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Civil Protection Standard Guide - Combine Autoritary Forces (Coloss)
By Coloss
Civil Protection Standard Guide for Origin Cycle HL2RP community
Discord: https://discord.gg/edPQxZd
   
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Please read me before starting
  • This guide has been written by Coloss, however it takes inspiration from other servers, French and English, any similarity to any other server CPs guide is then POSSIBLE.

  • Thanks to SKEYZ and The Sam for their help.

  • You are free to use or edit that guide anytime or by any way you want, but if you do so, please contact me on Discord Coloss#2262 or on Steam and post a link to the original guide, it'll be nice for me and for everyone.

  • If you have any questions, feel free to ask me on Steam or on Discord, I'll answer them as soon as possible.

  • This English guide is a translation from my original French guide of my Civil Protection guide: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1363727150
A - GENERAL INFORMATIONS
A.1 - <:: The Civil Protection ::>
Civil Protection is a paramilitary army used to maintain order through the Universal Union cities. It is staffed by (human) voluntary citizens, seeking for the preservation of their family, better food, better living standards, an upper class than regular citizens, or genuine sympathy towards the Combine's goals.

Their first duty is to uphold the Socio-stability of its sector, and provide constant work to citizens. To fulfill this duty, Civil Protection has access to diverse weapons and equipment used for watching, repression, or elimination.

Each Civil Protection officer is ordered to keep their identity strictly anonymous. To keep that anonymous state, each Civil Protection officer is equipped with a suit covering their entire body, and a white mask with a voice modification device, a <::VoCoder::>, and their name is replaced by a series of letters and numbers.

In order to maintain full cohesion between Civil Protection officers, they do not have any hierarchical superiority over another, each ranking only allows a better equipment and more discretion than other officers.

Overwatch (or Dispatch) is an Artificial Intelligence created by the Combine in order to watch over Civil Protection officers and Combine Soldiers, it acquires information by Civil Protection Officers or Soldiers reporting in, and by cameras or scanners all around the City, its communicates only by radio and rarely, PA systems.

To keep Universal Union classifications strictly classified, to prevent citizens from understanding what they're saying and to make the communication more simplistic and fast, Civil Protection Officers use a CODEX, a compound of codes and sentences used to encrypt their communications.

To maintain a constant socio-stability over the City, CPs use a list of laws that are upheld, these are commonly referred to as "Infractions", by Citizens. This list is shown as a "number ; english equivalent" form, for example "48 ; Theft". There are four levels to these infractions, from the most harmless infraction to the one inevitably leading to amputation by a Protection Team.
A.2 - <:: Civil Protection Behaviour Rules ::>

DISCRETION
Civil Protection Teams must maintain maximum operational discretion, that is to say, any information concerning the identity of a Unit, Codex, current missions or any other information concerning Civil Protection, near or far, must be kept to themselves and other Civil Protection officers.

DISCIPLINE
Every Civil Protection Unit must show exemplary discipline, whether it is a Recruit Unit (i4) or a Rank Leader Unit (i1). This discipline includes compliance with the Civil Protection Rules as well as constant professionalism, in public or in private.

COHESION
All Civil Protection Units must maintain maximum inter-unit cohesion, the other Units being considered as their "Brother in arms", any cohesion breach must be resolved as soon as possible. Any breach of this regulation will result in a penalty. "498; COMPROMISED COHESION".

COMMUNICATION
All Civil Protection Officers must maintain constant and consistent radio communication in any situation. Communication is vital, whether for the officer or for the team. Encrypted communication is however mandatory.

TEAM
All Civil Protection officers must work as a team, patrol with others and co-operate during potential Anti-Citizen/Non Compliant subjects. Teamwork is strength, a single unit is a dead unit.

CIVIL INTERACTION
Any Civil Protection Unit must maintain minimal communication when it comes to Citizens. Any exchange of information with one or more Citizens, when it is not a direct or indirect order, or information requested by a Citizen, is prohibited and will result in a penalty directed attributed to said officer. "99; RECKLESS OPERATION".

EQUIPMENT
Any Civil Protection Officers must only possess the equipment issued at their rank, any possession of equipment not available at the grade of the Unit will result in a penalty issued to said officer. "48; THEFT". Also, all officers must keep their equipment in working order by carrying out cleaning or repair sessions.
B - CODED COMMUNICATION
B.1 - <:: Civil Violations ::>
Level 04 Violation "Non Civil" - RE-EDUCATION

  • 1 to 3 Anti-Citizen credits added.

    • 14; IMPROPER COMMUNICATION; Any form of improper communication (shouting, insults, mocking, speaking in a language other than English) is prohibited.
    • 15; IMPROPER MOVEMENT; Any form of improper movement (running, jumping, climbing, crouching, lying down or other than walking) is prohibited.
    • 18A; SUSPICIOUS PRESENCE; Found in an area known as "suspect".
    • 19; CIVIL INTRUSION; Invade personal space or stay too close to another individual.
    • 21; MATERIAL INTRUSION; Do not use garbage cans to deposit waste; leave his garbage on the ground.
    • 27; ATTEMPTED CRIME; Attempting to carry out a crime knowingly but failing.
    • 37; MONEY GAME; Participate in any form of play putting money or any type of property without authorization from the Civil Protection.
    Level 03 Violation "Anti Civil" - DOCUMENTATION

  • 3 to 6 Anti-Citizen credits added.

    • 18B; FUGITIVE; Intentionally hiding from the Combine Units.
    • 28; REBEL BEHAVIOUR; Having a rebellious behaviour or not following the orders of Civil Protection officers.
    • 30; EXCESSIVE ALCOHOLIZATION; Being drunk in a Civil place (street, public building etc ...)
    • 48; THEFT; Steal any object belonging to another person or organization.
    • 62; INVALID ALERT; Alert any Protection Unit or trigger any type of alarm without valid reason.
    • 95; ILLEGAL POSSESSION; Possess any type of object not approved by the Universal Union or not available in the individual's status.
    • 99; RECKLESS OPERATION; Take any action against the Civil Protection Rules (only appliable to Civil Protection Units).
    • 63; CRIMINAL INTRUSION; Break into any locked civil place.
    • 105; VOLUNTARY OBSTRUCTION; Stand in the way of a Civil Protection Unit for any reason and at any time.
    • 498; COMPROMISED COHESION; Arguing or displaying a bad public agreement with another individual.
    • 507; REFUSAL TO COMPLY; Disobey an order given by any type of Combine Agent.
    • 603; ENTRY PROHIBITED; Entering any Civil location prohibited by your status.
    Level 02 Violation "Socio-stability Disrupted" - NON LETHAL AMPUTATION

  • 6 to 9 Anti-Citizen credits added

    • 51; PYROMANIAC INDIVIDUAL; Unauthorized start of a fire, small or large.
    • 65; CRIMINAL OPERATION; Participate in or assist any type of criminal organization, including providing assistance to Anti-Citizens in any way.
    • 69; HAZARDOUS POSSESSION; Possess any object belonging to the Combine or any dangerous object.
    • 98; HIDDEN IDENTITY; Hiding your identity in any way or pretend to be another person.
    • 148; RESISTANCE; Any type of Resistance against Combine Agents.
    • 182; INACTION; Failure to report a crime the individual may have witnessed.
    • 183; CONSPIRATION; Conspiring directly or indirectly against the Combine.
    • 288; UNAUTHORIZED PROCREATION; Perform any type of sexual act, consenting or not.
    • 408; CIVIL ASSAULT; Any type of physical assault against another Citizen, exception for self-defense.
    • 415; CIVIL DISUNITY; Perform any type of action against a life, or socio-stability.
    • 422; CAPITAL NON-OBEDIENCE; Actively resist against Combine Agents.
    Level 01 Violation "Confirmed Rebel" - AMPUTATION

    • 51B; DESTRUCTION; Act actively in the destruction of Combine equipment, such as scanners, cameras, etc.
    • 94; WEAPON POSSESSION; Possess any type of melee weapon or firearm.
    • 243; ASSAULT ON UNIT; Any type of physical assault on any Combine Agent
    • 245; HIGH RANKED INDIVIDUAL ASSAULT; Any type of physical assault against any important personality of the Union.
    • 404; RIOT; Participate in any Anti-Citizen riot by large groups or carry out any terrorist action against the Combine.
    • 505; ESCAPE; Attempt to escape the Combine after a riot or any terrorist action against the Combine.
B.2 - <:: Contraband ::>
95; ILLEGAL POSSESSION
  • Raw material (plastic, metal etc ...)
  • Any food not bearing a Union logo.
  • Any item of medication without authorization or without a Union logo.
  • Any cigarette packet not bearing a Union logo
  • Any object allowing the start of a fire without authorization
  • Any object or electrical system without authorization
  • Any chemical object without authorization
  • Any sport object or equipment
  • Any object of literature not bearing a Union logo

69; HAZARDOUS POSSESSION
  • Ammunition.
  • Empty grenades (full ones are considered 94).
  • Communication system (radio).
  • Empty ammunition boxes.
  • Drugs.
  • Protective equipment or clothing.
  • Equipment or clothing to hide his identity.
  • Breathing equipment.
  • Tools.
  • False documents.
  • Military equipment of all kinds.

94; WEAPON POSSESSION
  • Sharp weapon.
  • Blunt weapon.
  • Firearm (empty or loaded).
  • Explosives.
  • Grenades.
  • Any type of poison.
  • Any object used as a weapon (chair, stool, suitcase ...)
B.3 - <:: Codex ::>
10- / 11- Codes:
  • 10-0: Use caution.
  • 10-1: Not understood.
  • 10-2: Signal good.
  • 10-3: Stop transmitting.
  • 10-4: Copy that. (OK, Acknowledgement)
  • 10-5: Busy.
  • 10-6: Busy unless urgent.
  • 10-7: Unit off-duty.
  • 10-8: Unit on duty.
  • 10-9: Repeat.
  • 10-10: Fight in progress.
  • 10-11: Follow.
  • 10-12: Stand by.
  • 10-13: Report status.
  • 10-14: Citizen sneaking.
  • 10-15: Civil disturbance.
  • 10-17: Meet complainant. (Go to citizen that requested something.)
  • 10-18: As soon as possible.
  • 10-19: Return to ____.
  • 10-20: Location.
  • 10-21: Report to Nexus
  • 10-22: Disregard. (Nevermind, forget it.)
  • 10-23: Arrived at scene.
  • 10-24: Protection complete. (Assignment complete.)
  • 10-25: Meet ___.
  • 10-27: Detaining suspect.
  • 10-28: Citizen ID. (Name, CID number.)
  • 10-29: Check for contraband.
  • 10-30: Unnecessary use of radio.
  • 10-31: Crime in progress.
  • 10-32: Man with gun.
  • 10-33: Emergency.
  • 10-34: Major crime alert.
  • 10-35: Riot.
  • 10-50: Patrol.
  • 10-52: Medic needed.
  • 10-55: Intoxicated citizen.
  • 10-70: Fire.
  • 10-70A: Advise nature of fire.
  • 10-70B: Report progress of fire.
  • 10-74: Negative.
  • 10-75: With ___ (For example: 10-75 UNION-2, as in "I am with UNION-2.")
  • 10-76: En route.
  • 10-77: ETA.
  • 10-78: Need assistance.
  • 10-80: Chase in progress.
  • 10-85: Delay due to ____ (Example: 10-85, blockade.)
  • 10-87: Pickup detained suspect.
  • 10-89: Bomb threat.
  • 10-90: CWU shop alarm.
  • 10-91: CWU worker.
  • 10-91S: Citizen.
  • 10-99: Officer down.
  • 10-100: De-servicing of a Metropolice Unit. (By amputation.)
  • 10-101M: Subject is mentally unfit.
  • 10-101P: Subject is physically unfit.
  • 10-103M: Disturbance by mentally unfit.
  • 10-103P: Disturbance by physically unfit.
  • 10-106: Obscenity.
  • 10-107: Suspicious citizen.
  • 10-108: Disturbance.
  • 11-1: Requesting OTA.
  • 11-2: Suspect is here, 10-20 is ____ (Example: 11-2, southern slums.)
  • 11-3: Heavy resistance.
  • 11-4: Necrotics.
Other Codes:
  • Code 1: No emergency.
  • Code 2: Emergency.
  • Code 4: No need for assistance.
  • Code 12: Go back to your main goals.
  • Code 22: Restricted radio traffic.
  • Code 30: Homicide.
  • Code 30s: Homicide by gunshot.
  • Code 31: Grouping of citizens.
  • Code 34s: shots.
  • Code 52E: Explosives.
  • Code 94: Possession of high level of contraband.
  • Code 100: Nothing seen, everything is clear.
  • Code 148: Search in progress.
  • Code 647E: Anti-citizen not detained.
  • Subject 404: Subject belonging to a rebel group
  • Subject 505: Rebel subject on the run
  • Code 00v: Dead!
  • Code B-10: Block.
  • Code 18: Unit in service.
  • Code 30c: Target.
  • Code 31s: Shoot.
  • Code 34E: Grenade
  • Code 52E: Explosive
  • Code T-94: Docile citizen.
  • Code 3-22: Monitoring in progress
B.4 - <:: Terminology ::>
Inject - Enter a building or a room.
Contain - Block the entrances to a building and confine a situation to a certain defined area.
Troubles - Riot.
Anti-citizen - Individual already convicted of several violations.
Malicious citizen - Person already convicted of several violations. The subject is contagious and operates according to an elaborate behavioral pattern.
Administer - Issue a punishment to a citizen (eg administer re-education) or perform a requested action (eg administer radio frequency).
Document - Conduct an interrogation on an individual in order to gather information or deliberately torture an individual.
Re-educate - Deliberately strike an individual with the stunstick to punish him.
Pacify - Retain / imprison a citizen without lethal means.
Block (an area) - Temporarily restrict access to a certain area (for example blocking a floor in a CCH during an inspection).
Cycle - One day IC. 5 minutes OOC.
Illegal Reproductive Activity (IPA) - Performing a sexual act illegally.
Expose - Expose a suspect outside his cover.
Stand by - Wait for a further order / Stay in position / Do not intervene.
Intercede - Take immediate control of the situation; Ambush / Take the suspects by surprise.
Extract - Move the subject from zone 1 to zone 2.
Secure - Used during a breach to inform the team that the area is empty of contraband or anti-civil activity or simply to order to empty the contraband or anti-civil activity.
Breach - Forcibly enter a designated area, often used during a scan (JW, AJW) or during a CCH search.
Stabilize - Restore order during a situation by ALL NECESSARY MEANS, the means will be determined lethal or non-lethal by the Overwatch.
Deploy - Often used to refer to the deployment of equipment or squads or to order a unit / squad to deploy to a designated area.
Proceed - Administer a verdict to a citizen / Intervene on a violation.
Isolate - Disperse a large group of citizens (3 citizens = a group, 4 citizens = a crowd, 5 citizens and more = a mass).
Engagement Rules (ER) - Rules submitted by the Overwatch concerning the engagement of a hostile during breaches or sweeps.
Amputate - Kill.
Non-lethal amputation - Remove limbs.
Hold - Maintain a defensive position.
Fall back - Defensive retreat to a designated area.
Diagnose - Investigate and determine the situation.
Inoculate - Protect someone or something from a threat.
Sterilize - Clean a designated area of ​​any anti-civil activity.
Clean - Remove all corpses / injured and all contraband from an area.
Contact - Spotted hostile(s), prepare contact confirmed to engage.
Contact confirmed - The contact is confirmed malicious and hostile, engaging the target.
Sociocide - Disruption / Attempt to disrupt sociostability.
Discord - Possess a quality that divides or separates from the civilian population (and causes insubordination or other forms of rebellion).
Restrict / Limit / Prohibit (a zone) - Prohibit access to a certain designated zone.
Bio-signal - A mechanism in your uniform that is responsible for monitoring your state of health as well as synchronizing you with the Civil Protection computer system.
Infestation - Great parasitic / necrotic / exogenous activity.
Non-naturalized biotic (Alien) - Alien species (Vortigaunts, headcrabs etc ...).
Infected - Hostile unit under parasitic control.
Exogen - Antlion.
Necrotic - Zombie.
Parasite - Head crab.
Augmented Parasite - Modified head crab (Poison, Rapide).
Outland - Foreign / uncontrolled territory.
Bouncer - Grenade.
Restrictor - Thumper.
Viscerator - Manhack.
B.5 - <:: Socio-status ::>
-Green: Everything is socio-stable in the City, security measures are minimal, patrols are done with a stunstick in hand . The Green Socio-status indicates that no major offense has been committed, the Units are therefore calm and everything is proceeding normally.

-Blue: Minor issues, security measures are reinforced, patrols are done with a stunstick in hand, and in pairs, increased vigilance . The Blue Socio-status indicates that multiple important offenses have been committed, and therefore alerts the Civil Protection Units, which will therefore patrol in pairs and be more vigilant.

-Yellow: Medium issues in the City, security measures are reinforced, patrols are done with a firearm in hands, and in pairs . The Socio-yellow status indicates that multiple important or even serious offenses have been committed and that the situation requires that the Units be on maximum alert, the service weapon taken out and patrols in pairs.

-Orange: Important issues in the City, the security measures are further reinforced, the patrols are done with a firearm in hands, and in pairs. The Orange Socio-status indicates a significant increase in Anti-Citizenship, so the Units must remain on constant alert. Transhuman Units are placed in front of the Nexus to ensure its protection.

-Red: Major problems in the City, the security measures are reinforced to the maximum, the patrols are done with a firearm in hands and in pairs, Units are ready to fire . The Red Socio-status indicates a Yellow Socio-Status accompanied by a Judgment Waiver, the Units are therefore sent outside with their service weapon raised, in pairs, and eliminate all the Individuals found outside of their apartments.

-Black: Lost citizenship, amputation in sight of all citizens, extraction of important figures from the Union in the Nexus . The Black Socio-status indicates the beginning of an Autonomous Judgement, the Units are therefore sent outside with their service weapon raised, in pairs, and eliminate all the Individuals of the City, while escorting the important personalities at Nexus.
C - CIVIL PROTECTION UNIT
C.1 - <:: Ranks ::>
Ranks (in ascending order):

  • i4; RECRUIT:
    This rank is the very first received by Civil Protection Units, it is obtainable by the application of a recognized individual able to join the ranks of the Civil Protection. Holders of this rank have received training in order to perform their service, they only have access to the basic set of the CP Unit, without a service weapon. This Unit is generally attentive to others, observing them working, and taking notes, in order to become one of them.

  • i3; AGENT:
    This rank is the logical continuation of a Unit having completed its field training, it is obtainable after a certain amount of time in the Civil Protection and after having proven to the Union its efficiency and professionalism. Holders of this rank have access to the basic set of the CP Unit, in addition to their first service weapon, an H&K USP MATCH 9mm pistol. From this rank, the reward and specialization systems are available.

  • i2; ELITE:
    This rank is the logical continuation, it is accessible after a great amount of time in the Civil Protection and after having demonstrated courage, efficiency, professionalism, discipline, will and intelligence within the Union. Holders of this rank have access to the basic set of the CP Unit, and access to a 9mm caliber pistol and an MP7.

  • i1; RANK LEADER:
    This grade is a fairly special grade, obtained only by some of the most courageous and professional in the Civil Protection. These Units have demonstrated unfailing loyalty to the Union, and are chosen in priority over the other Units of the CP. They role is to overwatch the field units, to ensure that their loyalty and activities are within the Union's Will. Holders of this rank have access to the basic panoply of the CP Unit, and access to a 9mm caliber pistol and an MP7.
C.2 - <:: Equipment and weapons ::>
Basic set of the Civil Protection:
  • Stunstick:
    The stunstick is a blunt type weapon, it is the very first equipment that a Unit receives in order to brutally rule its law. The weapon is structured with a carbon handle, a steel rod as well as a copper tip. Firstly used to beat and frighten citizens, Units have been seen repeatedly knocking on doors with or directing their batons to a certain side to indicate locations. The main use of the stuntstick is the activation of an electric flow passing through the copper tip, which can deliver a more or less powerful electric discharge depending on the voltage used:
    Voltage 1: 20.000V - Slightly lethal blow, it is the most used voltage by the Civil Protection.
    Voltage 2: 50.000V - incapacitating blow, capable of knocking a man down.
    Voltage 3: 75.000V - Lethal blow, which may cause long-term repercussions.
    Voltage 4: 100,000V - Very dangerous blow, which can kill the target of a heart attack.

  • Gas mask and helmet:
    Survive any environment, hide your identity, transmit information, stimulate fear ... the Civil Protection gas mask has various functions. It is an old Soviet gas mask readapted to provide protection to any gas but also a very complete HUD (Head Up Display). The mask is made of steel, composed of filters on the front, filtering any gas breathed by the Unit, a VoxCoder (Voice Encoder), greatly aggravating the voice of the Unit to dehumanize it and not differentiate the Unit from all others, from lenses with HUD to provide very practical information, such as the position of other Units, cameras, Codes as well as its own health, through its bio-signal. The Helmet, for its part, is made up of a steel frame, like the mask, with a radio integrated into the right atrium of a Unit. In order to communicate with the other Units, the Unit must press its finger against the right atrium of its helmet, so it can transmit any information it deems useful. On the back of the helmet, there is a small device that stands out from the helmet, supposedly the Bio-Signal of a Unit, directly connected to the Brain of it.

  • Outfit and Armor:
    The uniform of a Civil Protection Unit is composed of a large black jacket, under a heavy armor, leather gloves with the fingertips created so that holding things is easier for a Unit, green pants, as well as leather boots. On the right arm of the Unit, there is an inscription with writing the name of the City as well as "i4", referring to a District (for example: C17: i4). The Unit has two belts on its abdomen, which can accommodate several boxes of ammunition as well as Holsters and grenades.

  • Data-Pad:
    The Data Pad is a small device used by Protection Units to verify the identity of Citizens, it is a kind of tablet where, when you turn it on, you can enter two pieces of information: NAME First name and C-ID . Once these two pieces of information have been entered, the Unit will be redirected to a full page indicating all the known informations on the person whose identity it verifies, such as age, weight, height, Loyalty points that the Citizen has, as well as the violations he committed. Aside from this, the Data Pad has no other functionality.

  • Bio-signal:
    The Bio-Signal of a Unit is a device linked to the brain and the heart of the Unit. This device allows several things: Know the position in real time of the Unit, know if it suffers damages, know if it dies etc ... When the Unit dies, a very long "BIIIIIIIIIIIIIIIP" will be issued in all the radios of all the Units, followed by the Overwatch which will announce the death of the Unit with its serial number, thus the position of the death of the Unit will be indicated in red on the HUD of all the Units. The Bio-Signal CANNOT BE REMOVED in any way, it would kill the Unit, and to install one on someone is even more complex.

  • H&K USP MATCH GUN:
    The H&K (Heckler & Koch) USP Match Pistol is a firearm produced by Germany before the Seven Hours War, which was readapted and mainly used by the Civil Protection, it is besides the most produced during the reign of the Combine on Earth. It is a simple weapon, using 9mm caliber bullets with a capacity of 18 bullets in a magazine. Despite its small size, it is a very effective weapon against Anti-Citizens if used correctly, but it has difficulty crossing armor that is too thick like kevlars.

  • H&K MP7 APDW GUN PISTOL:
    The H&K MP7 APDW (Advanced Personal Defense Weapon) is another firearm produced by Germany before the Seven Hours War, which was also rehabilitated and used by Civil Protection, but it is produced less and is given to the most deserving. It is a "submachinegun" type weapon with an ammunition capacity of 45 9mm caliber bullets with a rate of fire of 950 rpm (rounds per minute) or about 16 rps (rounds per seconds). Like the 9mm, it is a very effective weapon against the Anti-Citizens but it has difficulty in crossing the armor which is too thick, but this defect has been compensated by its rate of fire which still allows to cross the armor at cause of repeated shocks.
C.3 - <:: Combine Devices ::>
  • Combine scanner:
    The Scanner is, as its name suggests, an device capable of scanning different places or different people. It is quite simply a mechanical entity mass produced by the Combine capable of flying and recording everything it sees. The Scanner can be very dangerous for Anti-Citizens, because at the slightest trace of suspicion, the Scanner sends a general alert to the entire Civil Protection, and Units are deployed instantly to resolve the concerns.

  • Combine surveillance camera:
    The Camera is a fixed device placed in different places of a City, it generally emits a 90° rotation movement on itself in order to monitor a large defined area. Passive, the Camera emits a green light and turns on itself, but in contact with a person, it will emit a yellow light, sending information on the person referred to the Civil Protection through their HUD. When a person perform a violation near a camera, this camera will emit a red light and will take several shots of the person, alerting the Civil Protection Units in the vicinity.

  • Manhack
    The Manhack or blade robot, called Viscerator by the Overwatch, is simply a flying gyroscopic device equipped with three sharp blades which constantly rotate at extremely high speeds. They are capable of causing serious damage to everything they collide with, their blades are powerful enough to cut and pierce wooden obstacles, but not through more resistant materials such as metal or concrete. Combine Manhacks are used to locate areas too dangerous for city scanners and to force enemies to leave spaces to which CP units cannot easily access safely. the red light on the Manhack turns orange and gives a high warning signal to alert units near signs of damage.

  • Deployable turret
    Deployable turret, mentioned by the Ovetwatch as sterilizers, are fully autonomous, a turret is a tripod with pulse weapons used by the Combine to guard the choke points and vital areas. they incorporate visual sensors into their main bodies which immediately detect intruders in its sights. Once activated, it triggers an alarm and, after a short delay, opens fire. When it loses sight of its target, the turret will scan the area in front of its line of sight which is 90° before returning to the inactive state if the target does not reappear after several seconds.

    they have a small colored light near the barrel which indicates their current status:
    Red - Enemy spotted (open fire)
    Orange - Scan area
    Green - "dormant" state (no threats detected)


  • Ceiling turret
    The ceiling turret is a Combine turret built into the ceiling of a room. These turrets are very resistant to damage and have a greater range than an ordinary turret. The ceiling turrets are static and cannot be removed, they are used to protect important points. The ceiling turret uses a pulse weapon and is therefore dangerous due to its precision and its deadly rate of fire. They incorporate sensors visuals in their main bodies that immediately detect intruders.


  • Combine Lock
    The Combine lock is a door lock used in addition to a door handle that mechanically prevents the door from opening unless it is disabled from a combine console or physically by units. They are used prolifically in buildings to "lock" or restrict access to citizens. Cartel locks are most often found in residential areas. door locks demonstrate their ability to self-destruct: they flash in red and beep, then explode, destroying the door to which they were attached.
C.4 - <:: Vehicles ::>
  • Armored Personal Carrier (APC):
    The APC (Armored Personal Carrier) is a troop transport vehicle used by the Civil Protection. It is able to transport up to three Units simultaneously. It has an average speed of 55 mph and fairly good handling. The APC is often used to patrol the streets by the Civil Protection Units. When a major infraction is committed, the APC will enter pursuit mode, it will then activate an alarm telling people to get out of the way, and will rush straight towards the infraction. When entering Combat mode, the APC activates a turret on top of its cockpit, which can fire energetic impulses on its opponents, as well as rockets coming out of the front of the vehicle. The APC is very resistant, it can continue even after having wiped several rockets, but it will eventually explode.

  • Hunter Chopper:
    The Hunter Chopper, or Combat Helicopter, is an aerial vehicle used by the Civil Protection when a major problem is encountered by the Civil Protection. The helicopter is generally piloted by an OTA, but it may be that a Civil Protection Unit is designated to be a turret gunner. Thanks to a rotator at the front and rear, the Hunter Chopper is extremely maneuverable in the air and can withstand a lot of rockets. The Hunter Chopper has four types of fire: Turret fire, which is simply a turret placed below the front of the helicopter, which will fire a burst of energy pulse, rocket fire, which is all simply a rocket powered by a small silo on the front of the vehicle, dropping bombs and dropping multiple bombs, two identical types of fire, but the second of which drops 3x more bombs.
Credits
Thank you for reading this guide, if you have any suggestions -> Comments.

Guide created by Coloss. Any use or modification without agreement of its original author is prohibited.
1 Comments
Baldoggie 8 Dec, 2020 @ 12:59pm 
Nice guide!