aggressively.
  694. Boomer - Combine Gunship.
  695.  
  696. TERMS
  697.  
  698. Autonomous Judgement - Amputate detained entities that connect to the situation at hand.
  699. Judgement Waiver - Lockdown, get all of the citizens inside the nearest Apartment Block.
  700. Civil Infection - Spreading resistant behavior.
  701. Cooperate - Ensure there will be no citizen showing uncooperative behavior.
  702. Capital Prosecution - Arrest citizens that seem suspicious.
  703. Capital Malcompliance - Killing an Officer.
  704. Anti-citizen status - Status that makes you arrest-able on sight and punished in amputation. (Needs to be approved by the right rank, so don't just call a bad citizen an Anti-citizen.)
  705. Stick - Get against the wall with the other officers. Normally a breaching term.
  706. Line - Get to a shoulder to shoulder line in front of the person who ordered you to do it.
  707. Hardpoint - An area that blocks off citizens unless they are allowed to enter.
  708. Inject (To formally deploy) - Move into a establishment or block.
  709. Unrest - Rebellion or Riot.
  710. Anti-Citizen - Individual convicted of multiple anti-civil violations; MALIGNANT.
  711. Malignant - Individual convicted of multiple anti-civil violations. Subject is contagious and contains devised behavioral pattern.
  712. Administer - To issue a verdict to a resident. (E.g. Administering a beating)
  713. Clamps - To restrict activityprovide protection.
  714. Unlawful Procreative Activity (UPA) - Attempting to perform intercourse.
  715. Expose Flush - Suspects or expose them from cover.
  716. Stand By - Await orders.
  717. Cleaned - Often used as a breach term to inform the team that the area is clear of contraband and anti-civil activity.
  718. Breach - To force entry to a designated area, often used in sweeps when breaches are placed or the door is kicked in.
  719. Isolate - To disband a large group of Citizens. (Two is Company, three's a crowd, four is a party!)
  720. R.O.E (Rules Of Engagement) - Often set for breaches or sweeps by the team leader.
  721. Amputate - To kill or remove limbs from the body.
  722. Hold - Maintain position defensively.
  723. Ripcord - Fall back to move back or away.
  724. Contact - Hostiles spotted, prepare confirm to engage.
  725. Contact Confirm - Contact is confirmed malignant and hostile, engage!
  726. SociocideSociocidal - Attempted disruption of the social order.
  727. Divisive - Having a quality that divides or separates from the Civil Populace(Causing malcompliance or other forms of rebellion).
  728. Restrict - To prevent access from a designated area or location.
  729. Bio-signal - A suit mechanism that is responsible for lifeline monitoring as well as synchronization to the Civil Authority system.
  730. Infestation - High amounts of nectroticparasitic activity.
  731.  
  732.  
  733. Rank Roles
  734.  
  735.  
  736.  
  737. Green = Authorized
  738.  
  739. <::[|| Sectoral Commander - SeC ||]::>
  740. Role: The Sector Commander controls all unit operations within his given sector. The SeC is currently the highest rank within a city, and is responsible for everything, and that means everything. Sector Commanders are commonly guarded by Overwatch units, due to their great importance to the CCA. SeC is under Breen, yet still highly ranked in the Universal Union.
  741.  
  742. Permissions:
  743. Full District Authority
  744. Ability to authorize OverWatch deployment
  745. Ability to command OverWatch
  746. Ability to authorize Judgment Waiver
  747. Ability to authorize Autonomous Judgement Waiver
  748. Ability to bestow judicial power upon any unit below them
  749. Ability to revoke citizenship of any naturalized citizen
  750. Ability to authorize full Block Examination
  751. Ability to authorize full District Examination
  752. Ability to authorize a Light Sweep
  753.  
  754.  
  755. <::[|| Division Leader - DvL ||]::>
  756. Role: The Division Leaders are responsible for overlooking division within the sector (BLADE, GRID, HELIX, SAVAGE, JUDGE), and ensuring they are operating properly. They remain in the Citadel, unless escorted by SPEAR units.
  757.  
  758. Permissions:
  759. Full District Authority
  760. Ability to authorise OverWatch deployment
  761. Ability to command OverWatch
  762. Ability to authorize Judgment Waiver
  763. Ability to bestow judicial power upon any unit below them
  764. Ability to revoke citizenship of any naturalized citizen
  765. Ability to authorize full Block Examination
  766. Ability to authorize full District Examination
  767. Ability to authorize a Light Sweep
  768.  
  769.  
  770. <::[|| Department Officer - OfC ||]::>
  771. Role: Responsible for management of units, training and other unit based operations.
  772.  
  773. Permissions:
  774. Full District Authority
  775. Ability to authorize OverWatch deployment
  776. Ability to command OverWatch
  777. Ability to authorize Judgment Waiver
  778. Ability to authorize Autonomous Judgement Waiver
  779. Ability to bestow judicial power upon any unit below them
  780. Ability to revoke citizenship of any naturalized citizen
  781. Ability to authorize full Block Examination
  782. Ability to authorize full District Examination
  783. Ability to authorize a Light Sweep
  784.  
  785.  
  786. <::[|| Ground Unit First Class - 01 ||]::>
  787. Role: The top rank of ground unit, responsible for performing all ground unit duties, such as patrols, sweeping, and serving their EpU's and OfC’s orders.
  788.  
  789. Permissions:
  790. Full District Authority
  791. Ability to authorize OverWatch deployment
  792. Ability to command OverWatch
  793. Ability to authorize Judgment Waiver
  794. Ability to authorize Autonomous Judgement Waiver
  795. Ability to bestow judicial power upon any unit below them
  796. Ability to revoke citizenship of any naturalized citizen
  797. Ability to authorize full Block Examination
  798. Ability to authorize full District Examination
  799. Ability to authorize a Light Sweep
  800.  
  801.  
  802. <::[|| Ground Unit Second Class - 02 ||]::>
  803. Role: A ground unit responsible for performing all ground unit duties, such as patrols, sweeping, and serving their EpU's and OfC’s orders.
  804.  
  805. Permissions:
  806. Full District Authority
  807. Ability to authorize OverWatch deployment
  808. Ability to command OverWatch
  809. Ability to authorize Judgment Waiver
  810. Ability to authorize Autonomous Judgement Waiver
  811. Ability to bestow judicial power upon any unit below them
  812. Ability to revoke citizenship of any naturalized citizen
  813. Ability to authorize full Block Examination
  814. Ability to authorize full District Examination
  815. Ability to authorize a Light Sweep
  816.  
  817.  
  818. <::[|| Ground Unit Lower - 03 ||]::>
  819. Role: A ground unit responsible for performing all ground unit duties, such as patrols, sweeping, and serving their EpU's and OfC’s orders.
  820.  
  821. Permissions:
  822. Full District Authority
  823. Ability to authorize OverWatch deployment
  824. Ability to command OverWatch
  825. Ability to authorize Judgment Waiver
  826. Ability to authorize Autonomous Judgement Waiver
  827. Ability to bestow judicial power upon any unit below them
  828. Ability to revoke citizenship of any naturalized citizen
  829. Ability to authorize full Block Examination
  830. Ability to authorize full District Examination
  831. Ability to authorize a Light Sweep
  832.  
  833.  
  834. <::[|| Ground Unit Lower - 04 ||]::>
  835. Role: A ground unit responsible for performing all ground unit duties, such as patrols, sweeping, and serving their EpU's and OfC’s orders.
  836.  
  837. Permissions:
  838. Full District Authority
  839. Ability to authorize OverWatch deployment
  840. Ability to command OverWatch
  841. Ability to authorize Judgment Waiver
  842. Ability to authorize Autonomous Judgement Waiver
  843. Ability to bestow judicial power upon any unit below them
  844. Ability to revoke citizenship of any naturalized citizen
  845. Ability to authorize full Block Examination
  846. Ability to authorize full District Examination
  847. Ability to authorize a Light Sweep
  848.  
  849. <::[|| Ground Unit Lower - 05 ||]::>
  850. Role: A ground unit responsible for performing all ground unit duties, such as patrols, sweeping, and serving their EpU's and OfC’s orders.
  851.  
  852. Permissions:
  853. Full District Authority
  854. Ability to authorize OverWatch deployment
  855. Ability to command OverWatch
  856. Ability to authorize Judgment Waiver
  857. Ability to bestow judicial power upon any unit below them
  858. Ability to revoke citizenship of any naturalized citizen
  859. Ability to authorize full Block Examination
  860. Ability to authorize full District Examination
  861. Ability to authorize a Light Sweep
  862.  
  863. <::[|| Recruit - RCT||]::>
  864. Role: Responsible for learning how the squad they are assigned operates, as well as performing common ground tasks. Note that recruits, whether they are squadded or not, have absolutely no power. They can merely execute orders from units with the proper authorization.
  865.  
  866. Permissions:
  867. Full District Authority
  868. Ability to authorize OverWatch deployment
  869. Ability to command OverWatch
  870. Ability to authorize Judgment Waiver
  871. Ability to authorize Autonomous Judgement Waiver
  872. Ability to bestow judicial power upon any unit below them
  873. Ability to revoke citizenship of any naturalized citizen
  874. Ability to authorize full Block Examination
  875. Ability to authorize full District Examination
  876. Ability to authorize a Light Sweep
  877.  
  878.  
  879. Weapon Unlocks
  880.  
  881.  
  882. Citizen, Biotic, etc - None.
  883. RCT - None.
  884. 05 - 9mm Standard Issue Pistol.
  885. 04 - Smoke Grenades.
  886. 03 - None.
  887. 02 - MP7,
  888. 01 - Flash Grenades.
  889. OfC - Shotgun
  890. DvL - AR2.
  891. City Administrator - All Weapons Prohibited.
  892. SeC - Every Weapon Available.
  893.  
  894. If you are found with a weapon that is not supposed to be in your possession, you may be amputated, unless you found it out on the field and were turning it into the contraband reward system, which needs to be proven.
  895.  
  896. Ammunition Protocol
  897. One Firearm - Two Boxes of ammo loaded, One of ammo to spare, not loaded.
  898.  
  899. Two Firearms - Two Boxes loaded into Primary, One loaded into Secondary, one to spare for Primary, not loaded, One to spare for Secondary, not loaded.
  900.  
  901. Guns may be awarded by the SeC to units who have been working exceptionally.
  902.  
  903.  
  904. Rank Personality
  905.  
  906.  
  907.  
  908. As a Civil Authority unit, you will be allowed certain authority depending on your rank. The privileges and authority can range from residential curfews to non-standard lethals being used for on-duty service. As a protection unit you are granted these authorizations solely on your service, roleplay and dedication as a unit.
  909. Ranking authority is not valid for off-service protection units.
  910.  
  911. RCT:
  912. Congrats! You made it in the CCA! But don't get all trigger happy. You're not supposed to have the pistol anyways. Basically, don't act like a hard ass, because you are still human like, but just in a uniform. You still have human traits, so you could have defects/flaws just like in the Character Development Section. You could be afraid of blood, or irritated of the sound of Radio chatter. Not complete hatred towards humans. Being active as well helps you, so you can promote, but don't get mad if you get promoted one day and not the next. You need to work at it. When you first spawn, give your pistol to a local admin or DvL Immediately. No RCT is entitled to a pistol. If caught with one, you could be enlisted on probation or kicked off the force, being amputated. And remember, you always need to be following regular rules OOC rules. Just because you are an CCA doesn't make you any better than a player OOCly. ICly, it does if you think about it that way. [Civil Protection]
  913.  
  914. 05: Finally! Seemed like it took forever to rank up huh? But not there yet. You start to become the slightest bit of coldness towards Citizens, but you still have your fears just like an RCT. You still make plenty of mistakes, trying to cover them up from time to time. You don't have access to much, other than a brand new 9mm Pistol! [Civil Protection]
  915.  
  916. 04: No, not quite there yet. But yes, slightly colder than a Citizen and making less mistakes than a 05. You get a little more access to things, but not a lot. Don't expect to promote again for a while. You still may have fears, and hesitation to torturing citizens, but no thought at all about Amputation. And another thing is we don't want you to make Citizens do things for you like a higher rank would, like picking up a can and putting it in the trash can. Don't stay unassigned for a long time, it may tick some people off. [Civil Protection]
  917.  
  918. 03:
  919. You are now a 03, and a little bit more coldly. You feel better about torturing Citizens, and made huge improvements from a recruit. No more silly mistakes! You may get assigned however to amputate, but not usually. So don't do anything regrettable like disobeying orders, since you are already disciplined enough not to disobey. You still have slight fears going on about sweeping for a suspect, but you will have to get used to what you do soon enough. [Civil Protection]
  920.  
  921. 02:
  922. Good, now you can be cold enough to start treating Citizens like a waste of space, and being good with any orders you are given. You cannot perform amputations just yet. You aren't as scared anymore on sweeps, and may even want to lead sometimes. Just don't go all happy with giving out orders... You still have your superiors. You now have access to an MP7. (You cannot amputate until you are an 01) [Civil Protection]
  923.  
  924. NOTE: All Ranks down and lower are ranks Citizens should be scared of more than the ones above.
  925.  
  926. 01:
  927. Alright, don't celebrate so quickly. You've gotten more calculated and more colder towards human race. After what you've seen, you'd may as well just ask yourself why you are still babysitting them. You have much respect for your superiors and no more hesitation during Amputations. Getting orders done are done without an error, and embracing yourself to have the ability to give orders to lower ranks. You are now allowed to be a hard ass at this point. [Civil Protection]
  928.  
  929. OfC: OfC's can issue an amputation to a fellow 01, and torturing to an 03 and up. You have access to Shotguns and MP7s, and have no trouble at all amputating or torturing. They are not to be taken lightly into hand to hand combat, or standard weapon combat.You have access to command squads with up to four to five characters and arresting citizens for your own reasons. (You cannot promote from here unless someone above you retires and they feel you have the ability to take that command.) [Civil Protection]
  930.  
  931. DvL: DvLs are for Divisions, and there can only be one. For example, Helix, Grid, Union, Jury, Apex, etc. They have access to any weapon, and can give out any command they want, even demotion. They love amputations and torturing, and follow every order told. Some items they can have are MP7s, Pistols, Shotguns, AR2s, and all Grenades. They have no access to RPGs or Crossbows. Life couldn't be better! [High Command]
  932.  
  933. SeC:
  934. You run the city. You make contact with the City Administrator about issues and such, attending to problems in the CCA, and you are more than a hard ass. Everyone to you is scum. Anything is within your reach. [Universal Union]
  935. Posted Feb 9, 14 · OP · Last edited Mar 3, 14
  936.  
  937.  
  938. Majora ao
  939.  
  940. Posts: 120
  941. Points: +483
  942. Votes: +145
  943. Admins
  944. Online on Site
  945.  
  946.  
  947. Roll Section
  948.  
  949.  
  950.  
  951. Combine Roll Rules
  952.  
  953. Powergaming is never a option when it comes to RP, even as a CCA unit. Never Powergame unless both parts agree that the unit is stronger or too powerful for the citizen or other unit. It may sound unfair, but the CCA do actually get + when they roll. Here is a list over the different + rolls for each rank.
  954.  
  955. CCA :
  956. 04 - +10
  957. 03 - +20
  958. 02 - +25
  959. 01 - +30
  960. OfC - +40
  961. EpU - +60
  962. DvL - +80
  963. SeC - +90
  964.  
  965. Overwatch:
  966. Overwatch Soilder - +75
  967. Elite Overwatch Soilder - +85
  968.  
  969. But remember, some resistance members and vortigaunts also have roll bonuses. Although they are not as high as yours, they are all still to be considered dangerous.
  970.  
  971. In some cases like if the SeC or the EOW themselves would be having a fight with a citizen. The citizen can choose to let the SeC do the /me without having to roll.
  972. If a citizen chooses to want to resist an action (/me) then you will have to do /me ATTEMPTS. This is a very important part. If you do success in the roll you do a /me that shows this success. Let's have an example.
  973.  
  974. Example A
  975. (This is an example where the unit succeeds.)
  976.  
  977. CCA-02.UNION.78244 attempts to grab the citizen's arm.
  978. CCA-02.UNION.78244 has rolled 35(+25) out of 100.
  979. Rowan Fooley has rolled 53 out of 100.
  980. CCA-02.UNION.78244 grabs the citizen's arm.
  981.  
  982. Example B
  983. (This is an example where the unit fails.)
  984.  
  985. CCA-02.UNION.78244 attempts to swing his stunstick at the citizen in front of him.
  986. CCA-02.UNION.78244 has rolled 21(+25) out of 100.
  987. Rowan Fooley has rolled 92 out of 100.
  988. Rowan Fooley dodges the swing of the stunstick and slips out of the grip around his arm. (Exactly, that part can be discussed between the two play.)
  989.  
  990. Note: When rolling, do in LOOC +#.
  991. Example:
  992. /roll
  993. CP Unit (Rank 04) rolls a 2.
  994. Citizen Rolls a 5.
  995. LOOC CP Unit (Rank 04): +10
  996. The Officer wins the roll.
  997. _____________________
  998.  
  999. Citizen wins:
  1000. /roll
  1001. CP Unit (Rank 04) rolls a 2.
  1002. Citizen rolls a 30.
  1003. LOOC CP Unit (Rank 04): +10
  1004. Citizen wins the roll.
  1005.  
  1006. When a Citizen is tied, he cannot /roll Combat, onlyaway.
  1007. To try and do an action, only one /roll is needed, in the means of:
  1008. CP Unit (Rank 04) attempts to tie citizen.
  1009. LOOC: CP Unit (Rank 04): Resist?
  1010. Citizen attempts kick the officer.
  1011. /roll
  1012. CP Unit (Rank 04) rolls a 30.
  1013. Citizen rolls a 12.
  1014. CP unit restrains suspect and ties.
  1015.  
  1016. You do not have to /roll if both sides agree who is stronger during the situation. It is just a system based on chance and not always needed. If you resist, and break free as a citizen, the combine may still chase you down and convince you to surrender, shoot to miss is still active so, don't really try and kill the citizen or make them knocked out from blood loss. They probably will be found again and arrested but with more back-up, and they may even give in. You do not need to /roll one action more than once per confrontation. Please do not /roll during gun fights, not really because well... guns.... You sill need to /me in gunfights to initiate them. Make them long and fun, so don't rush, use cover, and shoot like your rank but you can still get shots into each-other, they are more interesting that way, neither of you want to die, so don't take a chance a person in real life in the same situation wouldn't take. Try and keep a good distance in gunfights, and surround the shooter.
  1017.  
  1018. Combined rolls:
  1019. If you are ganging up on someone, here is a crude example of /rolling in that situation.
  1020.  
  1021. Person 1 rolls a 60 out of 20.
  1022. (Person 2 & 3 are partners)
  1023. Person 2 rolls a 30 out of 20.
  1024. Person 3 rolls a 31 out of 20.
  1025. 2 & 3 win the rolls.
  1026.  
  1027.  
  1028.  
  1029. CCA Management (Not every Expectation listed here, just some that need to be reinforced)
  1030.  
  1031.  
  1032. •You must Logoff in the Nexus (Unless really important, we understand).
  1033. •Do not store anything in the armory, either destroy it or trade it in through the contraband reward system in the armory.
  1034. •Do not violate any other expectations we have for you.
  1035. •Do not forget anyone in detainment, keep track of cycles (Unless really important, we understand).
  1036. •Do not freely give out loyalist points as previously stated, ask where the citizen got the contraband.
  1037. •Amputate free Biotics if found.
  1038. •Biotics can kill you much easier then a citizen, I would just shoot them in the street in my opinion, try and get the Biotic to feel safe so it won't attack.
  1039. •Go AFK in the Nexus.
  1040. •Do not block the Nexus doors.
  1041. •Do not go against orders.
  1042. • Check /viewobjectives normally. Update them too yourself to gain more assistance. (E.x. Someone is running, write <:[||Capture the fleeing citizen||]:>,) then remove the objectives met.
  1043. •Act like your rank.
  1044. •Limit your mistakes, pay attention to orders.
  1045. •Teach people how to RP if they need help.
  1046. •Generally 05 & 04s are the Nice CP.
  1047. •Keep manual open when playing.
  1048. •Don't void anything unless it is really needed to be voided. Mistakes are RP materials too.
  1049. •Do not question higher ranked Units.
  1050. •Enforce Judgement Waivers heavily, this is a bad situation, and dangerous. You may detain citizens ignoring it, it's a city law.
  1051. •Shoot like your rank should generally shoot, always, even at target practice.
  1052. •Do not tell citizens their criminal points.
  1053. •During sweeps, the person to initiate it (AKA Breacher) must block the entry point with their body. (Only outside, when breaching buildings, you do not have to stand outside the rooms in the building.
  1054. •As HELIX, respond to medical treatment calls. Who knows, the one who calls it could be a criminal that the UU has been looking for.
  1055. •As HELIX, try and provide services for citizens normally. Check up on them in their houses.
  1056.  
  1057. Writers: JerkyNero, Chromestesia, Majora, Skitz, Geo, and Catalyst.
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