Garry's Mod

Garry's Mod

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A Handbook for Civil Protection Units.
By Eclypsi0n
The handbook was once used for Project Paradigm's CCA & OTA factions.

Now that the server ended - It can be used by anyone to learn what Civil Protection is, what they do, and could even be used by other servers for their lore and stuff.

Now used mainly on "The Stable - HL2RP" // https://discord.gg/nYCvEgkps7
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Section 0 - Introduction to Civil Protection.
Welcome to Civil Protection.

Congratulations - you have passed the examination process and made your way into Civil Protection! But right now, you have work to do. Yes, I'm talking to YOU!

In this Union-Approved handbook, you will learn the ropes of being a Civil Protection Unit. You will learn your duties, radio codes, equipment, divisions, loyalty systems and more! Forming all this information into your cognitive membrane will allow you to become the Union's ideal Civil Protection Unit!
Sub-Section 0.1. - Unit Behaviour and Parameters
As a unit within the CCA, you are the personification of law, order, civility and most importantly - the Union. You represent the whole of the CCA. As such you are expected to hold yourself to a certain behavioural standard. These standards are the following:

  • You are not expected to know the handbook 1 to 1. Professionalism takes time.
  • You are not to reveal your identity to anybody within the CCA and OUT of the CCA (aka to citizens), you are to refer others to your numbers, the same applies to you.
  • You are not to reveal your name to anybody whilst on duty.
  • You are not to reveal your position within the CCA whilst off-duty.
  • Whilst on duty, you should keep citizen talk to the minimum. Enough to avoid creating close bonds. Casual talk is okay to ensure citizen friendliness
  • Whilst on duty around citizens, you should try to refer crimes as their intended codes within the
    manual.
  • You may not take off your mask whilst on-duty. You may, when you are off-duty inside of nexus (I.e the cantina)
  • You should follow orders from your higher-ups, and respect them - no matter personal opinions of them.
  • Close personal attachments with citizens is prohibited.
  • Radio chatter is to be kept professional, with use of codes and shortened sentences unless required.You should be expected to follow this more when you reach Intention three.
  • Any form of amputation must be performed in an area away from public eyes (Alleyways, inside buildings, away from crowds, etc.)

Note: Failure to co-operate with these standards will result in Black-marks being placed on units.
Sub-Section 0.2. - Standardised Ranking System
The ranking system used within the CCA follows as such:

RCT - Recruit, Standard Training Unit.
- Cannot leave Nexus until trained to an i5 by an OfC+

i5- Junior Patrol Unit.
- Access to Stun Baton.
- Access to 9MM Pistol, after they recieved 9mm training. [ONLY USE ON YELLOW SOCIO]
- Access to Health Syringe.

i4 - Standard Patrol Unit.
- Access to stun baton.
- Access to 9MM pistol. After Training [Can be used on Green socio]
- Access to Health Syringe.

i3 - Senior Patrol Unit.
- access to Stun Baton.
- access to 9mm pistol.
- access to Health Syringe.
- access to H&K MP7. [After Training, only on Yellow Socio]
- Can start ration cycles.

i2 - Junior Ground Unit.
- access to Stun Baton.
- access to 9mm pistol.
- Access to Health Syringe.
- access to H&K MP7. [After Training, Can use on Green Socio]
- Can start ration cycles.
- Can request manhack deployment
- Able to train RCT's

i1 - Ground Unit.
- access to Stun Baton.
- access to 9mm pistol
- Access to Health Syringe.
- access to H&K MP7.
- access to Grenades.
- Can start ration cycles.
- Can request manhack deployment
- Able to train RCT's

OfC - Officer
- access to Stun Baton.
- access to 9mm pistol
- Access to Health Syringe.
- access to H&K MP7.
- access to Spas-12
- access to Non-Lethal Shotgun.
- access to Grenades.
- Can start ration cycles.
- Can request manhack deployment
- Able to train RCTs.

EpU - Elite Ground Unit.
- access to Stun Baton.
- access to 9mm pistol
- Access to Health Syringe.
- access to H&K MP7.
- access to Non-Lethal Shotgun.
- access to Grenades.
- Can start ration cycles.
- Can start work cycles.
- Able to train RCTs.
- Ability to request Judgement Waivers

RL - Commanding Ground Unit.
- access to Stun Baton.
- access to 9mm pistol
- Access to Health Syringe.
- access to H&K MP7.
- access to Non-Lethal Shotgun.
- access to Grenades.
- Can start ration cycles.
- Can start work cycles.
- Able to train RCTs.
- Ability to request Autonomous Judgement Waivers.

DvL - Divisional Leader
- Access to all weapons, and explosives.
- Access to all medical items.
- Ability to start Judgement Waivers.
- Ability to start Autonomous Judgement Waivers.
- Can command OTA Units.
- Can start ration cycles.
- Can start work cycles.
- Able to train RCTs.

CmD - Commander.
- Cannot leave Nexus w/o at least 2 I3+ units.
- Access to all weapons, and explosives.
- Access to all medical items.
- Ability to start Judgement Waivers.
- Ability to start Autonomous Judgement Waivers.
- Can command OTA Units.
- Can start ration cycles.
- Can start work cycles.
- Able to train RCTs.

Division Specifics

HELIX - Advanced Medical Division.
- Access to Health Kits.
- Access to Health Vials.

RAZOR - Advanced Retaliation Division.
- Access to Tear Gas Grenades.
- Access to Fragmentation Grenades.

GRID - Advanced Reparation Division.
- Access to Camera Security System.
- Access to Scanner Protocol System.
- Access to Shield Protocol System. (Situation Specific / Authorization from CMD)
- Access to Manhack Protocol System. (Situation Specific / Authorization from CMD)
- Access to Combine Reparation Tech.
- Access to a SPAS-12 Shotgun

JURY - Advanced Investigation Division.
- Access to larger database.
- Preferred to take 9mm pistol.
Sub-Section 0.3. - Divisional Roster System
The divisions within the CCA are basic 5 divisions, they are as follows:

UNION - Default Division for Units.

UNION units are the backbone of the Combine and the CCA, and the most common units around. They are tasked with the basic criteria such as patrolling the city, sweeping areas such as apartment complexes etc. These units are the basic form of the CCA, and usually will be seen performing their day to day business, similar to a public security force.

RAZOR - Applicable at i2 after personal training.

RAZOR units are only able to be applied for at the rank of i3. They can be accepted by the divisions EpU or above. Razor units are essentially the 'response units' of the Union. Their job is to suppress and destroy rebel activity. They are equipped for combat and ready for potential firefights with rebels and rebel sympathisers.

HELIX - Applicable at i4 after personal training.

HELIX units are only able to be applied for at the rank of i4. They can be accepted by the divisions OfC or above. They are units who have special training in the medical zone. This means they are packed with an extended medical knowledge and provide units with medical supplies, injury rectification, and are essentially the 'field medics' of the Union. They are still armed, and can also fight back, so they are not defenceless at all, not in the slightest.

GRID - Applicable at i4 after personal training.

GRID units are only able to be applied for at the rank of i4. They can be accepted by the divisions OfC or above. They are units who are dedicated to mechanics and repair work. They are the ones who make sure all the equipment a city's CCA force uses are in working order, as well as providing upgrades to weaponry, armour, vehicles and more. They are also given the usage of Scanners for patrols, as well as the authorised use of Manhacks to flush out potential rebels.

JURY - Applicable at i4 after personal training.

JURY units are only able to be applied at the rank of i4. They can be accepted by the divisions OfC or above. They are units who are specialized with investigating anti-citizen activities and other violations. They also investigate possible rouge units in the CCA and any other corruption cases. They keep the CCA, CMU, CWU and the Citizens always close to them, making sure, that there aren't any Anti-UU thoughts.
Sub-Section 0.4. - Equipment Database
This section defines the basic and advanced equipment you will come in contact and use.

Equipment List and Privileges of Use.

Civil Protection Uniform & Equipment
  • Civil Protection Mask - The mask of a Civil Protection Officer. The mask is actually not bulletproof in the slightest, and is not in any way protective from blunt force trauma or sharp objects. Inside the mask is a built-in radio system for communication, simple protection for Xen Spores and simple toxic gases, vocoder, internal HUD system, and a built in flashlight for visibility purposes. This is standard and usable for all ranks of the Civil Protection.

  • Bulletproof Vest - A standard issued vest. Built to endure small calibre rounds from firearms such as the 9mm pistol. It won't last a second or provide any protection against anything of a higher calibre. The OfC's and above gain an upgrade in Kevlar that assists in stopping most sub-machine rounds and assault rounds, but definitely still not invincible. Nowhere near as strong as an OTA's armor.

  • Utility Belt - A belt that wraps around the CCA uniform's lower half. Allows for the attachment of various weapons, zip ties, and pouches for medical items.

  • Backpack - A simple messenger bag slung onto the back of CCA units to store more items.

  • Zip Ties - A cheap alternative to handcuffs - Zip Ties are a 1-use handcuff that do the job - and simply require cutting in order to free a restricted Citizen.

  • Token Reward Case - A case full of tokens depending on loyalist ranks. Only to be distributed once a citizen has gained Loyalty Grade D or above. One per Loyalty Grade per Citizen.

Civil Protection Weaponry
  • Stun Stick - The standard issue electric-baton of the Civil Protection Units. A trademark in it's own right - this baton is powered by a simple on/off system to turn on it's taser-like properties. It can be used to bash, beat, and even knock people unconscious with a couple swings. These are granted to units since their Recruitment into the CCA.

  • 9mm USP Match Pistol - The standard issue sidearm known to be used by Civil Protection Units. They are a small-calibre firearm created in 1993 in Germany - using 9mm Parabellum rounds with a capacity of 18. It is semi-automatic and is given to units at i4 or beyond.

  • Heckler & Koch MP7 - The Heckler & Koch MP7 is a standard issue sub-machine gun used by the Civil Protection - and sometimes, Overwatch. This weapon was manufactured in 2001, in Germany. It takes 45 SMG rounds, of 4.6x30mm calibre. It is given to units at i2 or beyond.

  • Non-Lethal Shotgun - The Non-Lethal Shotgun is a repurposed M590 that was originally made in 1960 that now only accepts 12 Gauge buckshot rounds, 8 in capacity. It has been tampered with by the Universal Union to only efficiently accept rounds that are less than lethal. This is granted to units at OfC rank or beyond.

  • MK3A2 Frag Grenade - This frag grenade is an olive green coloured grenade - it has a pull-off pin that allows you to time your throws before you get blown up. This is allowed for OfC and beyond, as well as RAZOR Division Units.

  • Tear Gas Grenade - A grenade filled with a vile gas that will cause is made generally of aerosolized solid and liquid compounds such as bromoacetone or xylyl bromide. Which isn't gas. It works by irritating mucous membranes in the eyes, nose, mouth and lungs. These are only available to units of OfC and beyond, as well as both RAZOR Division Units & only when ordered by the CMD during Riot Control Situation, in sociostatus Red/Black.

  • Riot Shield - A standard-issue riot shield made out of the same metal and plastic components that make the combine barricades. The glass built on it is only standard - and is a matter of fact - not bullet proof. The metal alloy that covers the front of the shield - however, is completely bulletproof from all physical types of ammunition available. These are available only when ordered by the CMD during Riot Control Situations, in sociostatus Red/Black.

    [list/]

    Civil Protection Medical Equipment
    • Health Syringe - A small syringe filled with the liquefied remains of an Antlion Grub. Inject it into yourself to reduce pain within an small afflicted radius. These are only allowed by any rank of Civil Protection Unit.

    • Health Vial - A small vial - larger than the syringe form - filled with the same liquids from an Antlion Grub. Apply onto a wound to reduce the pain - but applying too much will cause skin cells to be killed off and prevent the healing of wounds. This can be used on around 3 wounds with the amount of liquid in it. These are only allowed by the HELIX Division.

    • Health Kit - A medium-sized kit including a Health vial built inside the plastic container. It contains a series of tubes inside the plastic that hold more gel on the inside - around an extra Health Vial's worth. This in total allows for it to be used on 6 wounds. These are only allowed by the HELIX Division.
Sub-Section 0.5. - Blackmark Punishment System
The Black-mark Punishment System (referred to as Black-marks or BPS) is the Civil Protection Punishment System against Units of it's own rank. These can be issued by OfC+ at any time - so long as they are properly written down.

Black-marks are usually given for not following orders of higher ups, messing up situations, and overall screw-ups by Units. This is determinate by what said unit messes up on. Simple mistakes do not require Black-marks - but more serious failures are usually the reason Black-marks are given to units - as a permanent sign of their failures so they don't make the same mistake again.

Black-mark 1 -) The first Black-mark serves as a 'warning' sign that you should get your act together. Whilst nothing happens once you receive your first Black-mark. The Black-mark stays on your Unit for life. No matter what rank - that mark will loom over your head like a F in a class you care about.

Black-mark 2 -) The second Black-mark is when punishment begins to unfold upon units. Units with two Black-marks will now receive a beating - both physical and verbal - by a superior. They will also be stripped of rank and moved down a rank. (i4 to i5, nothing lower than i5)

Black-mark 3 -) This is the straw that breaks the camels back. By having three Black-marks on your record - you are to be expunged. Permanently. This is usually done by a capital punishment by firing squad. If you seriously have three Black-marks - you won't last long...
Sub-Section 0.6. - Off-Duty Protection Officers
Civil Protection Officers - of course - are still human. So, they will need some R&R from time to time. Hence why you are allowed off-duty. When you are off-duty, you are not allowed to leave the nexus or interact with Citizens outside the Civil Protection. Before you go off-duty, radio in "10-7". Let everyone in the CCA know you are going off-duty


Section 1 - Communication
Radio usage should be kept to a minimum, and only important information is to be relayed over comms. Any form of useless information or chatter will result in punishment. Seeing as the majority, if not all, of the communication in Civil Protection, as well communication with Dispatch, is done through said means of radio transmission, it is vital to keep the transmissions distributed within concise, coherent, and most of all, compliant to the terminology typical of Civil Protection in order to ensure secrecy if an outside source might be listening and a means of communication with everyone comprehending the message.

An example for a faulty relay;
“<:: Dispatch be advised an anticitizen is assaulting functionaries, prosecuting. ::>”
“<:: Unit is on duty! ::>”
“<:: U-28281 Isn’t patrolling with his PT! ::>”

Proper pronunciation;
“<:: Disp, tagging 10-91d for 243, 10-26. ::>”
“<:: XRAY-2 reporting 10-8. ::>”
“<:: Disp, J-54321 Reporting U-12345 incohesive, advise. ::>”

Be advised: You are not expected to know radio codes from the get go. As you progress through the CCA and through trainings and heads up from other units by learning you will naturally begin to improve. Don't be afraid to ask for support either (Asking what things mean etc)
Sub-Section 1.1 - Civil Authority Communication - 10 Codes
Transmission Codes:
This section will show you all Radio-Codes with the 10 classification

  • 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.
Sub-Section 1.2 - Civil Authority Communication - 11 Codes
Transmission Codes:

This section will show you all Radio-Codes with the 11 classification


  • 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.
Sub-Section 1.3 - Civil Authority Communication - Codes
Transmission Codes:

This section will show you all Radio-Codes with the Code-Classification.


  • 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 12: Return to Standard Protocol.
  • 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.
Sub-Section 1.4 - Civil Authority Communication - Terminology
  • Accomplice: An individual providing aide to a standing anti-citizen or non-citizen.
  • Airwatch: The airborne extension of Overwatch forces. In Civil Protection use, it typically refers to scanner units.
  • Amputate: To execute a target. Unless stated otherwise or it is an obvious emergency, assume that this means to relocate the subject to a secure location before carrying it out.
  • Anti-Citizen: A confirmed opponent of the state.
  • Apply: To rush, hurry, or speed up execution of an action. Essentially, get a move on.
  • Assemble: To group together, or operate in tightly knit teams.
  • Biotic: A non-specific designation typically referring to non-manipulative xenian lifeforms. This can encompass vortigaunts or antlions. In most situations it refers to vortigaunts.
  • Block: A residential block or location.
  • Cauterize: To permanently restrict access to a location. For instance, blowing out the ceiling of a tunnel to fill it with rubble.
  • Coagulate: To spread out across a wider location. The opposite of assemble.
  • Converge: To move to a location.
  • Request: A request for Civil Protection teams, be it from a request device or a terminal.
  • Clamp: To temporarily restrict access to a location.
  • Deservice/Deserviced: Referring to the death of a Union-affiliated unit, either Civil Protection or Transhuman Personnel.
  • Dislocate: To knock aside, destroy, or damage. Typically refers to destruction of cover on an enemy target.
  • Restrictor: Any device used to restrict an area - in case of urban environments, a lock. In outland regions, a thumper.
  • Discouragement Device: An explosive hopper mine.
  • Document: To examine the identity of a given person, or to update their datafile with their committed crime.
  • Exogen: Antlion or its associated grubs/guard types.
  • Expired: Deceased/Eliminated
  • Expunge: To eliminate a target. Different from amputate, this typically refers to combat scenarios involving hostile opponents
  • Hardpoint: An armoured structure purposefully constructed to serve as a defensive position for overwatch operatives. It is characterized by bulletproof barriers alongside large walls and stationary weapons. Operatives stationed at these locations are authorized to have their weapons ready at hand.
  • Checkpoint: An area or a structure purposefully constructed to search & identify populace passing through it. Weapons may not be present at these locations.
  • Immediate Amputation: To execute an amputation on the spot without subject relocation.
  • Incursion: A breach of socio-stability.
  • Infection: A hostile outbreak, typically referring to necrotic and parasitic activity, though this can also refer to anti-citizens.
  • Inject: To move into a location.
  • Inoculate: To secure an outbreak or eliminate a threat to socio-stability
  • Inquire: To interrogate or question.
  • Intercede: Move to disrupt ongoing activity, to go to a scene.
  • Interlock: To group together and form a protection team.
  • Interpose: Refuse or other objects being used as cover from fire.
  • Isolate: To distance oneself from others. Can be used as an instruction toward citizens, or other units in combat situations. In reference to opponents in a combat situation, to fire/attack to prevent them from coming together.
  • Laceration: Leakage of confidential information, terminology, or identity.
  • Lock: To lock one’s position or hold at a present location.
  • Malcompliance: Failure or refusal to co-operate.
  • Malignant: A persistent threat to socio-stability.
  • Midnight: No verbal communication authorized. As an instruction, this means to remain totally silent (no using chat input in any way). Unless told otherwise or the situation has obviously ended, you are not to breach this. This includes running, jumping, or anything else that would cause noise or bring attention.
  • Necrotic: A being under the influence of a headcrab/parasite.
  • Non-citizen: Any individual with revoked or no citizenship who is not necessarily an opponent of the state.
  • Outbreak: A suddenly occurring situation. As a status update, refers to loss of control.
  • Pacify: To render a threat incapable of continued resistance. This typically means to render unconscious, though in combat scenarios can mean to wound a target sufficiently to make them incapable of carrying on.
  • Parasite: A headcrab of any variety.
  • Preserve: To re-establish or maintain socio-stability in your area.
  • Pressure: To apply continued force/attack to a target to an unrelenting degree.
  • Prosecute: To administer a verdict. In combat scenarios, to engage with or eliminate a target.
  • Restrict: To deny access to or through a given location, or to establish a perimeter.
  • RVL: Revitalization. An off-duty rest period normally given to Civil Protection units.
  • Shield: To apply defensive tactics or to defend a designated target/location.
  • Scan: To perform a search of an area, container or an individual.
  • Skyshield: Airwatch forces operating in the area. This can refer to hunter-choppers or gunships.
  • Sociocide: Disruption of normalcy/order in the area.
  • Stabilize: To restore order.
  • Stabilization Team: A prosecutory ground team used to stabilize a situation.
  • Sterilize: In reference to corpses, typically meaning to burn or otherwise get rid of them.
  • Suspend: To cease or put an action on hold.
  • Sword: To adhere to offensive tactics, or to hunt for a given subject.
  • TAC: Total Access Communication. Refers to the main hub communications system that is accessible by all Overwatch entities, yet is primarily used by Civil Protection during their operations.
  • Tag: The verdicts a given suspect is charged with. In combat situations, refers to killing or having killed a target (“Tag one necrotic”).
  • TAG: Tactical Assault Gear. Refers to units at 30 rank points or higher.
  • Terminal Prosecution: To execute a target. Unless stated otherwise or it is an obvious emergency, assume that this means to relocate the subject to a secure location before carrying it out.
  • Unrest/Unrest Structure: Some form of riot or uncontrolled disruption.
  • Verdict: The decided offense or conclusion in reference to a given subject. Typically refers to the numerical designation for an offense (243, 27, etc). In combat situations, this refers to a weapon's ammunition.
  • Virome: Host of civil infection - (An armed anti-citizen, a hazardous object, an unidentified creature, a rampant conflagration etc.).
  • Viscerator: Manhack.
  • ADW - Assault with a Deadly Weapon
  • APB - All-Points Bulletin
  • BOL - Be on Lookout
  • CPT - Civil Protection Teams
  • DB - Dead Body
  • GOA - Gone on Arrival
  • OC - Off Course (refers to manhacks)
  • PT - Protection Team
  • UTL - Unable to Locate
  • UPI - Unidentified Person of Interest
Section 2 - Civil Codes of Citizen Regulation and City Rules/Violations
Every citizen agreed the Union's code of citizenship, so a safe and civilised life is ensured. Enforcing those rules is mandatory and your duty as a Civil Protection Unit. If a citizen fails to follow the rules and commits a listed violation, a Civil Protection Unity has to issue a verdict, out of sight from other citizens. The Citizens shouldn't be disturbed by re-education on the open street, so make sure, to get the suspect near an alley or some other hidden area and issue the verdict. Amputations should be when possible, in the nexus or in an alley, which is covered by Civil Protection Units. This is a very strict rule.

When a citizen breaks the rules above Level 1, they are to be issued 'verdict points' which is a official name for 'negative loyalty points.' Verdict points are taken away from their LP which can result in loss of loyalist ranking, moving of households, ration quality decreasing etc.

Note: A single detainment cycle is the equivalent to 5 minutes in real life.

Level 1:

  • Running
  • Climbing
  • Yelling
  • General uncivil behaviour
  • Loitering (standing around doing nothing)
  • Refusing to isolate
  • Swearing.


Punished with re-education (You don't need to ziptie or search them. Get them near a covered area and hit them three times with your stunstick). No verdict points issued

Level 2:

  • Discriminating another citizen.
  • Talking to a Civil Protection officer without orders. (Ranks above OfC.)
  • Committing a level 1 violation right after or shortly after a warning.
  • Possession of green marked contraband.
  • Wasting an officer’s time.
  • Not speaking an official language.
  • Not using authorised citizen clothing.
  • Scavenging (in the city)

+2 verdict points, one cycle in detainment and re-education. For each contraband +2 verdict points

Level 3:

  • Failure to apply.
  • Failure to report a crime. (In-action)
  • Not following Civil Protections orders.
  • Theft.
  • Failure to have proper identification. (No ID on surface)

+4 verdict points, two cycles in detainment and re-education.
(Always remember: Tie them, knock them out, carry them to a cell. After their cycles are over, knock them out, untie them and carry them outside of the Nexus.)


Level 4:

  • Trespassing on Combine owned property.
  • Stealing tokens.
  • Direct unit harassment. (verbal)
  • Fighting. (with other citizens, if a priority citizen is attacked it is counted as policide)
  • Tampering with unconscious or deceased bodies.
  • Resisting arrest and/or questioning.
  • Property Vandalism.
  • Attending a civil unrest (standing near the unrest)

Punished with +6 verdict points, three cycles in detainment and re-education.

Level 5:

  • Direct unit harassment. (i.e. spitting, throwing cans.)
  • Attempted policide. (i.e. punching)
  • Propaganda (light and not in favour of the combine)
  • Ignoring lockdown of city blocks or entire city.
  • Possession of yellow marked contraband.
  • Lying on interrogation. (need actual proof or witness(es)!)
  • Possession of yellow marked contraband.
  • Attending a civil unrest (throwing cans, vandalism)
  • Scavenging (in the sewers or 404 zones)

8 verdict points, four cycles in detainment and re-education. (Interrogation about how contraband was obtained.)

Level 6:

  • Trespassing inside the Nexus.
  • UPA. (Unauthorised Procreative Activity; ERP is not allowed on the server)
  • Combine property vandalism.
  • Mental imperfection.
  • Homicide. (murdering a citizen)
  • Attempted policide. (i.e. threatening with weapons)
  • Hostaging.
  • Robbery.
  • Attending a civil unrest (masked)

Trial for amputation (request a OfC or a higher up). If trial does not pass, sentenced to Citizenship Termination.

If a citizen has -15 points on their ID. RL+ can authorize Citizenship Termination. This involves OTA units escorting the citizen to the city perimeter - removing all belongings, currency, etc and effectively are exiled from Union Civilization permanently - forced to fend for themselves or die.

Level 7:

  • Possession of red marked contraband.
  • Policide.
  • Trespassing in City Administator's office.
  • Homicide/Capital Malcompliance (murdering a Civil Protection Officer)
  • Rebel conspiracy. (without physical evidence)
  • Attending a civil unrest (violent behaviour, armed, entering Nexus during civil unrest)

Punished with amputation or Citizenship Termination.
(Interrogation about how contraband was obsessed. Request a JURY/OfC or higher up)
Sub-Section 2.1. - List of Contraband
Contraband Levels
  • Green = Level 1 Contraband
  • Yellow = Level 2 Contraband
  • Red = Level 3 Contraband

Green Contraband
  • Anti-Union Propaganda
  • Pre-War Food/Drink
  • Non-Approved Food/Drink
  • Non-Approved Books
  • Non-Approved Prosthetic Limbs



Yellow Contraband
  • Melee Weapons
  • Combine Lock
  • Handheld Radio
  • Health Kits
  • Health Vials
  • Paracetamol
  • Stationary Radio
  • Any kind of pre-war drug - unless without a medical reason.
  • Zip Ties
  • Non-issued Universal Clothing. (Resistance & Medical Uniforms, Bandana, Gas Mask, Armored jeans.)



Red Contraband
  • Flash Grenade
  • HE Grenade
  • Smoke Grenade
  • Resistance Body Armor
  • 9mm Pistol Bullets
  • SMG Bullets
  • 12ga Buckshot Cartridges
  • Pulse-Rfile Energy Rounds
  • Dark Energy Ball
  • .357 Rounds
  • Crossbow Bolts
  • Rocket Missiles
  • 9mm Pistol
  • MP7/SMG
  • Combine SPAS-12 Shotgun
  • Overwatch Standard Issued Pulse-Rifle (AR2)
  • .357 Magnum
  • Crossbow
  • RPG
  • Pre-War Weapons.

Sub-Section 2.2. - Loyalty Point System
The current Loyalist Point System is:

No Armband
-15 Loyalty Points or more.
- Treated with minimal respect when seen
- Can be amputated or removed from the city {CmD or DvL must approve}
- Detained and must do manual labour until judgement.
- Can receive a mandatory memory replacement.

No Armband
-1 to -14 Loyalty Points exactly.
- Minimal Rations
- Lowest Tier Medical treatment

No Armband
0 to 9 Loyalty Points exactly.
- Mandatory Work shift Attendance
- Minimal Medical Treatment
- Standard Grade Rations

Brown Armband
10 to 24 Loyalty Points exactly.
- Authorised to request a specific roommate for housing
- Authorised to apply to join Civil Services
- Given Standard Grade Rations
- Authorised to apply to Combine Civil Authority (15 LP+)


Green Armband
25 to 49 Loyalty Points exactly.
- Authorised to apply for a Civil Business Permit
- Authorised to open a business (With a proper permit)
- Authorised Medium-Grade medical care

Blue Armband
50 to 74 Loyalty Points exactly.
- Request an audience with civil administration.
- Authorised to apply for a marriage with another citizen of similar loyalist status, blue or higher.
- Authorised optional housing at Terminal Hotel.
- Given Loyalist Grade Rations.

Red Armband
75 to 99 Loyalty Points exactly.
- Authorised to apply to the Civil Administration Board.
- Authorised to receive High-Grade medical care.
- Exempt from random searches, still can be searched with a valid reason.
- Given Priority Grade Rations.

White Armband
100 to 249 Loyalty Points exactly.
- Given Two Priority Rations.
- Given a 1000 Token Reward by the Civil Administrator.
- Authorised limited access to the Civil Administration Wing of the Nexus. (Escorted)
- Authorised to attend Civil Administration meetings.
- Minor mental augmentation to subtly subdue Anti-Union ideals.

Black Armband
250+ Loyalty Points
- Given Two Priority Rations.
- Given 2500 token award by the Civil Administrator .
- Authorised to apply for optional housing within the nexus if it can house citizens and there is space.
- Authorised to apply for the position of Civil Administrator.
- Authorised to top-tier medical care
- Treated with the utmost respect
- More mental augmentation to discourage anti-union ideals.

*Credit goes to Val*


Main ways of gaining Loyalty Points
Some of the ways to gain Loyalty Points within a Sector.

You can gain 1 Loyalist Point by performing the following tasks in front of a CCA officer.

  • Requesting work tasks such as cleaning, restocking, repairing property, etc.
  • Discovering and reporting the location of Level 1 (Green) Contraband.
  • Reporting a level 1-3 crime, providing proof & / or locating the culprit / suspect.
  • Handing in a Loyalty Point Coupon & proof you performed said task for Civil Services.

You can gain 2 Loyalist Points by performing the following tasks in front of a CCA officer.

  • Attending and completing a work shift, without causing any trouble.
  • Reporting a level 4-5 crime and assisting to locate the criminal.
  • Discovering and reporting the location of Level 2 (Yellow) Contraband.
  • Saving the life of a Civil Service Director / Branch Head & providing evidence it happened.

You can gain 3 Loyalist Points by performing the following tasks in front of a CCA officer.

  • Saving the life of a Civil Protection Unit.
  • Providing medical assistance to a Civil Protection Unit.
  • Reporting a level 6/7 offence and assisting in locating the criminal.
  • Discovering and reporting the location of Level 3 (Red) Contraband.

You can gain 5 Loyalist Points by performing these tasks in front of an officer only:

  • Saving the District Administrator's life.
  • Saving a member of the District Administration Board's life.

Note - Officers shall receive a blackmark for tampering with LP (e.g. giving too many LP for no valid reason - or too much for a small job, etc.) or giving the wrong Token Reward Case to the wrong Grade citizen.
Note - A TOTAL OF 5 LP CAN BE GIVEN A DAY FOR REPEATED TASKS
Officers must comply with these loyalty systems - or will face blackmarks from Dispatch / Higher ups if they are not followed.
Section 3 - Judgement Waivers
A Judgement Waiver is a city-wide lockdown, which gives you nearly full autonomy. OTA will be deployed and there will be a certain goal to achieve, which will end the Judgement Waiver.

What you are allowed during a Judgement Waiver:

You are nearly allowed to do everything. The only thing you aren't allowed to, is to amputate other Civil Protection Officers or OTA units. You are allowed to do random amputations on citizens and can also search them. But you still have to follow the chain of command.

What triggers a Judgement Waiver:

-) 3 Minor Offences, such as the biosignal loss of 3 low ranking officers.
-) The loss of a OfC, EpU or SqL biosignal.
-) Large-scale riots that are causing distress in the City.
-) High gang activity, multiple mugging, shots fired or multiple sightings of known gang members.
-) Discovery of a resistance outpost or gang hideout.
-) The raiding of the CWU, CMU, or any establishments such as Hospitals, Shops or Factories.
-) Small-scale Resistance planned attacks.
-) Large-scale Resistance presence in the City.
-) Most CCA or OTA forces are wiped out.
-) The death of a high-ranking unit (SqL, DvL, CmD, SeC.)
-) The attempted or successful assassination of the City Administrator.
-) A major Resistance attack on the City.


Depending on the reason of the Judgement Waiver, you can receive different orders.
Section 4 - Mandatory Memory Replacements
  • i5 - Level 1 MMR
  • i3 - Level 2 MMR
  • i1 - Level 3 MMR
  • EpU - Level 4 MMR
  • RL/OWS - Level 5 MMR
  • CmD/EOW - Level 6 MMR

  • Level 1 MMR - Multiple Sessions of Union Sanctioned Propoganda
  • Level 2 MMR - Replacement of negative Union interactions
  • Level 3 MMR - Fabricated positive memories of the Union
  • Level 4 MMR - Fabricated pre-CCA life
  • Level 5 MMR - Fabricated memories of pre-CCA life/Fabricated memories of Military training
  • Level 6 MMR - Believes in only the Union and sees them self as an asset to the Union/Fabricated memories of Special Operations training
Section 5 - Socio-Status Regulations
These are the Socio-Status regulations and list:
Green
  • No officers have been reported injured or killed
  • Only level 1-2 violations occurring frequently
  • No 404 patrols active
  • CmD has full authority, Dispatch only relays orders
Blue
  • 2-3 recent officer injuries reported or 1 officer (i2 or lower) killed
  • Level 3-4 violations occurring frequently
  • minimal 404 patrols active
  • CmD has full authority of ground units, Dispatch only relays orders
Yellow

  • Multiple (6+) officer injuries reported, or 3 officers (i2 or lower) killed, or 1 officer (EpU/i1) killed
  • level 5 violations occurring frequently
  • Many 404 patrols active
  • CmD has authority over priority (i1+) units, Dispatch has authority over non-priority units (i2 or lower)
  • Units have permission to have weapons out on patrol
Red (JW)

  • Multiple (12+) Officer injuries reported, or 6 officers (i2 or lower) killed, or 2 officers (EpU/i1) killed, or 1 RL killed
  • Rioting within citizen homes is common
  • 404 patrols given access to low ranking OTA units (OWS)
  • CmD only has authority over bodyguard units, Dispatch has full authority over the city
  • Units are to arrest all citizens not in their homes
Black (AJW)

  • 2 officers (i2 or lower) killed, or 4 officers (EpU/i1) killed, or 2 RLs killed, or 3 Overwatch units killed
  • Open riots within the streets are occurring
  • Overwatch units deployed to the streets (OWS/OSL)
  • 404 patrols comprised only of OTA
  • CmD to be protected in the nexus, Dispatch has full authority over combine forces in the city
  • Units to amputate citizens not in their homes

Socio-status can be changed by OfC+

Information beyond this point has been restricted by orders of Legion

***OOC DISCLAIMER: THESE ARE ONLY USED IN SPECIFIC EVENT CIRCUMSTANCES***

Operation Expunge

  • Occurs if AJW lasts more than 2 days
  • All active non-priority units (i4 bellow) disavowed and amputated
  • Deployment of NOMAD and Hunter units to the streets
  • Evacuation of all priority 1/2 citizens to nexus for safe keeping
  • OTA Deployed to streets


Operation Sacrifice
  • If Expunge is unsuccessful this occurs
  • All active CCA (Exception CmD) disavowed and amputated
  • Nexus dark energy core to be detonated via code sacrifice
  • All citizens flagged as malignant, Amputate
  • Command is transferred to Sector Dispatch


Operation Union-Sacrifice
  • In event Sacrifice is unsuccessful this occurs
  • All cities in sector to set socio-status to Red/Black
  • CmD of original city disavowed and amputated
  • Command of all units in Sector transferred to Sector Dispatch
  • All sector Overwatch forces to focus their attention on lost city


Operation Earth-Sacrifice

  • In event Union-Sacrifice is unsuccessful this occurs
  • All cities in sector to initiate Operation Expunge/Sacrifice (Chosen at Sector Dispatches discretion)
  • All cities worldwide to enter socio-status Red/Black
  • SeC of sector to be disavowed and amputated
  • Command of all units worldwide transferred to Primary Dispatch Source
  • Worldwide Overwatch forces to focus their attention on lost sector
Section 6 - Miscount and Prosthesis
Miscounts
A Miscount is when a citizen that means a very specific parameter is located and found. These 'Miscounts' are to be brought in immediately and first - questioned how they were able to make it into the City, who they are, etc and are to be amputated once all knowledgeable information is extracted from them. Reasons as to why a Citizen can be considered a Miscount is due to:
  • A person who has a physical impairment that prevents them from either performing manual labour tasks or functioning in society, without a prosthetic replacement. (Specifics include: Wheelchair-bound people, People with no arms, no legs, sufferers of quadriplegia[en.wiktionary.org], etc.)

  • A person who has a mental impairment that prevents them from either performing manual labour tasks, or functioning in society.

  • A person who is below the basic height requirements of society without extension devices (heels, etc)

  • A person who is above the basic height requirement of society without extension devices (heels, etc)

  • Being below the minimum age of transference into a City. (Below 18.)

  • Above the maximum age allowed in civilisation, without authorization (80 or over.)

  • Someone who has not got an ID, or has a transfer ID, in the City who has not been processed at the Transfer Terminal at the Train Station. (This only counts as a miscount if they have already left the Train Station, without an ID card)

Prosthesis
Prostheses is the word for a multitude of Prosthetic appendages or implants on a person. These may be for medical reasons, augmentations to the body due to Civil Protection Status, or more. The reason the Union has delegated a section to Prosthetic appendages and implants may shock you - but some members of Civil Protection have miscalculated their logic and caused people who fall into this category to be considered 'Miscounts.' Let us assure you in saying that people with prosthesis are not miscounts, they are only considered miscounts if they are unable to perform basic things, such as walking, picking objects up. Whilst some people may be impaired by their disability, if they can work, even at a slower rate, they are not considered miscounts.

Prosthetic appendages in the Universal Union.
Prosthetic limbs, due to the likelihood of losing a limb within the circumstances of this day and age, have been alter slightly. Types of prosthesis that are approved and available are:
  • Primitive - The simplest form of prosthetic appendage - a primitive prosthetic is one that merely fakes the original limb. It cannot move on its own, and is only a replacement in a physical 'looks' format. These are the most common, cost effective, and easily manufactured prosthesis the Union supplies.

  • Standard - A standard form of prosthetic appendage - these are the prosthesis that require the user's input in order to use them, such as a pulley or winch system, or advanced models such as motor or electrode powered devices built onto the prosthetic. They can move around with these inputs from the user, and are 10x more useful than primitive models.

  • Bionic - The newest breakthrough in appendage technology - a Bionic prosthetic is one which runs on internal computer or neural inputs that can borderline mimic the original limb in every way imaginable - and more. Examples of what they can do are such things as move fingers individually without any manual input, rotate 360 degrees without manual input, and more. These are extremely expensive to produce - and are practically only given to those who truly are either looked down upon, or are revered as heroes of the Union.

Note: Prosthesis that are legal require a Union-Engraved mark on them. Without this mark - they are considered illegal and are to be removed from said person and discarded.

Extra Note: A person who is missing a limb and not wearing a prosthetic is NOT a crime. They are allowed to wear their prosthetics when the choose too. The only time it is allowed to consider it a crime is when they are 'miscounted' as in if they are unable to perform basic tasks or work. If they are still ABLE TO they are not miscounts.
Section 7 - Overwatch Transhuman Arm
The Overwatch Transhuman Arm is the Combine's main military force, along with the Synthetic Arm. It is made of of humans that have willingly, or unwillingly, received many augmentations and biological changes to make them faster, stronger, smarter, and above all, unquestionably loyal. Soldiers are handpicked from high ranking Civil Protection officers, or from high value captured rebels. Those who join give up their humanity to serve the Combine, as part of their massive war machine.

The ranks for OTA are as follows:

SECURITY - Standard ground unit
- Access to MP7
- Access to grenades
- Can be commanded by CmD

OWS - Standard ground unit
- Access to AR2
- Access to grenades
- Can be commanded by CmD

OSL - Squad leader unit
- Access to AR2
- Access to SPAS-12
- Access to grenades
- Can be commanded by CmD
- Can command CP units of i2 and below

EOW - Elite ground unit
- Access to OSIPR
- Can command CP units of EpU and below
- Can only be commanded by ESL, SeC and Sector Overwatch

ESL - Elite squad leader unit
- Access to all weapons
- Can only be commanded by SeC and Sector Overwatch
Section 8 - Dispatch
Dispatch

Dispatch is an artificial intelligence that serves as the commander of all city-wide forces, such as Civil Protection, etc. Dispatch as an AI, has access to all surveillance within district nexus buildings, as well as being able to access terminals, locks, doors and other equipment. Dispatch's main role is maintaining cohesion and relaying orders to city-wide Overwatch personnel and Civil Protection.

Dispatch can only see the city through Cameras and Scanners - however, they have access to the bio-signal location trackers within each Civil Protection Uniform. The masks of the Civil Protection Units only have a recording feature - which has to be extracted manually once hooked up to a terminal.
Section 9 - Map Overview - Industrial Sector - City 17
This section will provide an overview map of each location in the sector:

INDUSTRIAL SECTOR:
CANAL SECTOR:
SUBLEVELS OF INDUSTRIAL SECTOR:
28 Comments
L0NEW0LF187 26 Jul, 2024 @ 7:00pm 
wait, so what did barney mean by beating quota? i didnt see anything about it in this guide.
Eclypsi0n  [author] 20 Dec, 2023 @ 9:38am 
@garry I believe most of them were either custom sweps for the server or were ARC:CW // TFA weapons.
rosen 19 Dec, 2023 @ 4:58pm 
is there a mod for the weapons that are shown in the guide?
Executive Manager Dante 20 Jun, 2023 @ 10:59pm 
You Know, telling me my memories are altered kinda makes me feel like my life is a lie, thanks for giving me a psychological breakdown, either way, guide is good.
KODLIX_user1 10 Dec, 2021 @ 9:40pm 
Pick up that amogus
Chinny 21 Aug, 2021 @ 4:53pm 
can1 can2 can3 can4 can5
weird core 4 Dec, 2020 @ 11:17pm 
can you make NPC
DachaGorela 4 Dec, 2020 @ 6:10am 
123
Outrageous Solomon 3 Dec, 2020 @ 10:12pm 
good for a combine rp
OmniWashed 3 Dec, 2020 @ 8:21pm 
I'm sorry, did I miss the part where you're supposed to knock cans on the ground and tell people to 'pick up that can'?