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Lazarus Roleplay MPF guide
By Mr Garry Tophat
The MPF guide used in the Lazarus HL2RP server. With heavy inspiration from this guide: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=318983157&searchtext=mpf+guide, which was created by Dr. Professor, Vinka Vintorez, and god loves serbs.
   
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A1: Basics
Unit, you will be protecting the human race. This is not a duty to be taken lightly, as the perks for doing this is numerous. The Union will ask of you to render upon your full contribution.

Your First Mass Patrol:

These are some things you will need to know upon making your first patrol, and every patrol for the rest of your career:

  • Stay with your patrol leader
  • Obey every order from any higher ranking units, to the dime.
  • Do not speak to Citizens unless to distribute Loyalist Points or if they are reporting a violation.
  • Stay in standard formation, this will be specified during on field training.

Basic Stations:

You will be stationed on in the plaza, apartment block or trainstation. For ranks: RCT, 07, 06, 05. You need to know the following for those certain deployments:

Plaza:
  • Stay on a highly advantageous street corner, be sure to see all citizens roaming the plaza.
  • Always keep your back to a wall. Mentally deficient citizens, malignants, anti-citizens and desperate ccum will always attack from behind; eliminate that being an option.
  • Stop and administer the punishments to all violating citizens, a plaza is no place for ignorant units. Citizens watching ignorant units will be tempted to violate as well. (All violatory levels require punishment, that's why they exist).

Apartment Blocks:
  • Never stay still, apartment blocks are not a place to take chances, do not let tempted citizens have a chance to take action.
  • When breaching a suspicious room, always have at least three units for larger class one rooms, two units for medium sized class two rooms, and finally never breach by yourself. You would only do this in imminent emergency and anti-civil infection situation.
  • During inspection protocol, foreign units from different sectors will look to you for answers, locations, and known suspicious citizens.
  • Keep citizens inside their rooms. When you or other units are coming down that hallway, make sure the door to occupied rooms are closed. Do not give them the opportunity to spring an ambush.

Train Station:
  • Always monitor biotics, who will be doing general public service detail for that district.
  • Use your train station questioning room as needed for any citizens that are tagged by the CCA's cameras.
  • Direct citizens to a Nova Prospekt train, as ordered upon 10-8 Detail.
  • Keep this area under surveillance all the time, whether it be done through a unit or scanner.


    Priority Protocols:

    There are several occasional and highly important protocols which are critical in the survival of the City.
    • Ration Distribution Terminal: Online
    • Priority Identification Check: Inspection
    • Judgement Waiver: Capital Prosecution
    • Autonomous Judgement Waiver: Capital Prosecution is Descretionary


      Ration Distribution Terminal: Online:
      • Direct all Citizens of the district towards the designated RDT.
      • When manning the RDT, ask the citizen to apply. Check for Loyalist and Negative Points.
      • Citizens with ten Negative Points and no Loyalist Points do not get a ration.
      • See the Loyalist Point System for more info on what level Loyalist gets how many rations.

      Priority Identification Check: Inspection:
      • Rally all citizens within the sector to the inspection positions. (Will be specified by your training officer)
      • Clear the upper levels of the hotel, breaching every locked door and rallying all stray citizens to the inspection position.
      • Tie all citizens, before searching any. Make them apply once all are tied and you begin searching them.

      Judgement Waiver:
      • Move all citizens indoors.
      • Once the plaza has been cleared, lock the hotel/apartment(s)
      • After the Hotel/Apartment(s) have been locked, all citizens outside are to be detained and questioned for what they were doing outside during a JW.

      Autonomous Judgement Waiver: Capital Prosecution is descretionary:
      • All Units under 05 return to Local Nexus.
      • All available Overwatch are deployed.
      • Automatic Weapons are authorized for Units with 05 and above.
      • Amputate every citizen not in civil housing.
      • Do not end it until all easily accessible citizens have been amputated.


      Your Radio:
      • Upon a unit flatlining, the radio will automatically turn off and become functionally useless.
      • It Is essential for keeping in contact with other units and dispatch.
      • Messages must always be short, and direct. Conversations, that do not pertain to the situation at hand, are not tolerated, and respective units will be punished accordingly.
A2: Ranks
Ranks and Privileges:

The Following Section Will Explain the Ranking System, and the Privliges for those Ranks.
Note: If for some reason, there are no commanding officers available, the Ground Unit with the highest rank, will become your commanding officer.

Ranks And Privileges:

RCT: New Recruit. You're a citizen in a suit. You have no authority over anyone. You are still in training. These units may not look to be much. However, they are the next wave of Ground Units to patrol the streets. No Firearms Permitted. Stun Baton allowed.

Ground Unit 07: Finally! Training took forever, but you still have nearly no authority. You may get a post at the Trainstation or Plaza if you're lucky, but that's about it. Choosing a division seems far off. However, you are content with UNION for now.

Ground Unit 06: Choosing a Division seems so close. So does the 9mm Pistol. Just one more promotion, and you can finally have the gift of free choice.

Ground Unit 05: What a milestone! The lower ranks are a thing of the past, but you still have no real command. If you did poorly during RCT, 07, and 06 you will be locked to UNION. However, if you are showing potential, you can choose from: HELIX, JUDGE, GRID. You can now use the 9mm pistol.

Ground Unit 04: You get into the normal routine: Picking up equipment, reporting in to Dispatch and starting your normal patrol syntax. Be proud that you made it this far!

Ground Unit 03: What? I can mentor? Of course you can! This rank allows you to take lower ranking units on patrols, and mentor them on how to be the best unit they can.

Ground Unit 02: You now have the SMG as part of your arsenal.

Ground Unit 01: Congratulations on making it to the highest Ground Unit Rank! You may now command lower ranking units (while sociostatus is green) and form squads of up to 3 people.

Field Officer: The first of the new command ranks. You get more augmentations, along with more SMG ammo. You can authorize RDT and inspections. You can now train and promote units, up to Ground Unit 02. Requirements for promotion must be met. You may wield a shotgun as well. If you happen to have done particularly well, you may be selected to be transferred to KING, provided you display proper and necessary qualities.

Elite Protectionary Unit: Hand-picked 01 Ground Units. These units accompany commanding officers (Divisionaries, Commanders, Sectorial, Planetary Evaluation Officers, and the Earth Administrator)

Divisionary Leader: The Leader of a Division. They can authorize Judgement Waivers, and sweep protocols. They must also be Guarded by lower-ranking units when making patrols and leaving the Nexus. These units can command Overwatch soldiers.

Commander: There may only ever exist two Commander ranked units in a whole city. They Command whole sectors and Overwatch battalions. These Units wield the greatest weapons with utmost strength and precision. Authorized for the AR2.

Sectorial Commander: The Highest Ranking Unit in a whole city. He can command all ranks of MPF and Overwatch. These Units are 100% Augmented, speaking in the clearest of logical tones and authority. These Units are protected by EOWA. Do not ask about EOWA.


Special Ranks:

Squad Leader: The highest ranking unit in Sweeps and Patrol Groups.


Combined Earth Authority (CEA):
Planetary Evaluation Officer (PLEO): These units, better known as being Nexus Inspectors, have diplomatic immunity; no unit may touch them without proper cause and/or dire need. These units are assigned to a Nexus every so often, to inspect, observe, and/or reprimand. These units are dispatched through the OvS itself.

Dispatch Overseer (OvS): This rank is not a real rank; moreso a omniprescent computer system that watches any and all players/characters from orbit. This prescence has been in hologram form in the the Citadel of City 17 once before. Never has the OvS done such. The OvS is a Biological super synth, combined with the power of a super computer, and can control any asset, resource, or unit on all of Terran Planet 314. The only job of the OvS is to assure the UU's plans for its specified planets go smoothly.
This Computer System is responsible for all Dispatch Broadcasts. Being Omnipresent, it would result in absolute annihilation of all Anti-Citizens if the OvS were instructed to take action against said group. The end of the rebellion would be at hand if such were the case.

How to Get Promotions:

This Section will Detail the Promotion Point System. This will be how you get Promotions and Privileges.

Promotion Point System:
  • 1 Point(s): Administering Punishment for a Level 1 Violation
  • 2 Points: Administering Punishment for Level 2 Violations
  • 3 Points: Administering Punishment for Level 3 Violations
  • 5 Points: Administering Punishment for Level 4 Violations
  • 8 Points: Administering Punishment for Level 5 Violations
  • 12 Points: Administering Punishment for Level 6 Violations
  • 15 Points: Administering Justice for Level 7 Violations.
  • 20 Points: Obtaining Memory Replacement Procedure, Levels 1-3.
  • 50 Points: Saving the life of a commanding officer (DvL+)
  • Instant Promotion: Capturing Anti-Citizen One. Saving a Sectorial/Earth Administration life.

Report: Final Verdict Administered, Also report the Level Violation and Amount of Verdicts Adminstered to Recieve Points.

ONLY 01 AND HIGHER MAY ALLOCATE POINTS! LOWER RANKS DISTRIBUTING POINTS IS A LEVEL 3 PROTOCOL BREACH!

Promotions can be gained other ways such as being on 'The Force' for an extended amount of time without Promotion. Being highly productive with Division Priorities (Grid repairs APC's, Helix does surgery on a Unit, Jury Interrogates and administers justice to large amounts of Citizen's, Malignant's, and Anti-Citizen's.). Helping Other Units with Assignments, Patrols, Interrogations and Administering of Punishments.

**IMPORTANT NOTE: POINTS ARE WIPED AFTER EVERY PROMOTION!**

Points for Promotions:
  • 07: Get through Recruit Training, must pass Behavioural Guide Examination of Knowledge.
  • 06: 07 Prerequisite, 50 Points. Level 1 Memory Replacement.
  • 05: 06 Prerequisite, 100 Points.
  • 04: 05 Prerequisite, 175 Points. Level 2 Memory Replacement.
  • 03: 04 Prerequisite, 300 Points.
  • 02: 03 Prerequisite, 325 Points.
  • 01: 02 Prerequisite, 350 Points. Level 3 Memory Replacement.
  • OfC: 01 Prerequisite, 375 Points. Application and Interview with a DvL or Higher.
  • EpU: 01 Prerequisite, 375 Points. Hand-picked by respective DvL
  • DvL: OfC Prerequisite, handpicked by Sectorial and CmD.
  • CmD: Handpicked DvL, interview with Sectorial and a PLEO.
A3: Equipment and Privileges
This section will explain your basic equipment, Along with the ranks who can use the more advanced Equipment.

Use the following diagram to better understand your most basic equipment and armaments:


Equipment List, and Privledges:

Augmentations:

  • Level 1: Can make a unit taller, and increase physical strength slightly. Available at Ground Unit 02.
  • Level 2: Can make a unit taller, and increase physical strength dramatically. Also includes visual enhancements. Available at Elite Protectionary Unit.
  • Level 3: Can make a unit taller, and massively increase physical strength. Also includes visual enhancements, and full skeletal enhancement, which heavily decreases the chance of breaking bones.




Equipment:
Stun Baton: A Two-Foot Long Carbon Steel Rod, the Business end of this Re-education Implement comes equipped with copper-titanium alloy as a shielding metal, and pure copper along the tip of the Stun Baton, running from the ION Battery, near the base of the handle. The handle comes ready with a Carbon Fiber Rubber Grip, and steel clip, to easily attach to your toolbelt. The Stun Baton also has a rotary dial on the side, with a selection of up to 5 settings, for standard Stun Batons. This Durable, Effective yet simple tool is available to all Protection Units, from Recruit to Commander and beyond.

Stun Baton Settings:
Standard Ground Unit Stun Baton settings are as follows:
  • Setting 1: Low voltage. Meant for re-education.
  • Setting 2: Medium voltage. Meant for incapacitation.
  • Setting 3: High Voltage. Meant for incapacitation of Anti-Citizens. Repeated strikes or prolonged contact can cause death.
  • Setting 4: Max Voltage. Can cause immediate death. Repeated use and/or prolonged use on this setting can cause the Stun Baton to overheat and explode, causing serious injury or death to the user. For Ground Units 01 and lower, only use this setting with explicit permission from an OfC, or higher.
  • Setting 5: Code: Sacrifice. Only use this setting if captured by an Anti-Citizen, and can no longer contact any units, or by the command of your Divisional.

To prevent from overloading your Stun Baton, there is a safety feature present on it. In order to switch to the 4th and 5th setting, you will need to push in the rotary switch, and twist counter-clockwise, instead of clockwise.

9mm USP Match This gun is your standard ranged weapon, and all ranks (up to Commander) carry this. It has an eighteen (18) round magazine, with 9mm Parrabellum rounds. The 9mm USP Match also has an anti-corrosive nitiride finish, and is the only weapon in the CCA arsenal that can fire underwater. It has an effective range of up to 100 meters. This Weapon is Available at Rank: Ground Unit 05.

HK-MP7: The HK-MP7 SMG fires 4.6x30mm rounds, which offer low recoil. This weapon has a high rate of fire, coming in at 950 RPM, and has an effective range of 200 meters. The HK-MP7 also has an underbarrel attatchement, an M203 grenade launcher, which fires 40mm cartidges. This weapon is unlocked at Ground Unit 02.

Spas 12: The Spas 12 fires 12 gauge shotgun cartidges, and is pump-action. It can hold up to 6 cartridges, and with standard buckshot, has an effective firing range of approximately 25 meters. This Weapon is Available to Units at Rank: Field Officer, And Higher.

AR2: This weapon was designed and manufactured by the Universal Union. The AR2 shoots specialized dark energy rounds, that disintegrate upon impact, and disperse a large amount of heat and a small amount of radiation. Further information about the AR2 is restricted. This Weapon is Restricted to Divisionaries and Higher.

.357 Magnum: The .357 magnum. This weapon holds 6 .357 rounds. It has heavy recoil, and a powerful load. Further information about the .357 is restricted. This is only available to Commanders and the Sectorial.
A4: Breaching
There are four main unit on a breaching team (can be reduced to two (2) units, if needed):
  • Breacher
  • Pointman One
  • Squad Leader
  • Support (HELIX/GRID)
The unit who is breaching is usually a low ranking unit who is placed on the far side of the door handle.

The order of entry goes:
  • Pointman One
  • Breacher
  • Squad Leader
  • Support

Squad Leader will always countdown. The countdown codes are:
  • STACK
  • LOCK
  • INJECT

When the Squad Leader calls STACK, all units in the breaching team are to line up on both sides of the door. Pointman One will be the closest to the door handle, and the Breacher will be closest, on the other side of the door. When the Squad Leader calls LOCK, the Breacher will take aim at the lock. When the Squad Leader calls INJECT, the Breacher will shoot the lock, and all units will move into the room, in the right order.
B1: Violations and Punishments
Violations: Level's 1-7:

This section outlines the violations and punishments that you will enforce. Failure to properly punish violators will result in your termination in the Metro-Police Force.

Level 1 Violations:
  • Running.
  • Jumping.
  • Climbing.
  • Yelling.
  • Uncivil Behavior.
  • Loitering.
  • Minor Harassment of Another Citizen.
Punishments:
Re-Education.

Level 2 Violations:
  • Cussing/Swearing.
  • Discrimination against a Vortigaunt/Citizen.
  • Talking to a Sufficiently Ranked Unit without Orders (OfC and Above).
  • Committing a Level 1 Violation Shortly after being Warned.
  • Possession of Green/Level 1 Contraband.
  • Wasting an Officer’s Time.
  • Not Speaking the Official Language.
  • Not using Authorized Citizenry Clothing.
  • Mid Level Harassment of Another Citizen.

Punishments:
Two (2) Negative Points.
One (1) Cycle in Incarceration.
Re-Education.

Level 3 Violations:
  • Failure to Apply.
  • Not following an Officer’s commands.
  • Theft.
  • Major Level Harassment of Another Citizen.
  • Annoying/Aggravating an Officer.

Punishments:
Four (4) Negative Points.
Two (2) Cycles in Incarceration.
Re-Education.

Level 4 Violations:
  • Trespassing on Combine owned Property.
  • Major Theft.
  • Harassing an Officer Verbally.
  • Fighting With Other Citizens.
  • Tampering with Cadavers or the Insensate.
  • Vandalism.
  • Disobeying Public Mandates.
Punishments:
Six (6) Negative Points.
Three (3) Cycles in Incarceration.
Re-Education.

Level 5 Violations:
  • Harassing an Officer Physically.
  • Attempted Policide.
  • Attempted Assault of a High-Priority Citizen.
  • Resisting Arrest and/or Questioning.
  • Negative Propaganda.
  • Ignoring Lockdown Scenarios.
  • Possession of Yellow/Level 2 Contraband.
  • Lying to an Officer.
  • Possession of Unauthorized Dangerous Equipment.
  • Slander.

Punishments:
Eight (8) Negative Points.
Four (4) Cycles in Incarceration.
Mandatory Interrogation.
Re-Education.

Level 6 Violations:
  • Trespassing inside the Nexus past the Lobby.
  • Vandalism of Combine Property.
  • Unauthorized Procreative Activity (UPA)
  • Being Mentally Disabled/Deranged.
  • Homicide of a Citizen.
  • Taking/Holding a Hostage.
  • Grand-Scale Larceny.
  • Kidnapping.
  • Grand Larceny.
  • Arson.
  • Sexual Assault/Molestation

Punishments:
Trial for Amputation.
Ten (10) Negative Points.
Five (5) Cycles in Incarceration.
Mandatory Interrogation.
Re-Education.


Level 7 Violations:
  • Possession of Red/Level 3 Contraband.
  • Attempted Assassination of the Administrator.
  • Assassination of the Administrator.
  • Trespassing in the City Administrator’s Office.
  • Homicide of an Officer/Policide.
  • Homicide of a High-Priority Citizen.
  • Sedition.
  • Rebel Conspiracy.
  • Causing the Advent of a Catastrophe.
  • Inciting a Riot.
  • Serial Killing.
  • Generalized Assassination.
  • Terrorism.

Punishments:
Amputation.
Mandatory Interrogation.

Variable Level Violations:
Failure for a citizen to report a crime, will result in punishment one (1) level lower then that of whom commited said crime. Failure to report a Level 1 Violation will result in receiving a Level 1 Violation, and the according punishment(s). Failure to report a Level 7 Violation will result in receiving a Level 6 Violation, and the according punishment(s). Etcetera.
B2: Contraband
This Section will outline all contraband you may come across on the field.

Level 1 Contraband:
  • Any food that is not UU-Approved.
  • Bleach
  • Alchohol
  • Spray Cans
  • Small Amounts of Bio-Gel (Vial)
  • Small Amounts of Pharmecudicals

NOTE: Food and medical level 1 contraband does not apply to CWU.

Level 2 Contraband:
  • Large Amounts of Bio-Gel
  • Large Amounts of Pharmecudicals
  • Narcotics
  • Anti-Depressants
  • Non-Authorized Identification Cards and Access Cards


Level 3 Contraband:
  • Weaponary
  • Narcotic Factories
  • Ammunition
  • Explosives
  • Door Breaches
  • MPF Uniforms
  • Stun Batons
  • Radios
  • Zip Ties
  • MPF Plasteel Masks
B3: Protocol Breaches and Punishments
Protocol Breaches Levels 1-4:

This Section will outline all protocol breaches any Unit can commit, and their respective punishments brought upon you or any Unit that may cross the very clear line we set here at the Metro-Police Force.

Level 1 Protocol Breaches:
  • Negligence of Duty.
  • Being Unprofessional with Citizens.
  • Stealing Ration Packets for Personal Use.
  • Pointless Use of Door Breaches and Zipties.
  • Wasting Ammunition.
  • Cursing in Public.
  • Cursing in the Presence of Citizens.

Punishments:
Re-Education.
Trial for Demotion.

Level 2 Protocol Breaches:
  • Reckless Negligence of Duty.
  • Injury to a Citizen due to Negligence of Duty.
  • Pointlessly Beating an Innocent Citizen.
  • Minor Insubordination.
  • Threatening a Unit.
  • Insulting a higher-up
  • Ordering a Citizen to Commit a Violation.
  • Falsely Recommending a Citizen for Brainwashing.
  • Detainment of an Innocent Citizen.
  • Assigning Negative Points to an Innocent Citizen.
  • Stealing from Suspects/Innocent Citizens.
  • Cursing in the Presence of the Administrator.
  • Recommending a Unit for Promotion Falsely.
  • Recommending a Unit for Demotion Falsely.

Punishments:
Re-Education.
Trial for Demotion.
Trial for Incarceration.

Level 3 Protocol Breaches:
  • Unnecessary Homicide.
  • Injury to a Fellow Unit due to Negligence of Duty.
  • Assigning Loyalist Points to an Undeserving Citizen.
  • Torture of an Innocent Citizen .
  • Major Insubordination.
  • Wielding a Weapon in the Administrative Office.
  • Insulting the Administrator
  • Falsely Recommending a Unit for Brainwashing.
  • Attempted Sexual Assault.
  • Falsely Brainwashing a Citizen.
  • Ordering Subordinate Units to commit a Protocol Breach.
  • Accusing another unit Falsely of Sexual Assault.
  • Stealing from the Contraband Storage Area.
  • Threatening a Unit that holds a higher Rank than you.
  • Promoting a Unit Falsely.
  • Demoting a Unit Falsely.
  • Breaking a lower level protocol directly after the warning/punishments of previous infringement.

Punishments:
Trial for Amputation.
Re-Education.
Banned from Active Duty for a Week.
Demotion.
Mandatory Interrogation.
Mandatory Incarceration.

Level 4 Protocol Breaches:
  • Supplying: Weapons, Armor, Armaments, Information to: Anti-Citizens, Malignants
  • Policide.
  • Threatening the Administrator.
  • Speaking out against the Universal Union in any way, shape, or form.
  • Sexual Assault.
  • Falsely Brainwashing a Unit.
  • Patricide

Punishments:
Amputation.
Mandatory Interrogation.
C1: Divisions
This Section will outline all the Division's along with Prestige of the Division and Availability to units.

The Force in its Entirety:
Please Note, Civil Protection (CP), Metropolitan Police Force (MPF), and Civil Combine Authority (CCA) are all proper ways to refer to the Force as a whole, Although the most common (And Publicly Accepted) Terminology used is Metropolitan Police Force.

Union:
The Standard Division. This Division is the main force of the MPF, and will mainly do all the ground work (patrolling, arresting, etc.). This is an "Unspecialized-Division", meaning that very few situation-specific skills are necessary, on a normal day. 07's and 06's are restricted to this Division.



Grid:
The Engineering Division. This Division is in charge of the deployment of the majority of viscerator's, scanners, turrets, cameras, fortifications, and various other complex technical and mechanical tasks. Like all other Divisions, a Grid unit will also arrest, detain, and re-educate violators. Promotion to this Division will generally be accepted, provided the Unit in question is willing to undergo a training course from an experienced Grid Unit. Mechanically and/or technically Inclined personnel are encouraged to apply for transfer to the Grid Division.



Helix:
The Medical Division. This Division is in charge of all medical procedures and is the Commanding Force of the Civil Worker’s Medical Union. As per expectation, this Division performs all surgical procedures, medicinal application procedures, dolling out medicinal supplies and prescriptions, pharmaceutical creation, and resupply of medicinal supplies. Like all other Divisions, a Helix unit will arrest, detain, and re-educate violators. Promotion to this Division will generally be accepted, provided the Unit in question is willing to undergo a training course from an experienced Helix Unit. Medicinally, surgically, and pharmaceutically inclined personnel are encouraged to apply for transfer to the Helix Division.

Judge: This Division is the Judge, Jury, and Executioner with public City affairs. They deal with public executions, interrogation of citizens/anti-citizens, and other public judicial duties. Like all other Divisions, a Judge unit will arrest, detain, and re-educate violators. Promotion to this Division is pretty difficult. Units will usually have to speak directly to the Judge Divisional leader, and be evaluated by a King unit.


King:
The "Military Police" of the MPF. Similar to the Judge Division, with the exception that they deal with private affairs, within the MPF. They deal with private executions, interrogation of Units/High-Priority anti-citizens, and other private judicial duties. Promotion to this Division requires the Unit to be currently in the Judge Division, and carry the rank of "Officer" (OfC) or higher, along with an evaluation by the King Divisional and Sectorial.
C2: Civil Workers Union
This section will outline all of the Basic CWU Divisions, along with how many LPs are required to join them.

Business/Sales:
The most common CWU, these are the shophands, shop owners, and managers of the various many enterprises(shops, resturants, and stores) around the City. They report to the managers of the Divison; they must follow and comply with the standards set by the managers. 25 LPs are required to join this Division.

Jobs:
Minister of Economy: The Minister of Economy is in charge of the CWU Business/Sales Divison. Similar to a CEO, they are responsible for macromanagement of the various enterprises of the City. The primary goal of the Minister of Economy is to keep the enterprises running at optimal levels.

Economic Overseer: In charge of recruiting Economic Managers, and managing their individual stores.

Economic Manager: The "boots" of the Divison. In charge of keeping up the quality of items, stocking, sales, and being the cashies of the stores.



Medical:
The Medical division is under the indirect supervision of the Helix division and performs all medical tasks more or less autonomously. Helix serves as an internal policing force for the medical division; all treatments performed must be filed as an archived report for Helix review. 25 LPs are required to join this Division.

Jobs:

Minister of Health: The head of the local CWU Hospital. And minister to help keep the Citizen health standard to the Union's minimum. These are the go-to individuals for both praise and blame during hospital situations.

General Practitioner: The average high-salary Doctor. In charge of everyday operations and health check ups. Has high education in the subject of Medicine. Must have a medicine practice license.

Assistant Practitioner: These are the "boots" of the hospital. In charge of doing the dirty work. Cleaning up the messes and keeping the bleeding down at the same time. These people keep the patients alive until the Doctor can come and save them.

Trainee Practitioner: The students, and apprentices of the Hospital. They rarely directly help in operations. They can assist in checkups, although not directly. These people are mainly used as errand boys, custodians, etcetera, for the hospital and its facilities.



Industrial: The builders, movers, labourer's and trusted workers of the union. These people are called in to fix things, build things, and do manly type man thing which only a handy man could do. Builders, mechanics, heavy lifters and labourer's. The back bone of the building cities.

Jobs:
Minister of Industry: The highest ranking official in this Civil Worker's Union Divison. In charge of all building project's, work site's, etc. In charge of the safety standard's for all worker's. In charge of establishing work sites and build zones. The leader of the Industrial Divison for that City.

Industrial Supervisor: In charge of minor work sites and building projects. Oversee's minor jobs such as maintenence, transport, etc.

Industrial Proficient: The worker's who know what they are doing. Experienced workers and members of the divison who don't have any further perks other than higher pay.

Industrial Standard: The backbone of the divison. Makes up about 75% of the divison's workforce. No authority, least pay. The entry level job.



Custodial:

Jobs:
Minister of Hygiene: Arguably the commander of the largest Civil Division of Loyalist Workers the Minister of Hygiene directs the efforts of all his staff like a well-oiled engineer guiding an even more studiously oiled machine. Spills are no match for his might, stains are pathetic as mites before him.

Custodial Steward:They act as shift managers, helping the Minister of Hygiene guide the washed masses to wash the filth of society squeaker clean. They generally help to command and organize cleanup operations with the Minister of Hygiene and effectively and efficiently complete duties as necessary.

Custodial Workman: In the advent of dirty catastrophe even the most unorganized masses often have someone that can provide guidance. The Workman acts as a senior lead to his lesser breathren, making things run smoothly and providing cleaning expertise when necessary to his more uncultured comrades.

Custodial Proletarian:The Proletarian is the polished boot of the Custodial Legions, and generally does all of the dirty work too. They are often just normal cleaning staff any other such. They are normally untrained or trained to do very generalized tasks. Otherwise they're very unassuming as people, at least by their rank alone.
C3: Loyalists Points
Loyalty Point Award System:

5 Loyalty Points: Reward of a Complementary 10 Tokens.

10 Loyalty Points: Reward of 20 Complimentary Tokens, Applicable for Civil Worker’s Union
Division: Loyalist.

15 Loyalty Points: Reward of 25 Complimentary Tokens, Applicable for Purchase of a Business License.

20 Loyalty Points: Reward of 30 Complimentary Tokens, Applicable for Civil Worker’s Union Division: Business.

25 Loyalty Points: Reward of 30 Complimentary Tokens, Applicable for Civil Worker’s Union Division: Maintenance. Applicable for induction into the Metropolitan Police Force.

30 Loyalty Points: Reward of 30 Complimentary Tokens, Applicable for Civil Worker’s Union Division: Medical.

35 Loyalty Points: Reward of 30 Complimentary Tokens, Applicable for Two Rations on Ration Distribution Center Cycles.

40 Loyalty Points: Reward of 40 Complimentary Tokens, Citizen is now allowed to Consume Luxury Beverages and Luxury Cuisine.

45 Loyalty Points: Reward of 45 Complimentary Tokens, Citizen is now Applicable for Civil Worker’s Security Division and the Xen Flu Vaccination (Brainwashing).

50 Loyalty Points: Reward of 45 Complimentary Tokens, Citizen may now purchase an Extra Ration at Ration Distribution Center Cycles for an additional 200 tokens.

55 Loyalty Points: Reward of 45 Complimentary Tokens, Citizen Awarded a Complimentary Inclusion into an Administrative Broadcast.

60 Loyalty Points: Reward of 45 Complimentary Tokens, Applicable for High Class Civil Worker’s Union: Consultant.

65 Loyalty Points: Reward of 45 Complimentary Tokens, Applicable for High Class Civil Worker’s Union: Inspector.

70 Loyalty Points: Reward of 45 Complimentary Tokens, Applicable for High Class Civil Worker’s Union: Scientific.

75 Loyalty Points: Reward of 50 Complimentary Tokens, Applicable for Three Rations on Ration Distribution Center Cycles.

80 Loyalty Points: Reward of 50 Complimentary Tokens, Applicable for Administrative Secretary Position.

85 Loyalty Points: Reward of 50 Complimentary Tokens, Citizen Awarded Complimentary Inclusion into an Administrative Broadcast and the Level 2 Xen Flu Vaccination (Level 2 Brainwashing).

90 Loyalty Points: Reward of 50 Complimentary Tokens,

95 Loyalty Points: Reward of 50 Complimentary Tokens, Applicable for Four Rations on Ration Distribution Center Cycles.

100 Loyalty Points: Awarded Complimentary Citizen of the Year Status, Reward of 1,000 Complimentary Tokens, Awarded Participation in an Administrative Broadcast, Awarded Dining Privileges with the Administrator.


Red Armband: Signifies Level 1 Loyalty, Awarded at 10 Points.
Blue Armband: Signifies Level 2 Loyalty, Awarded at 25 Points.
Yellow Armband: Signifies Level 3 Loyalty, Awarded at 40 Points.
Green Armband: Signifies Level 4 Loyalty, Awarded at 55 Points.
Purple Armband: Signifies Level 5 Loyalty, Awarded at 70 Points.
White Armband: Signifies Level 6 Loyalty, Awarded at 85 Points.
Black Armband: Signifies Level 7 Loyalty, Awarded at 100 Points.

Minister of Health: Red Armband with White Code, CMU-0.
General Practitioner: Red Armband with White Code, CMU-1.
Assistant Practitioner: Red Armband with White Code, CMU-2.
Trainee Practitioner: Red Armband with White Code, CMU-3.

Minister of Economy: Yellow Armband with Black Code, CEU-0
Economic Overseer: Yellow Armband with Black Code, CEU-1
Economic Manager: Yellow Armband with Black Code, CEU-2

Minister of Industry: Grey Armband with White Code, CIU-0
Industrial Supervisor: Grey Armband with White Code, CIU-1
Industrial Proficient: Grey Armband with White Code, CIU-2
Industrial Standard: Grey Armband with White Code, CIU-3

Minister of Hygiene: Blue Armband with White Code, CCU-0
Custodial Steward: Blue Armband with White Code, CCU-1
Custodial Workman: Blue Armband with White Code, CCU-2
Custodial Proletarian: Blue Armband with White Code, CCU-3


Important: A Citizen can earn up to 25 Loyalty points per day (24 IRL Hours).
Important: Every time a Citizen Commits a Level 2 or Higher Violation, They lose All Loyalty Points.
Important: Every time a Citizen Earns Loyalty Points and has Negative Points, Subtract the Negative Points from the Loyalty Points earned and remove the Negative Points from the System. (I.E. Earns 10 LP, has 7 NP, On the /data it should read 3 LP, 0 NP).



Reporting a Level 1-2 Violation: 1 Loyalty Point.
Reporting a Level 3-5 Violation: 2 Loyalty Points.
Reporting a Level 6-7 Violation: 3 Loyalty Points.
Assisting an Officer with a Level 1-2 Violation: 3 Loyalty Point.
Getting a Ration, From the RDT: 1 Loyalty Point.
Assisting an Officer with a Level 3-5 Violation: 5 Loyalty Points.
Assisting an Officer with a Level 6-7 Violation: 10 Loyalty Points.
Saving a Citizen’s Life: 3 Loyalty Points.
Saving an Officer’s Life: 10 Loyalty Points.
Saving the Administrator’s Life: 75 Loyalty Points.
Turning in Level 1 Contraband: 1 Loyalty Point.
Turning in Level 2 Contraband: 2 Loyalty Points.
Turning in Level 3 Contraband: 3 Loyalty Points.
Performing a Job Assigned by a CWU: 1 Loyalty Point.
Performing a Job Assigned by a Metropolitan Police Officer: 1-5 Loyalty Point.
C4: Classification/Terminology
The Classification Terminology for the MPF:

This section will outline all terminology you will need to know to be a successful unit.



Inject (To formally deploy) - Move into a establishment or block.

Contain - To clamp off entrances of a area and confine the situation to a certain area.

Unrest - Rebellion or Riot.

Anti-Citizen - Individual convicted of multiple anti-civil violations; MALIGNANT.

Malignant - Individual convicted of multiple anti-civil violations. Subject is contagious and contains devised behavioral pattern.

Administer - To issue a verdict to a resident. (E.g. Administering a beating)

Pacify - To detain an individual non-lethally.

Clamp - Restrict residential access to a certain area; Deploy standard

Clamps - To restrict activity/provide protection.

Cycle - One (1) cycle is equal to one (1) day (OOC, 1 cycle = 5 minutes, 2 cycles = 10 minutes, 3 cycles = 15 minutes, 4 cycles = 20 minutes, 5 cycles = 25 minutes, 6 cycles = 30 minutes, 7 cycles = 30 minutes, 8 cycles = 30 minutes, 9 cycles = 30 minutes, 10 cycles = 40 minutes, 11 cycles = 40 minutes, and so forth (people can switch off of character if given 5 cycles or more)).

Unlawful Procreative Activity (UPA) - Attempting to performed intercourse.

Expose Flush - Suspects or expose them from cover.

Stand By - Await orders.

Intercede - Take immediate control of the situation; Ambush/surprise hostiles.

Extract - Withdraw subject out of Location 1 to Location 2.

Clear Often - Used as a breach term to inform the team that the area is clear of contraband and anti-civil activity.

Breach - To force entry to a designated area, often used in sweeps when breaches are placed or the door is kicked in.

Stabilize - To restore order to a situation by any means necessary, this is determined lethal/non-lethal by your commanding Authority.

Deploy - Often used in reference to the deployment of equipment or a squad. (I.E. Deploying sterilizers at block; A )

Prosecute - To administer verdict to a resident through means of prosecution.

Isolate - To disband a large group of Citizens.

R.O.E (Rules Of Engagement) - Often set for breaches or sweeps by the team leader.

Amputate - To kill or remove limbs from the body.

Hold - Maintain position defensively.

Ripcord - Fall back to move back or away.

Diagnose - Determine and investigate level and situation.

Inoculate - To protect or safeguard from a threat.

Sterilize - Clean a designated area of Anti-Citizen/Civil Activity.

Contact - Hostiles spotted, prepare confirm to engage.

Contact Confirm - Contact is confirmed malignant and hostile, engage!

Sociocide/Sociocidal - Attempted disruption of the social order.

Divisive - Having a quality that divides or separates from the Civil Populace(Causing malcompliance or other forms of rebellion).

Restrict - To prevent access from a designated area or location.

Bio-signal - A suit mechanism that is responsible for lifeline monitoring as well as synchronization to the Civil Authority system.

Infestation - High amounts of necrotic/parasitic activity.

Biotic Non-naturalized - Alien species. (E.g. Vortigaunts, Headcrabs, Etc.)

Infected - Hostile Protection unit under Parasitic control.

Exogen - Antlion.

Necrotic - Zombie.

Parasitic - Headcrab.

Virome - Poison/Fast Headcrab.

Outland - Foreign.

Bouncer - Grenade.

Restrictor - Thumper.

Viscerator - Manhack.
C5: Radio Codes (10-)
This Section will outline all Radio Codes with Classification: 10

10-00: Officer Down, All Patrols Respond.
10-0: Caution/Use Caution.
10-1: Not Understood.
10-2: Negative.
10-3: Radio Channel Intercepted/Stop Transmitting
10-4: Copy/Copy That/Affirmative/Understood
10-5: Relay This Message/Relay Message.
10-6: Change Transmitting Channel.
10-7: Out of Standardized Service, Unspecified Reason.
10-7A: Out of Standardized Service, Rest/Sleeping/Home.
10-7B: Out of Standardized Service, Personal Reasons/Specialized Orders.
10-8: In service/On Duty.
10-8OT: In Service/On Duty for (Insert Amount of Time).
10-9: Repeat Message/Transmission.
10-10: Decommissioned From Service, No reason Specified.
10-10A: Decommissioned From Service, Leave of Rest/Recuperation.
10-11: Identify/Identify Numbers/Identify Radio Frequency.
10-12: Witnesses/Civilians/Observers Present.
10-13: Requesting Transit Advice/How to Proceed to Location.
10-14: Citizen(s) are with Suspect(s).
10-15: Prisoner in Custody/Transporting Prisoner.
10-16: Pick up Incapacitated/Injured Prisoner.
10-17: Requesting Vehicular Refuel/Necessary Repairs.
10-18: Requesting Equipment Resupply/Equipment Exchange With Another Unit.
10-19: Returning to Nexus/Designated Post.
10-20: Location.
10-21: Communication Device (Radio, Telephone, Etcetera).
10-21A: Requesting Nexus/LEADER/Commanding Officer Advisement.
10-22: Disregard Previously Received Orders/Assignment.
10-23: Stand By; Unit/Unit is Standing By.
10-24: Requesting Vehicular Reinforcement(s)/Requesting Retrieval via Vehicle.
10-25: Do we/you have contact with . . .?
10-26: Clear/All Clear/Area Secure/Sector Secure.
10-27: Document/Document Report/Form a Daily Report.
10-28: Confirm Registration/Registration Request.
10-29: Check Database for Criminal/Anti-Citizen Wants.
10-29F: Subject in question is wanted for Violations.
10-29H: Hazard/Lethal Potential from Subject.
10-29M: Subject Wanted, Misdemeanor/Low or Mid-Level Violation.
10-29V: Subject is wanted for APC/Vehicular Theft.
10-30: Doesn’t conform to Protocol/Regulations.
10-31: Violation/Crime in Progress. A Violation/Crime is in Progress, In Pursuit.
10-32: DB/Dead Body, Death by Drowning.
10-33: Alarm/Alert/Request.
10-34: Assistance Requested at Nexus.
10-35: Requesting update on Time in general/Time Served in Jail by Suspect.
10-36: Information is Classified/Confidential/Request for Information Denied.
10-37: Identify Perpetrator/Operator.
10-38: Mandatory Stop/Checkpoint.
10-39: Requesting Response/Requesting Additional Responder(s).
10-40: Requesting Availability of Unit(s) for Radio Transmission(s).
10-41: Begin Duty/Unit, Begin Duties.
10-42: Check the Welfare/Health/Status of (insert) at (insert).
10-43: Call Medical Personnel/Quicksand.
10-44: Requesting 10-7B.
10-45: Condition of all Respective Parties of Situation/Wounded/Patients.
10-45A: Status is Good/Healthy/Minor Injuries/Uninjured.
10-45B: Serious/Lethal if Left Untended/Dangerous.
10-45C: Critical/Party is Unresponsive/Potentially Fatal.
10-45D: Dead/Deceased/Classified as Dead Body.
10-46: Assisting a Civilian/CWU/HC-WU/Etcetera.
10-47: Emergency Patrol Assistance Needed/Requested.
10-48: Civilian Control/Traffic Control/Currently Monitoring Movement.
10-49: Proceed to (insert)/ (Insert) proceed to (Insert).
10-50: Patrol, Patrol in Progress.
10-51: Unit/Civilian/Etcetera is Drunk/Inebriated.
10-52: Attempting Resuscitation/Resuscitating.
10-53: Person/Unit is Down/Incapacitated.
10-54: Possible DB/Dead Body/Corpse.
10-55: Dead Body/DB/Corpse.
10-56: Suicide.
10-56A: Attempted Suicide.
10-57: Missing Unit/Person.
10-58: Directing Civilians/Directing Units/Directing Movement.
10-59: Priority Check/Security Check/Security Investigation.
10-60: Lock-Out/Lock-Down.
10-61: Miscellaneous Public Service.
10-62: Meeting a Citizen/CWU/HC-WU. Meet with a Citizen/CWU/HC-WU.
10-62A: Taking a Report from a Citizen, Etc. Take a Report from Citizen, Etc.
10-62B: Civilian, Etc., is on Stand By.
10-63: Prepare to Document/Prepare to Copy Report.
10-64: Found Contraband.
10-65: All Units, Receive Assignment. All Units, Assignment.
10-66: Suspicious Person.
10-67: Person is Requesting Assistance.
10-68: Request Device Assistance Message.
10-69: Clear to Respond to Request Device Assistance Message?
10-70: Prowler/Sneaking Person.
10-71: Shooting.
10-72: Gun Involved in Situation, Not Fired.
10-73: Be Prepared to Receive Hostilities.
10-74: Theft/Thievery/Larceny.
10-75: Severe Accident.
10-76: Inbound to Crime Scene/Inbound.
10-77: Time until Arrival on Scene is . . .
10-78: Send Assistance/Send Medical Assistance/Send Unit to Assist.
10-79: Explosive(s) Threat/Bomb Threat.
10-80: Explosion(s).
10-81: Civilian/Etcetera Movement Stop Initiated, Investigating.
10-82: Reserve a Cell(s)/Incarceration Chamber(s) for Suspect(s).
10-83: Secure Movement Checkpoint Detail/ Officer on Checkpoint Detail.
10-84: LEADER/Commanding Officer, Please Offer Advice.
10-85: Arrival delayed due to (insert cause).
10-86: Do we have any Illegal Radio Transmissions?
10-87: Give Radio Frequency in Use.
10-88: Assuming Designated Post/Unit, Assume Designated Post.
10-89: Bomb Threat to Post/Location.
10-90: Alarm/Alert/Request Device Used due to Ongoing Crime.
10-91: Citizen/Etcetera.
10-91A: Citizen/Etcetera, Loitering/Stray.
10-91B: Citizen/Etcetera, Loud/Yelling/Noisy.
10-91C: Citizen/Etcetera, Injured/Wounded/Incapacitated.
10-91D: Citizen/Etcetera, Dead/Deceased.
10-91E: Citizen/Etcetera, Assaulting a Citizen/Officer.
10-91F: Multiple Citizens/Etcetera Assaulting One-Another/Officers.
10-91P: Picking up Incapacitated/Injured Citizen/Etcetera.
10-91J: Officer, Retrieve/Pick up that Incapacitated Citizen/Etcetera.
10-91L: Citizen/Etcetera, Restrained/Detained/Both.
10-91MV: Citizen/Etcetera, Mentally Disabled/Deranged, Violent.
10-92: Suspect is in Custody for Misdemeanor/Low to Mid-Level Violation.
10-93: Group of Citizens, Proceeding to Isolate.
10-94: Multiple Citizens Engaged in Physical Activities.
10-95: Officer Rest Area.
10-96: Mentally Deranged/Disabled Suspect, Detaining.
10-97: Unit is On Scene, Recording Information/Documenting.
10-98: Situation Resolved/Assignment Completed.
10-99: Officer is in Need of Assistance/Officer Under Fire.
10-100: Violation Taking Place, Reported/Violation Reported.
10-101: Ending Inspection.
10-102: Cruelty to other Person(s).
10-103: Suspicious Disturbance.
10-103F: Disturbance by Violent Actions.
10-103M: Disturbance by Mentally Disabled/Deranged Person.
10-106: Obscenity/Cussing/Swearing.
10-107: Suspicious Person, Possible Criminal.
10-108: Officer is Down/Officer in Danger.
10-109: Suicide.
10-110: High-Level Violator/Violation.
10-112: Impersonating an Officer.
10-200: Narcotics/Alcohol Involved in Situation.
10-1000: Homicide/Policide, Dead Body Confirmed.
10-2000: Reinforcements Required Immediately
C5B: Radio Codes (11-)
This Section will outline the Radio Transmission Codes with Classification: 11.

11-6: Discharge of Firearm(s).
11-7: Prowler/Sneaking Person.
11-8: Person/Citizen/Etcetera is Down/Injured/Incapacitated.
11-10: Document/Form a Report/Take a Report.
11-12: Dead Animal/Virome/Parasitic/Exogen/Etcetera.
11-13: Injured Animal/Virome/Parasitic/Exogen/Etcetera.
11-14: Violent Animal/Virome/Parasitic/Exogen/Etcetera.
11-15: Entertainment taking place in Public.
11-17: Mechanical/Technical Service is Down.
11-24: Abandoned APC/Vehicle.
11-25: Public Hazard.
11-25X: Vehicle/APC in need of Assistance.
11-26:Inoperable APC/Vehicle.
11-27: Subject has Violation/Felony Record, not Currently Wanted.
11-28: Check Registration.
11-29: Subject has no Record/Prior Violations Recorded.
11-30: Incomplete Radio Transmission/Request Device Transmission.
11-31: Person Calling for Help.
11-40: Inform over Radio if Medical Assistance is Required.
11-41: Requesting Medical Assistance.
11-42: Medical Assistance is Not Required.
11-43: Advanced Medical Assistance is Required.
11-44: Clean up Crew Required/Cremator Required/DB requires Cleanup.
11-45: Attempted Suicide.
11-46: Dead Body/Confirmed Dead Body/Reporting a Dead Body.
11-47: Injured Person.
11-48: Requesting Armored Personnel Carrier Transportation.
11-51: Requesting Escort/Escorting Person/Item/Etcetera.
11-52: Funeral Detail.
11-54: Suspicious APC/Vehicle.
11-55: Officer is being followed by Suspicious APC/Vehicle.
11-56: Officer being attacked by Suspicious APC/Vehicle.
11-57: Unidentified Manned APC/Vehicle at Scene.
11-58: Radio Transmissions being Monitored, Decommission Frequency.
11-59: Highly Dangerous Area, Stay Alert.
11-60: Anti-Citizen(s) Assault at Highly Dangerous Area.
11-65: Checkpoint Disabled.
11-66: Checkpoint Unmanned.
11-70: Fire Alarm/Explosives in Use/Explosion Detected.
11-71: Fire/Explosion Reported.
11-78: Aircraft Accident.
11-79: Vehicular Accident, Medical Assistance Requested/Dispatched.
11-80: Vehicular Accident, Serious Injury.
11-81: Vehicular Accident, Minor Injury.
11-82: Vehicular Accident, No Injury.
11-83: Vehicular Accident, No Details.
11-84: Manual Civilian Movement Restriction Detail Required.
11-85: Disabled Vehicle, Need Mechanical Repair Assistance.
11-86: Bomb/Explosive Threat.
11-87: Bomb/Explosive Discovered, No Assistance Necessary.
11-88: Bomb/Explosive Discovered, Requesting Assistance.
11-94: Pedestrian Recreation/Rest Area.
11-95: Deployed from APC, Routine Investigating Taking Place.
11-96: Deployed from APC, Need Backup Immediately.
11-97: Officer on Patrol.
11-98: Meeting Officer (Insert)/Meet Officer (Insert).
11-99: Officer requires immediate Assistance.
C5C: Radio Codes (Codes)
This Section will outline the Radio Transmission Codes with Classification: Code's.

Code 1: Non-Urgent Situation.
Code 2: Urgent Situation.
Code 3: Emergency Situation.
Code 4: Situation Resolved, No Assistance Required.
Code 5: Stakeout/Undercover Operation, Uniformed Officers Stay Away.
Code 6: Out of APC/Vehicle for Investigative Purposes.
Code 7: Out of Service for Nourishment Purposes.
Code 8: Fire/Explosive Alarm.
Code 9: Roadblock/Lockdown/Restrictive Actions Taken.
Code 10: Bomb Threat, Investigate/Bomb Detonated, Investigate.
Code 13: Major Disaster/Riot Taking Place.
Code 14: Resume Normal Patrol Sequences/Return to Post/Resume Normal Operation.
Code 20: Broadcast Information Immediately.
Code 21: Nexus Jail-Sector Emergency.
Code 22: Restricted Radio Traffic, All Radios Go Offline Immediately.
Code 30: Officer Needs Emergency Assistance.
Code 33: Clear Radio Channel, Emergency Transmissions Only.
Code 37: Subject/Person Carrying Contraband, Detain/Arrest.
Code 43: Requesting Overwatch Reinforcements/Overwatch Deployed.
Code 100: In Position to Intercept Suspect.
Code 666: Mass Disaster Scenario, City-Wide Emergency.
Code Blue: Vehicle in Trouble.
Code Purple: Gang/Criminal Organization Activity.
Code Red: Judgement Waiver Enacted/Autonomous Judgement Waiver Enacted.
C5D: Radio Codes (Numbers)
This Section will outline the Radio Codes with the Classification: Number.

Number 14: Medical Assistance Inbound.
Number 15: Citizens Detaining Suspect.
Number 17F: Fugitive At Large.
Number 17M: Rogue Unit At Large.
Number 17T: Rogue Vehicle At Large.
Number 18: Vehicular Incident.
Number 19: Drunk/Inebriated Person.
Number 20: Vehicular Accident, No Details.
Number 20A: Aircraft Accident.
Number 20F: Vehicular Accident, Fatalities Confirmed.
Number 20L: Vehicular Accident, Injuries Confirmed.
Number 21: Complaint Received.
Number 23: Vehicular Blockage.
Number 24: Medical Emergency.
Number 25: Requesting Dispatch Broadcast.
Number 26: Reinforcements On Scene.
Number 27: Attempted Violation.
Number 28: Inciting Others to Commit Violations.
Number 29: Death/Dead Body/Dead.
Number 30: Homicide.
Number 30C: Homicide Via Melee Weapon.
Number 30S: Homicide Via Ranged Weapon.
Number 34: Aggravated Battery Of Another Person.
Number 34C: Injury Via Melee Weapon.
Number 34S: Injury Via Ranged Weapon.
Number 35: Battery of Another Person.
Number 37: Aggravated Assault.
Number 38: Assault.
Number 39: Injury Caused By Negligence.
Number 42: Aggravated Sexual Assault.
Number 43: Sexual Assault.
Number 44: Aggravated Kidnapping.
Number 45: Kidnapping.
Number 51: Aggravated Arson.
Number 51B: Bomb/Explosive Threat.
Number 52: Arson.
Number 52E: Explosive(s) On Scene.
Number 52F: Fire.
Number 54: Combustible Materials Left Unattended.
Number 56: Damage to Property Via Criminal Violation.
Number 58: Contaminated Water.
Number 59: Criminal Mischief.
Number 60: Aggravated Burglary/Theft.
Number 62: Alarm/Request Device Used.
Number 62B: Burglary.
Number 62C: Vehicular Theft.
Number 62R: Residential Theft/Burglary.
Number 62S: Safe/Secure Container Burglary/Theft.
Number 63: Criminal Trespass.
Number 63S: Criminal Trespassing, Refusal to Comply.
Number 64: Armed Robbery, No Details.
Number 64G: Armed Robbery Via Ranged Weapon.
Number 64K: Armed Robbery Via Melee Weapon.
Number 65: Robbery.
Number 65P: Purse Snatching.
Number 66: Extortion Threats.
Number 68: Unauthorized Use of Portable Container.
Number 69: Possession of Stolen Goods/Contraband.
Number 71: Issuing Counterfeit/Worthless Currency.
Number 72: Falsification of Documents/CID/Business License/Etcetera.
Number 80: Unauthorized Procreative Activity.
Number 81: Indecent Exposure.
Number 82: Prostitution.
Number 84: Obscene Flirting.
Number 87: Destruction of Another’s Genitals.
Number 89: Crime Against Nature.
Number 90: Gambling.
Number 90C: Gambling With Cards.
Number 90D: Gambling With Dice.
Number 91: Distribution of Contraband.
Number 93: Cruelty to other Person(s).
Number 94: Illegal Weaponized Contraband On Person.
Number 95: Carrying of a Firearm/Gun.
Number 95k: Carrying a Knife/Melee Weapon.
Number 98: Public Intoxication.
Number 99: Reckless Activities.
Number 100: Hit and Run.
Number 148: Resisting Arrest.
Number 149: Detaining Suspect for Intoxication/Narcotics Usage.
Number 601: Incorrigible.
Number 602: Delinquent.
Number 603: Unlawful Entry
Number 901: Requesting Medical Assistance.
Number 901A: Requesting Medical Assistance, Attempted Suicide.
Number 901B: Requesting Medical Assistance, Drowning.
Number 901C: Requesting Medical Assistance, Cutting/Lacerations.
Number 901D: Requesting Medical Assistance, Lethal Intoxication/Narcotics Abuse.
Number 901G: Requesting Medical Assistance, Burns/Fire.
Number 901H: Requesting Medical Assistance, Dying Person/Dead Person.
Number 901K: Medical Assistance Inbound.
Number 901N: Medical Emergency Assistance Requested.
Number 901S: Requesting Medical Assistance, Shooting.
Number 901T: Requesting Medical Assistance, Vehicle-Based Injury.
Number 901Y: Confirm that Request for Medical Assistance.
Number 902: Accident.
Number 902H: Inbound to Clinic/Hospital.
Number 902M: Medical Assistance Needed at Hospital.
Number 902T: Vehicular Accident, High Casualties/Injuries.
Number 903: Aircraft Crash.
Number 904: Fire.
Number 910: Can Handle This Assignment.
Number 952: Status Report.
Number 955: Assuming Command of Assignment.
Number 956: Information of Situation is Incomplete but still Available.
Number 957: Delayed Response/Delaying Response.
Number 999: Urgent Assistance Requested/Officer Down.
Number 1000: Hunter Chopper/Gunship/Dropship/Etcetera Crash.
Number 1192: Violent Intoxicated/Inebriated Person.
Number 2301: Public Intoxication.
Number 3000: Road Block/Congestion.
Number 4532: Escaping Hostilities.
Number 5150: Mentally Disabled/Deranged Person.
Number 5170: Alcoholic/Narcotically Addicted Person.
Number 9560: Mentally Ill Person, Not Disabled/Deranged.
Number 10851: APC/Vehicle Stolen.
Number 10852: APC/Vehicle Disabled/Damaged/Tampered With.
Number 11300: Narcotics/Alcoholic Found.
Number 12020: Concealed Contraband/Weapon.
Number 14601: Business License Suspended.
Number 20001: Hit and Run - Felony.
Number 20002: Hit and Run - Misdemeanor.
Number 20007: Hit and Run - No Details.
Number 21958: Intoxicated/Inebriated Person on Sidewalk/Roadway.
Number 22350: Running/Sprinting.
Number 22500: Unattended APC/Vehicle.
Number 23104: Reckless Driving.
Number 23105: Driver/Unit is Intoxicated/Inebriated.
Number 23109: Units Engaging in Race/Speed Contest in APCs/Vehicles.
Number 23110: Person Throwing Objects at Vehicles.
Number 23151: Drunk Unit Driving, Caused Injuries to Others.
Number 23152: Drunk Unit Driving, Breach of Protocols Committed.
Number 23153: Unit is Recklessly Driving.
C6: Medical and Pharmeceutical
Medical Drugs and Chemicals:

This Section will cover all Medical Drugs, Chemicals and Pharmecudicals.

Painkillers:
Acetaminophen/Paracetamol: It will help with minor pains, such as headaches, sore muscles, and bruising. Almost always comes in pill form. 400-600 mg will usually be good. If pain persists, a unit can have up to 1200 mg within 24 hours. Overdosing can cause: nausea, vomitting, hospitalization from pain (from the start of acute liver failure), complete liver failure, and death.
Prescription needed from a Helix unit.

Morphine: A heavy painkiller, which is rarely used. Used to treat both acute and chronic pains, and proper dosage lasts about 3-7 hours.
Possible side effects include: decreased respiratory effort, low blood pressure, comatose (in high doses), addiction, constipation, dry mouth, and drowsiness.
Prescription unavailable.

Stabilizers:
Medical Gel: Speeds the rate of cell regeneration/scarring. Great emergency temporary stabilizer. Too much of it causes tumors and skin growths.

Epinephrine: An adrenaline shot. Counter-acts histamine/allergic reactions, increases blood flow to the muscles, increases blood flow, and increases blood sugar levels.
Prescription needed from a Helix unit. Only available for Ground Units 01+ (with exception of Helix)

Ephedrine: Used to treat breathing problems. Can also be used to prevent low blood pressure during spinal anesthesia.
Potential side effects include: headaches, drowsiness, nausea, irregular heart beat, chest pains, vasoconstriction with high blood pressure, confusion, and insomnia.


General Healers:
Medical Gel: Speeds the rate of cell regeneration/scarring. Great emergency temporary stabilizer. Too much of it causes tumors and skin growths.
Note: Small vials can be carried by Ground Units 03+.

Phenylephrine: Almost always injected. Can increase blood pressure.
Possible side effects: decreased heart rate. (WARNING: Do not use if the patient is currently, or has taken antidepressants within the last 72 hours).

Silver Sulfadiazine: A topical antibiotic. Used for burns to prevent infection. Commonly causes itchy skin, at the site of application.

Cryoxadone: Requires cooling the target before it kicks in, but heals incredibly well. This is specifically for people in stasis.

Salbutamol: Used to open up airways, and increase respiratory airflow. Usually administered through an inhaler or nebulizer, but is available in a pill or IV. Can cause headaches.

Perfluorodecalin: Can be applied topically, to provide extra oxygen to a specific location, to accelerate wound healing.

Mannitol: Used to decrease acute intracranial pressure. Typically used for head trauma first-response, until better care can be recieved.

Acillin: Derived from extra-terrestrial fungus. Helps negate a large variety of bacteria-based diseases. Possible side-effects include: nausea, comatose, and unknown genetic defects.


Miscellaneous(Medical):

Teporone: Helps return your body temperature to normal. Addictive.

Simethicone: Helps to relieve gas problems.

Oculine: Dilates pupils.

Capulettium Plus: Feign death. Severely reduces heart rate, and causes the user to go into a coma-like state. Life-monitors will not pick up any heart rate, making it seem like the user is dead. Side effects include: minor headaches, weight loss, possible internal bleeding.
C6B: Poisons and Toxins
This Section will outline Sedatives, toxins/anti-toxins, and other dangerous chemicals.

Sedatives:
Morphine: High doses can put someone in an induced coma. Addictive.

Ketamine: Sedative. Commonly used for surgeries. Patient can become confused, agitated, and can potentially have hallucinations after waking up.

Sodium Thiopental: A rapid on-set, fast acting anesthetic. Usually administered first, before the primary sedative.

Propofol: An alternative to Sodium Thiopental. Also used to maintain anesthesia.



Anti-Toxic/Anti-Poison:
Charcoal: Good baseline thing for detoxifying someone. Not very effective.

Pentetic Acid: An extremely high quality anti-radiative and anti-toxic chemical. Usually adminstered as a calcium or zinc salt.

Potassium Iodide: Simple and weak, but can help counter radiation poisoning.

Diphenhydramine: An anti-histamine. Can also reduce, or eliminate nausea.

Antihol: Sober someone up in a hurry.



Toxins/Radioactive Materials/Acids:

Toxin: A general term that applies to any chemical/compound that disrupts, destroys or damages the body and/or bodily functions.

Neurotoxin: A general term that applies to any chemical that attacks the nervous system.

Venom: Any poisonous/deadly, organic substance that is injected.

Aconitum: A poison. Causes burning and tingling around the mouth and face, nause, vomitting, and death, within 2-6 hours, depending on the dose. A high-enough dose can nearly instantly kill someone.

Cyanide: Highly toxic and causes the consumer to suffocate. Very fast acting.

Sulfonal: Knocks you out within Two Minutes, Kills you within Twenty Two Minutes. Highly Toxic.

Codeword: Space: Heat it to create neurotoxin. Otherwise, it just does some weird things to your movement and makes everything flash colors like a party button. Addictive.

Crank: Can cause toxic damage, physical damage, brain damage, and can cause psycotic outbreaks. Very addictive.

Krokodil: Overdose can cause random amounts of toxic damage, physical damage, brain damage, make you pass out, or most fun of all, make all your skin rot off. If this happens, you'll look like a half-rotten corpse, but can potentially heal back from that and just wander around being terrifying. Addictive.

Aranesp: While aranesp grants a significant boost to one’s hyperactivity, it's also a danger to the user. There is no overdose threshold per se, however doses of 10+ units can be lethal due to escalating suffocation and toxins in the blood.

Calomel: Aggressive purgative. Highly toxic. Use only for emergencies, to handle the really aggressive poisons that would definitely kill you if they remain active for long.

Sulfuric Acid: Acidic substance.

Fluorosulfuric Acid: Very acidic substance.

Fluorine: Can cause chemical burns, and poison you.

Mercury: Poisons you and causes brain damage.

Lithium: Drooling and loss of movement coordination.

Radium: Slightly radioactive substance.

Polonium: Lasts a long time and ramps your cumulative radiation.

Uranium: Very radioactive.

Itching Powder: A source of histamine.

Chlorine: Can cause chemicals burns.

Sarin: Takes thirty minutes to reach full effect, bombards the victim with a lot of scary visual and auditory hallucinations. Can kill surprisingly quickly if left unchecked.

Curare: It won't knock them out, but it will make them unable to move. Could be used to kidnap people or just disable them and scare the hell out of them. Also causes slow acting suffocation and has poisonous properties.

Pancuronium: Basically a much meaner curare, Causes you to suffocate much faster and die of poisoning much more quickly.

Coniine: A small dose can kill in under a minute. Suffocation makes the victim unable to talk - they'll be unable to say anything over the radio or notify everyone.

Amanitin: This is a stealth poison. With large doses your target can consume something poisoned, walk around for a few minutes minding their own business, and then abruptly die with no real warning. Very devious to use. The more you use, the longer it takes before anything happens, but the harder it hits when it does.

Prions: Infects the Victim with Kuru. Kuru is incurable and will paralyze somebody within seconds of injection. Death will follow within a couple of minutes.

Gibbis: Infects the victim with a non-contagious version of GBS. Unless countered quickly with cryoxadone, death without any chance of revival is inevitable.

Initropidril: Can either kill you ridiculously fast or agonizingly slowly. Gives you an enormously increased risk of heart failure while causing you to quickly suffocate to death
C7: Standard Datapad
When accessing a Citizen database, you must ask the citizen for the Following: Last Name, First Name, CID.

When you open up a Citizen's Data, it may look like this:

First Name:
Last Name:
C.I.D. Number:
Time Of Arrival:
Staying Place:
WANTED: NO

---------------
Negative Points: 0
Violations made: 0

---------------
Loyality Points:
Loyalist Y/N:
C.W.U. Y/N:
C.W.U. Rank:

---------------
Birth Date:
Male/Female:
Allergies: None
Occupation:
Bloodgroup:
Medical Condition:
Mental Condition:


This is a empty Data Sheet. And if you do come across a Citizen with this. It means they are new to the City. And you must fill it out.



When you look at a MPF Unit's File, It may look like this:
==========
Unit ID#:
Division:
Rank:

==========
Promotion Points:
Citations:
Protocol Breaches:

==========
Training Courses:
==========
Patrol Groups/Squads:
==========

This is an empty File, report this to a CO for correction.

C8: Overwatch Transhuman Arms
The Overwatch Transhuman Arm of the Universal Union is Earth's Contribution to the Universal Union's Synthetic Army. If you see an OTA Unit, do not interact with them, unless you are in their designated squad, or you're a commanding officer.

OTA Divisions:
Blade: Standard OWS Units. The Largest Division of the OTA. Foot soldiers and SMG Weilding mission troops.

Mace: Elite OWS Units. They are usually sent in to deal with heavy anti-civil infection.

Razor: Elite OWS units that specialize in CQC.

Sword: EOW Units. They are the Administrator bodyguards. Further information about EOW is restricted.

Spear: Sniper Units. They use an anti-material sniper rifle. They take advantage of long range situations, and are rarely deployed. Unly used during city-wide rebellion events.

Shield: Prison Guards, and Citadel Defense Units. All can be armed with their choice of Weapon.

Further information about the Overwatch Transhuman Arms is restricted.
D1: Final Notes
You have reached the end of the Metro-Police Force handbook! If you have any questions, or concerns, do not be afraid to contact your Divisional Leader, or one of your Divisional Officers. We are not here to ridicule you, we are here to make sure you can be the best Unit you can be!

Glory to the Universal Union!