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  1. Combine Civil Authority Standard Issued Field Manual
  2. Combine Civil Authority Standard Issued Field Manual
  3. All enlisted protection units must keep this manual in their posession 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.
  4. Section A - Basic introductory to the Combine Civil Authority
  5. Welcome to the 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. However; 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.
  6. Sub-Section 1A - Civil Authority Communication
  7. 10-0: Use caution.
  8. 10-1: Not understood.
  9. 10-2: Understood.
  10. 10-3: Stop transmitting.
  11. 10-4: Copy.
  12. 10-7: Unit off-duty.
  13. 10-8: Unit on duty.
  14. 10-10: Busy.
  15. 10-18: As soon as possible.
  16. 10-20: Location.
  17. 10-21: Report to Nexus
  18. 10-23: Stand by at (Location).
  19. 10-29: Check for contraband.
  20. 10-32: Dead body
  21. 10-50: Patrol.
  22. 10-78: Dispatch for Officer in trouble. (Use in emergencies!)
  23. 10-91D: Unit stripped of status. (Returned to citizen without amputation)
  24. 10-99: Officer Down, In trouble. (Use in emergencies, and when ANOTHER officer is down.)
  25. 10-103M: Subject is mentally unfit.
  26. 10-103P: Disturbance by physically unfit.
  27. 10-106: Obscenity.
  28. 10-107: Suspicious Citizen.
  29. 10-107M: Disturbance.
  30. 11-1: Request medical assistance.
  31. 11-2: Request Overwatch.
  32. 11-3: Stalker.
  33. 11-6: Suspect is here, 10-20 is...
  34. 11-20: Unauthorized public gathering.
  35. 11-22: Contraband.
  36. 11-23: Contraband distribution.
  37. 11-44: Get the clean up crew.
  38. 11-70: Riot.
  39. 11-99: Officer requires immediate assistance! (Use only for emergencies!)
  40.  
  41. ADW: Assault with a deadly weapon.
  42. BOLBOLO: Be on the lookout.
  43. DB: Dead body.
  44. ULUTL: Unable to locate.
  45.  
  46. Code 30: Homicide.
  47. Code 30S: Homicide by shooting.
  48. Code 31S: Shooting.
  49. Code 500: Unlawful entry.
  50. Code 647A: Vagrant loitering in a public place. (Vagrant means someone Homeless.)
  51. Code 647B: Vagrant is non-cohesive.
  52. Code 647C: Vagrant is evasion status!
  53. Code 647E: Anti-citizen.
  54. Code 100: If a citizen who applies, says his name/CID wrong.
  55.  
  56. Inject (To formally deploy) - Move into a establishment or block.
  57. Contain - To clamp off entrances of a area and confine the situation to a certain area.
  58. Unrest - Rebellion or Riot.
  59. Anti-Citizen - Individual convicted of multiple anti-civil violations; MALIGNANT.
  60. Malignant - Individual convicted of multiple anti-civil violations. Subject is contagious and contains devised behavioral pattern.
  61. Administer - To issue a verdict to a resident. (E.g. Administering a beating)
  62. Pacify - To detain a individual non-lethally.
  63. Clamp - Restrict residential access to a certain are ; Deploy standard
  64. Clamps - To restrict activityprovide protection.
  65. Unlawful Procreative Activity (UPA) - Attempting to perform intercourse.
  66. Expose Flush - Suspects or expose them from cover.
  67. Stand By - Await orders.
  68. Intercede - Take immediate control of the situation; Ambush/surprise hostiles.
  69. Extract - Withdraw subject out of Location 1 to Location 2.
  70. Clear Often - Used as a breach term to inform the team that the area is clear of contraband and anti-civil activity.
  71. Breach - To force entry to a designated area, often used in sweeps when breaches are placed or the door is kicked in.
  72. Stabilize - To restore order to a situation by any means necessary, this is determined lethal/non-lethal by your commanding Authority.
  73. Deploy - Often used in reference to the deployment of equipment or a squad. (I.E Deploying sterilizers at block; A )
  74. Prosecute - To administer verdict to a resident through means of prosecution.
  75. Isolate - To disband a large group of Citizens. (Two is Company, three's a crowd, four is a party!) Mostly used however for detaining someone. (Most servers don't want you to yell this at crowds.)
  76. R.O.E (Rules Of Engagement) - Often set for breaches or sweeps by the team leader.
  77. Amputate - To kill or remove limbs from the body.
  78. Hold - Maintain position defensively.
  79. Ripcord - Fall back to move back or away.
  80. Diagnose - Determine an investigate level and situation.
  81. Inoculate - To protect or safeguard from a threat.
  82. Sterilize - Clean a designated area of Anti-Citizen/Civil Activity.
  83. Contact - Hostiles spotted, prepare confirm to engage.
  84. Contact Confirm - Contact is confirmed malignant and hostile, engage!
  85. SociocideSociocidal - Attempted disruption of the social order.
  86. Divisive - Having a quality that divides or separates from the Civil Populace(Causing malcompliance or other forms of rebellion).
  87. Restrict - To prevent access from a designated area or location.
  88. Bio-signal - A suit mechanism that is responsible for lifeline monitoring as well as synchronization to the Civil Authority system.
  89. Infestation - High amounts of nectroticparasitic activity.
  90. Biotic Non-naturalized - Alien species. (E.g. Vortigaunts, Headcrabs, Etc.)
  91. Infected - Hostile Protection unit under Parasitic control.
  92. Exogen - Antlion.
  93. Necrotic - Zombie.
  94. Parasitic - Headcrab.
  95. Virome - Poison/Fast Headcrab.
  96. Outland - Foreign.
  97. Bouncer - Grenade.
  98. Restrictor - Thumper.
  99. Viscerator - Manhack.
  100. Sub-Section 2A - Civil Citizens' code of Citizenship Regulation and City Rules/Violations.
  101. 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." Let's not defeat the purpose of said broadcasts.
  102.  
  103. Level 1:
  104.  
  105. - Running.
  106. - Jumping.
  107. - Climbing.
  108. - Yelling.
  109. - General uncivil behavior.
  110. - Loitering. (Standing doing nothing)
  111.  
  112. Punished with re-education.
  113.  
  114. (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.)
  115.  
  116. Level 2:
  117.  
  118. - Swearing.
  119. - Discriminating another citizen.
  120. - Talking to a Civil Protection officer without orders. (Usually ranks above OfC, 05 - 01 is fine.)
  121. - Commiting a level 1 violation right after or shortly after a warning.
  122. - Possession of green marked contraband.
  123. - Wasting an officer’s time.
  124. - Not speaking an official language.
  125. - Not using authorized citizen clothing.
  126.  
  127. Punished with negative 2 points, one cycle in detainment and a re-education.
  128.  
  129. (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.)
  130.  
  131. (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.)
  132.  
  133. Level 3:
  134.  
  135. - Failure to apply.
  136. - Failure to report a crime. (In-action)
  137. - Not following Civil Protections orders.
  138. - Theft.
  139.  
  140. Punished with negative 4 points, two cycles in detainment and a re-education.
  141.  
  142. Level 4:
  143.  
  144. - Trespassing on Combine owned property.
  145. - Stealing tokens.
  146. - Direct unit harrasment. (verbal)
  147. - Fighting. (with other citizens, if a priority citizen is attacked it is counted as policide)
  148. - Tampering with unconscious or deceased bodies.
  149. - Resisting arrest and/or questioning.
  150. - Property Vandalism.
  151.  
  152. Punished with negative 6 points, re-education and three cycles in detainment.
  153.  
  154. Level 5:
  155.  
  156. - Direct unit harrasment. (i.e. spitting, throwing cans.)
  157. - Attempted policide. (i.e. punching)
  158. - Propaganda (light and not in favour of the combine)
  159. - Ignoring lockdown of city blocks or entire city.
  160. - Possession of yellow marked contraband.
  161. - Lying on interrogation. (need actual proof or witness(es)!)
  162. - Possesion of yellow marked contraband.
  163.  
  164. Punished with negative 8 points, re-education and four cycles in detainment.
  165.  
  166. (Interrogation for how contraband was obsessed.)
  167.  
  168. Level 6:
  169.  
  170. - Trespassing inside the Nexus.
  171. - UPA. (Unauthorised Procreative Activity; sex or similar RP)
  172. - Combine property vandalism.
  173. - Mental imperfection.
  174. - Homicide. (murdering a citizen)
  175. - Attempted policide. (i.e. threatening with weapons)
  176. - Hostaging.
  177. - Robbery.
  178.  
  179. Trial for amputation (which should be easily passed). If trial does not pass, punish with negative 10 points and five cycles in detainment.
  180.  
  181. Level 7:
  182.  
  183. - Possession of red marked contraband.
  184. - Policide.
  185. - Trespassing in City Administator's office.
  186. - Homicide/Capital Malcompliance (murdering a Civil Protection Officer)
  187. - Rebel conspiracy. (without physical evidence)
  188.  
  189. Punished with amputation.
  190.  
  191. (Interrogation first for contraband, then amputate.)
  192. Sub-Section 3A - Standard Issued Civil Authorities Service Equipment
  193. 1 x LI Kevlar Vest ( Protection from 9x19MM - 4.6x30MM rounds )
  194. 1 x L1 Flak Jacket ( Covers over your Kevlar; vulcanized rubber )
  195. 1 x L1 Heavy Slacks ( polyester, polycyclic )
  196. 1 x Hard Plastic Mask ( reinforced thick plastic, radio mount with HUD visual console access, biosignal transponder )
  197. 1 x L1 Bracer Gloves ( vulcanized rubber with comfort reinforcement )
  198. 1 x L1 OP. Boots ( vulcanized rubber, steel toe reinforcement )
  199. 1 x Datapad ( ID-locked; Allows for citizen data access and HUD update )
  200. 1 x PDA Device (Issued only to OfC+. ID-locked; Grants ability to update units and citizens data as well as mobile console access for directives retrieval )
  201. 1 x Strong-Leather Belt ( Vulcanized rubber )
  202. 1 x Unions' Field Module ( Radio transponder, bio-signal synchronization, dispatch system )
  203. 1 x Socio-Lethal Weaponry Sling ( Vulcanized rubber, Y-strap also available )
  204. 1 x Unions' Modded Utility Belt ( Four specialized pouches, 4 x 4.6x30MM clips, 2 x 9x19MM clips )
  205. 1 x Service Blade ( 4.9 carbon steel blade, reinforced metal handle with vulcanized leather grip )
  206. 1 x Service Armband ( Socio-stability, rank, digits, department, black marks and merits )
  207. 1 x Union Issued Stun-Baton ( Vulcanized rubber handle, 150KV first function, 320 second function )
  208. 1 x Flare Gun ( Issued to all 03 ranked units. )
  209. 1 x USP Match 9x19MM ( Issued to all 04 ranked units for standard carry )
  210. 1 x H&K MP7 4.6x30MM ( Issued to all 01 ranked units for standard carry )
  211. Sub-Section 4A - Basic Civil Authority Ranking Structure
  212. 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.
  213. Ranking authority is not valid for off-service protection units.
  214.  
  215. RCT:
  216. 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 ♥♥♥, 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.
  217.  
  218. 07: 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.
  219.  
  220. 06: No, not quite there yet. But yes, slightly colder than a Citizen and making less mistakes than a 07. 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 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.
  221.  
  222. (Note that several cities do not use ranks 07 and 06.)
  223.  
  224. 05:
  225. You are now a 05, and a little bit more coldly. You have made huge improvements from a recruit. No more silly mistakes! 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.
  226.  
  227. 04:
  228. Congrats! You have made it to 04! Now that you have made it to 04, you are given a Pistol and normal CCA 04 gear. You are a more rough Citizen and you are ready to take on the world.
  229.  
  230. 03: Same a 04, just more of a Jerk again. Basically the same thing.
  231.  
  232. 02: You are moving up in the world! You are doing great, now make sure to behave you are almost getting high in the CCA.
  233.  
  234. NOTE: All Ranks up and higher are ranks Citizens should be scared of more than the ones below.
  235.  
  236. 01:
  237. 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. You now have access to MP7s, get it from the dealer. 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 ♥♥♥ at this point.
  238.  
  239. 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. Knocking someone out in one punch is available to you with you massive strength. 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.)
  240.  
  241. EpU: EpUs are used sometimes for guards, and have access to all of the Nexus. They can have their own personal guards, and lead squads up to six to seven units. They are to be feared, and if in a gun fight, they won't arrest you. They will kill you. If a citizen came up to him and said "Hi," that citizen would be tortured and left in jail to rot by him.
  242.  
  243. SqL: SqL’s, or Squad Leaders, are basically the DvL’s assistant. They do most of his dirty work. Sometimes if a division has lost its DvL, the SqL is the runner up to become the next DvL. They have access to everything DvLs have. They can lead squads up to seven to eight units and can have their own personal guard as well.
  244.  
  245. DvL: DvLs are for Divisions, and there can only be one. For example, Helix, Grid, Union, Judge, 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 (Ask for permission), and all Grenades. They have no access to RPGs or Crossbows. Life couldn't be better!
  246.  
  247. SeC:
  248. 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 ♥♥♥. Everyone to you is scum. Anything is within your reach.
  249. Sub-Section 5A - Contraband List
  250. Green = Level 1 Contraband
  251. Yellow = Level 2 Contraband
  252. Red = Level 3 Contraband
  253.  
  254.  
  255. Green Contraband
  256.  
  257. Anti-Union Propaganda
  258. Bleach
  259. Books, Except for UU-Branded books! Ex. - Zen of The Union
  260. Bottled Water
  261. Large Soda
  262. Metropolice Supplements
  263. Spray Paint
  264. Vegetable Oil
  265. Non-Branded UU-Foods (Orange, Banana, Donuts, Anything that doesn't have a (UU) in the name in front of it.)
  266.  
  267.  
  268. Yellow Contraband
  269.  
  270. Combine Lock
  271. Handheld Radio
  272. Health Kits - Except for Medical C.W.U.
  273. Health Vials - Except for Medical C.W.U.
  274. Paracetamol - Except for Medical C.W.U.
  275. Stationary Radio
  276. Steroids
  277. Zip Ties
  278. Whiskey
  279. Beer
  280. Non-issued Universal Clothing (Ex. Different City Clothing, Not Rebel Vests)
  281.  
  282.  
  283. Red Contraband
  284.  
  285. Flash Grenade
  286. HE Grenade
  287. Smoke Grenade
  288. Resistance/Medic Uniforms
  289. 9mm Pistol Bullets
  290. SMG Bullets
  291. 12ga Buckshot Cartridges
  292. Pulse-Rfile Energy Rounds
  293. Dark Energy Ball
  294. .357 Rounds
  295. Crossbow Bolts
  296. Rocket Missles
  297. 9mm Pistol
  298. MP7/SMG
  299. Combine SPAS-12 Shotgun
  300. Overwatch Standard Issued Pulse-Rifle (AR2)
  301. .357 Magnum
  302. Crossbow
  303. RPG
  304.  
  305. Backpacks, Bags and Jackets are LEGAL!
  306. Section B: Advanced introduction to the Combine Civil Authority.
  307. Sub-Section 1B: PDA and Point System.
  308. PDA (or Public Display of Affection) is looked down upon for any participants. Never should this happen in public.
  309.  
  310. There are strict guidelines and everyone (including units) are expected to follow them.
  311.  
  312. -Never should two citizens do the following in public.
  313. -Hold hands
  314. -Hug
  315. -Kiss
  316. -Engage in sex
  317.  
  318. -The following are strict specifics for Units.
  319. -A unit should never do as civilians are not allowed to do.
  320. -A unit under ANY circumstances, even those in a mission directive to "learn" about said person, should never have a relationship with a citizen. A unit found performing this will either 1.) be returned to citizen status after mind wiping if a recruit, or 2.) be immediately amputated at the Sectorial's convinience.
  321.  
  322. Units are allowed relationships with other units, just as long as the relationship does not defy social morals.
  323.  
  324. ---------------------------------------------------
  325.  
  326. Much like the Citizen's Code of Conduct, there is a points system to all PDA.
  327.  
  328. -Level 1 : The citizen will be re-educated.
  329. -Level 2 : The citizen will be publicly re-educated outside the Nexus Hardpoint, to show others the crimes of Public Affection.
  330. -Level 3 : The citizen will be detained for FOUR cycles.
  331. -Level 4 : The citizen will be spaded. (Spading is the removal of the genitals.)
  332. -Level 5 : The citizen will be amputated.
  333.  
  334. These points do not expire and will not expire on transfer to a new city. All points are recorded within the Criminal Records.
  335. Sub-Section 2B: Loyalist Point System
  336. •Cleaning up trash or cleaning graffiti or cleaning up streets - 1 point.
  337. •Fixing or repairing Universal Union property - 2 Points.
  338. •Saving a Citizen's life - 2 Points.
  339. •Saving a Combine Civil Authority Unit's life - 3 Points.
  340. •Saving the City Administrator's life - 5 Points.
  341. •Provide medical assistance to a Combine Civil Authority unit - 3 Points.
  342. •Reporting a crime and proving it true/Helping locate a level 1-3 offender - 1 Point.
  343. •Reporting a crime and proving it true/Helping locate a level 4-5 offender - 2 Points.
  344. •Reporting a crime and proving it true/Helping locate a level 6-7 offender - 3 Points.
  345. •Finding and reporting contraband(Level 1/Green) - 1 Point.
  346. •Finding and reporting contraband(Level 2/Yellow) - 2 Points.
  347. •Finding and reporting contraband(Levle 3/Red) - 3 Points.
  348.  
  349. Amounts of points grant citizens access to certain things.
  350.  
  351. •5 Points - Loyalist status and Level 1 Armband. (Red)
  352. •10 Points - One additional ration package, and able to apply to the Civil Worker's Union.
  353. •15 Points - Two Rations at Universal Union Ration Distribution Centers, and able to apply to the Combine Civil Authority.
  354. •20 Points - A monetary award of 500 Tokens and a Level 2 Armband. (Blue)
  355. •30 Points - Ability to exchange tokens for rations. 100 tokens will be taken for one ration package.
  356. •40 Points - One additional ration package, and monetary reward of 1000 tokens.
  357. •50 Points - Able to apply to become the City Administrator's Assistant or work in the Nexus and a Level 3 Armband. (Green)
  358. •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)
  359. •100 Points - Citizen of the year, included in the City Administrator's Broadcast, a 5000 monetary award, and a Level 5 Armband. (Black)
  360.  
  361. If a Loyalist is detained for a level 2 - 7 violation, their Loyalist status is revoked and their points are reset.
  362. Sub-Section 3B: Event Protocols
  363. All crysis and events listed here can only be done when certain requirements are met. If an event is started without these requirements, it will be immediatly discontinued and regular roleplay will be placed in effect.
  364.  
  365. <::|| In the event of a citizen kidnapping... ||::>
  366.  
  367. In the event of a citizen kidnapping, it is normal for a Civil Protection unit to not worry about that citizen. Our main purpose it to make them be civilized, not cradle them, but if the event to occur, a list of requirements must be met. -
  368.  
  369. At least seven to ten Civil Protection Team Units must be availible at the time.
  370. A judgement waiver must be set into effect. For this to work, one high ranking officer will go with one group of CPs to enforce the Judgement Waiver while another high ranking officer will lead another group, in search of diminishing the issue.
  371. No recruit is not allowed access to join the group searching to diminish the problem, not matter what. Even the Sectoral Commander may not.
  372. An Autonomous Waiver must be placed under effect for Sector 2, IF the suspect has ran off there.
  373.  
  374.  
  375. <::|| In the event of a Civil Protection Unit kidnapping... ||::>
  376.  
  377. In the event of a Civil Protection Unit kidnapping, it is required that he/she is found ASAP, alive! Losing our own men shows a sign of weakness. For the event to occur, a list of requirements must be met. -
  378.  
  379. At least seven to ten Civil Protection Team Units must be availible at the time.
  380. A judgement waiver must be set into effect. For this to work, one high ranking officer will go with one group of CPs to enforce the Judgement Waiver while another high ranking officer will lead another group, in search of diminishing the issue.
  381. No recruit is not allowed access to join the group searching to diminish the problem, not matter what. Even the Sectoral Commander may not.
  382. An Autonomous Waiver must be placed under effect for Sector 2, IF the suspect has ran off there.
  383. Sub-Section 4B: Role and Personal Roster
  384. <::|| Sectoral Commander - SeC ||::>
  385. 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.
  386.  
  387. Permissions:
  388. Full District Authority
  389. Ability to authorise OverWatch deployment
  390. Ability to command OverWatch
  391. Ability to authorise Judgment Waiver
  392. Ability to bestow judicial power upon any unit below them
  393. Ability to revoke citizenship of any naturalised citizen
  394. Ability to authorise full Block Examination
  395. Ability to authorise full District Examination
  396. Ability to administer Level 1 Sociocide Verdict
  397. Ability to administer Level 2 Sociocide Verdict
  398. Ability to administer Level 3 Sociocide Verdict
  399. Ability to initiate Ration Distribution cycle
  400.  
  401. <::|| Commander - CmD ||::>
  402. Role: The Commander controls all unit operations except the SeC. The CmD is currently the second highest rank within a city, and is responsible almost everything.
  403.  
  404. Permissions:
  405. Ability to authorise OverWatch deployment
  406. Ability to command OverWatch
  407. Ability to authorise Judgment Waiver
  408. Ability to bestow judicial power upon any unit below them
  409. Ability to revoke citizenship of any naturalised citizen
  410. Ability to authorise full Block Examination
  411. Ability to authorise full District Examination
  412. Ability to administer Level 1 Sociocide Verdict
  413. Ability to administer Level 2 Sociocide Verdict
  414. Ability to administer Level 3 Sociocide Verdict
  415. Ability to initiate Ration Distribution cycle
  416.  
  417.  
  418. <::|| Division Leader - DvL ||::>
  419. Role: The Division Leaders are responsible for overlooking division within the sector (UNION, GRID, HELIX, APEX), and ensuring they are operating properly.
  420.  
  421. Permissions:
  422. Ability to authorise Judgment Waiver
  423. Ability to bestow judicial power upon any unit below them
  424. Ability to revoke citizenship of any naturalised citizen
  425. Ability to authorise full Block Examination
  426. Ability to authorise full District Examination
  427. Ability to administer Level 1 Sociocide Verdict
  428. Ability to administer Level 2 Sociocide Verdict
  429. Ability to administer Level 3 Sociocide Verdict
  430. Ability to initiate Ration Distribution cycle
  431.  
  432. <::|| Squad Leader - SqL ||::>
  433. Role: The Squad Leaders are responsible for overlooking squads formed by the DvL, and ensuring they are operating properly before leading them into battle.
  434.  
  435. Permissions:
  436. Ability to bestow judicial power upon any unit below them
  437. Ability to revoke citizenship of any naturalised citizen
  438. Ability to authorise full Block Examination
  439. Ability to authorise full District Examination
  440. Ability to administer Level 1 Sociocide Verdict
  441. Ability to administer Level 2 Sociocide Verdict
  442. Ability to administer Level 3 Sociocide Verdict
  443.  
  444. <::|| Elite Unit - EpU ||::>
  445. Role: An elite unit belongs to a squad (Such as UNION or HELIX), and carries out commanding based orders from within their squad.
  446.  
  447. Permissions:
  448.  
  449. Full District Authority
  450. Ability to authorise OverWatch deployment
  451. Ability to command OverWatch
  452. Ability to authorise Judgment Waiver
  453. Ability to bestow judicial power upon any unit below them
  454. Ability to revoke citizenship of any naturalised citizen
  455. Ability to authorise full Block Examination
  456. Ability to authorise full District Examination
  457. Ability to administer Level 1 Sociocide Verdict
  458. Ability to administer Level 2 Sociocide Verdict
  459. Ability to administer Level 3 Sociocide Verdict
  460. Ability to initiate Ration Distribution cycle
  461.  
  462. <::|| Department Officer - OfC ||::>
  463. Role: Responsible for management of units, training and other unit based operations.
  464.  
  465. Permissions:
  466. Ability to bestow judicial power upon any unit below them
  467. Ability to revoke citizenship of any naturalised citizen
  468. Ability to authorise full Block Examination
  469. Ability to authorise full District Examination
  470. Ability to administer Level 1 Sociocide Verdict
  471. Ability to administer Level 2 Sociocide Verdict
  472. Ability to administer Level 3 Sociocide Verdict
  473.  
  474. <::|| Ground Unit First Class - 01 ||::>
  475. 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.
  476.  
  477. Permissions:
  478. Ability to revoke citizenship of any naturalised citizen
  479. Ability to administer Level 1 Sociocide Verdict
  480. Ability to administer Level 2 Sociocide Verdict
  481. Ability to administer Level 3 Sociocide Verdict
  482.  
  483.  
  484. <::|| Ground Unit Second Class - 02 ||::>
  485. Role: A ground unit responsible for performing all ground unit duties, such as patrols, sweeping, and serving their EpU's and OfC’s orders.
  486.  
  487. Permissions:
  488. Ability to administer Level 1 Sociocide Verdict
  489. Ability to administer Level 2 Sociocide Verdict
  490. Ability to administer Level 3 Sociocide Verdict
  491.  
  492.  
  493. <::|| Ground Unit Lower - 03 ||::>
  494. Role: A ground unit responsible for performing all ground unit duties, such as patrols, sweeping, and serving their EpU's and OfC’s orders.
  495.  
  496. Permissions:
  497. Ability to administer Level 1 Sociocide Verdict
  498. Ability to administer Level 2 Sociocide Verdict
  499. Ability to administer Level 3 Sociocide Verdict
  500.  
  501.  
  502. <::|| Ground Unit Lower - 04 ||::>
  503. Role: A ground unit responsible for performing all ground unit duties, such as patrols, sweeping, and serving their EpU's and OfC’s orders.
  504.  
  505. Permissions:
  506. Ability to administer Level 1 Sociocide Verdict
  507. Ability to administer Level 2 Sociocide Verdict
  508. Ability to administer Level 3 Sociocide Verdict
  509.  
  510. <::|| Ground Unit Lower - 05 ||::>
  511. Role: A ground unit responsible for performing all ground unit duties, such as patrols, sweeping, and serving their EpU's and OfC’s orders.
  512.  
  513. Permissions:
  514. Ability to administer Level 1 Sociocide Verdict
  515. Ability to administer Level 2 Sociocide Verdict
  516. Ability to administer Level 3 Sociocide Verdict
  517.  
  518. <::|| Recruit - RCT||::>
  519. 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.
  520.  
  521. Permissions:
  522. None
  523. Sub-Section 5B - Divisional Roster
  524. (Note that these will be different from your server, more than likely.)
  525.  
  526. Regular Ground Units (CCA)
  527.  
  528. UNION - Patrolling unit - patrol the streets and keep civility there, and assert authority
  529. RAZOR - Defense Unit - responds to rebels etc. (access to MP7 at 03 with training from SPEAR).
  530. HELIX - Medical Unit - aid injured units or citizens.
  531. GRID - Mechanical Unit - repair scanners, choppers, turrets etc. - have access to scanners. (SCN)
  532. JURY - Interrogation/Torture Unit - delivers verdicts on prisoners, carries out interrogations, access to torturing devices.
  533. GHOST - Recon Unit - uses a combine sniper to provide minimal overwatch (Must reach 02 of RAZOR before applying to SeC)
  534. PRESSURE - Anti-Biotics/Infestation. Also focus' on controlling Exogen and any form of Civil Infection.
  535.  
  536. Elite Protection Units (EpU)
  537.  
  538. SWORD - Elite version of RAZOR and UNION combined (SeC's personal troops, handpicked)
  539. APEX - Elite version of HELIX (Handpicked)
  540. BLADE - Elite version of UNION (Handpicked)
  541. JUDGE - Elite version of JURY (Handpicked)
  542. SPEAR - Elite version of RAZOR (Handpicked)
  543. ANVIL - Elite version of GRID (Handpicked)
  544. SAVAGE - Elite version of PRESSURE (Handpicked)
  545.  
  546. Sector/Sectoral Commander (SeC)
  547.  
  548. SeC - Sector/Sectoral Commander - leader of the entire MPF in that city. Only OTA are above as they work outside the MPF zone
  549.  
  550.  
  551. Overwatch Transhuman Arm (OTA)
  552.  
  553. ECHO - Overwatch soldier - default, nothing special
  554. KING - Highly trained OWS
  555. PHANTOM - Stealth OWS
  556. HURRICANE - Airwatch OWS
  557. X-RAY - Medical OWS
  558. RANGER- Sniper OWS
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