Garry's Mod

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Underscore Gaming | CW: HL2Rp Guide - General Lore / Equipment / Story
By Nightmare
<:: Author's Note Page ::>
This guide is let new players understand what Underscore Gaming's Half-Life 2 Roleplay server operates by, and to aid current players by refreshing their memory of Radio Codes, equipment for MPF, etc.
(This guide is meant for Underscore Gaming's CW:Hl2rp server.)
   
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Lore & Cannon
Welcome to the Underscore Gaming

The year is currently 2024. After the events of Half-Life 2: Episode 1 and the Citadel was destroyed, Gordon Freeman, most commonly known as the Resistance Enforcer/Leader, was never seen again. Unsure of his disappearance, the Universal Union retaliated to regain control of Earth. Without the Rebellion Leader and with most of their numbers dwindled, the resistance was quickly overpowered.

The Universal Union began rebuilding the Citadel the year after the incident in 2017. Upon completion around the year 2020, the combine had gained full control over earth and citizens have begun their normal everyday tasks.

Alongside the reconstuction of the City 17 Citadel, multiple others were contructed around the globe. This allowed for the Universal Union to reconfigure their ranks and operations to better suit for citizens to become loyalists, and for Civil Protection to be more of a military figure.

You can find the full list of cities and their function within the universal union here:
https://hl2rp.fandom.com/wiki/Cities

You find yourself City 24, Located in Geneva, Switzerland. A modest city that has large tall skyscraper structures that are half the size of the citadel that is used for apartments and military garrison use as combine patrols are heavily frequent The old buildings are being in ruins and are inhabited by resistance and headcrabs. Strong harsh dictatorship is used around the city, they call the city "The Royal City"
Civil Protection: 10 Radio
10-Radio Codes:

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.
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), investigate.
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/Cursing/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.
Civil Protection: 11 Radio Codes/Advance Codes
This section will cover the codes with the identifier: 11.
As well, these codes are to be known in order to rank higher than a OfC

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.
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.
Civil Protection: Dispatch Codes/Sociostatus Codes
Dispatch Codes\Sociostatus Codes

Dispatch. The City-Wide, Citadel Artificial Intelligence. Below, there will be a list of codes that Dispatch uses to announce over the Metropolice and OTA radios. Dispatch is a powerful commanding entity, and with it comes a rather unique vocabulary that all units must know before they are deployed. Below, there will be the various common terminology listed that Dispatch uses.

---------------------
Codes
---------------------

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 12: Resume Normal Patrol Sequences/Return to Post/Resume Normal Operation.
Code 13: Major Disaster/Riot Taking Place.
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.

---------------------------
Sociostatus Codes
---------------------------

GREEN: All sectors are nominal in operation, units are assuming normal patrol routines and CIvilian populace is under control. Metropolice have their stunsticks deployed and on-person at all times when outside the Nexus. Airwatch patrols nominal.

BLUE: Light local disturbance; usually associated with a Residential Block Raid. MPF are authorized to use physical force to pacify any non-compliant Civilian. Airwatch patrols temporarily increased. Metropolice have their stunsticks deployed and on-person at all times when outside the Nexus.

YELLOW: Moderate local/outside disturbance; potential to cause an Social Infection. Protection Teams may have USP-Match handguns equipped, but not drawn unless under attack. APC’s are to be deployed and blockaded to restrict Civilian movement into unauthorized sectors. Units are assigned to guard any unmanned checkpoint and flank; civilians returned into Residential Blocks and locked inside with at least one full Protection Team for supervision. Stabilization teams on moderate alert.

RED: One or more sectors have been breached; hostile contact is imminent. RFT’s are to be deployed; both LOCK and DENIAL codes are to be activated. Citizens are to be locked inside a Residential Block, tied and searched. Airwatch is increased in restricted sectors. Protection Team and Stabilization Team units have MP7’s drawn. Judgement Waiver is activated; Nexus district lockdown is in effect. Any suspicious entity that cannot immediately be identified will be fired upon. OTA deployment is on standby.

BLACK: Partial or total sector compromisation; complete sociostatus collapse. OTA is deployed to all sectors. AJW is activated. Airwatch deployment increased; Manhacks deployed to Cistern. All units are free to amputate anything or anyone that looks suspicious or poses a threat to their lives or has the potential to lower the sociostatus control. Civilians are to be locked into apartments, tied and searched for any contraband on them. Singularity protocol and emergency relocations are to be placed into effect in the event of a Nexus breach.  RFT’s are to defend the Nexus with their lives.
Civil Protection: Weaponry
OSIPR
The overwatch standard issue pulse rifle is a highly advanced piece of technology which creates devastating wounds and weighs in at around 20 lbs fully loaded. The weapon has a fairly standard reciever however the bolt rather than hitting a firing pin is extended and hits a pulse cartridge each time it reciprocates. Each magazine holds 10 pulse cartridge which totals 300 pulse shots. A standard soldier will carry 2 magazines in reserve which totals 900 pulse shots. The effect of this weapon on tissue is devastating, the round is has relatively low impact energy as it isn't solid but it melts its way through tissue and boils internal organs as it cauterizes them, survival is nearly impossible when a round hits the chest or stomach and amputation of limbs is usually required. When it comes to body armour the weapon is deadly and the rounds heat melts through body armour with ease and maintains almost all of its energy. One final note is the rounds are rather long range as the round is energy and is propelled by itself.

OSIPMG
The overwatch standard issue pulse machine gun is a heavy weapon that is generally issued to one member per squad. It weighs in at around 30 lbs and has a high rate of fire as well as capacity. The weapon is a GPMG and can maintain suppressive fire while units advance on a position, it is usually fired from its bipod but it isn't rare that some units may hip or shoulder fire the weapon. The weapons pulse cartridges hold 75 shots and have the same power as a pulse rifle however the weapon has a much higher rate of fire. Each magazine holds 15 cartridges totalling a whopping 1125 pulse shots. A soldier will generally carry 1-2 magazines in reserve. Effects on tissue and body armour remains identical to the OSIPR

OSISR
A more conventional design that weighs in at 22 lbs and replicates modern firearms better, each magazine is disposable as it contains a charge that is drained once empty. The weapons power highly excels that of the OSIPR and a standard comparison is 3-5 times the power of a pulse rifle as the rounds are concentrated. Another thing to note is its longer range compared to the OSIPR. Wound profiles are similar to the OSIPR but are on a significantly higher scale and there has been reported cases of dismemberment from the weapons high power. The effect on body armour is also once again identical.

MP7
A standard personal defence weapon, the MP7 has a high rate of fire and is capable of penetrating multiple layers of Kevlar as well as level IIIA body armour. The H&K MP7 is a reliable and powerful PDW that is highly reliable and rugged, it uses 4.6x30mm ammunition which zips through tissue. Kinetic energy of this round is relatively low and it can be stopped by level IV trauma protection plates. On the brighter side, the weapon is compact and lightweight.

SPAS-12
The Franchi SPAS-12 combat shotgun is a highly reliable and devastating weapon. The shotgun is lightweight and compact without a stock, this results in a rugged shotgun perfect for breaching and eliminating unarmoured opponents.
The SPAS-12 is also capable of firing slugs which are so lethal to unarmoured opponents dismemberment is not uncommon. Now when it comes to body armour buckshot fails miserably and will not penetrate any type of plate, level 3a or Kevlar maybe be penetrated in some cases. Finally slugs will zip through most Kevlar and level 3a body armour however it won't penetrate any type of plate, this isn't a problem as a slug has enough kinetic energy to kill a man with ease.

USP Match
A small reliable handgun, the Match had a weighted compensator which reduces recoil and eliminates muzzle blast, this results in an easily controllable handgun capable of blasting away unarmoured foes. Kevlar and level 3a body armour however is more than enough to stop a 9MM and it will take multiple rounds to kill someone with kinetic energy. Variants also exist in .45 ACP.

Subsonic ammunition and suppressors
Making a weapon "silent" requires a sound suppressor to cool and eliminate the gases and muzzle flash from a weapon and subsonic ammunition to reduce the muzzle velocity below the speed of sound as well as making it quieter. This results in reduced range and power as most weapons that could penetrate body armour now struggle and have less killing power.
Civil Protection: Terminology
This section will cover the terminology of the Union Authority.
These terms should be known to almost every Unit.

Administer - To issue a verdict to a resident. (E.g. Administering a beating)
Amputate - To kill or remove limbs from the body.
Anti-Citizen - Individual convicted of multiple anti-civil violations; MALIGNANT.
BT - Basic Training
Bio-signal - A suit mechanism that is responsible for lifeline monitoring as well as full synchronization to the Civil Protection Force system.
Biotic Non-Naturalized - Alien species. (E.g. Vortigaunts, Headcrabs, Etc.)
Bouncer - Grenade.
Breach - To force entry to a designated area, often used in sweeps when breaches are placed or the door is kicked in.
Clamp - Restrict residential access to a certain are ; Deploy standard
Clamps - To restrict activityprovide protection.
Cleared Sector - Used as a breach term to inform the team that the area is clear of contraband and anti-civil activity.
Contact Confirm - Contact is confirmed malignant and hostile, engage!
Contact - Hostiles spotted, prepare confirm to engage.
Contain - To clamp off entrances of a area and confine the situation to a certain area.
Deploy - Often used in reference to the deployment of equipment or a squad. (I.E Deploying sterilizers at block; A )
Diagnose - Determine an investigate level and situation.
Dislocate - To Remove
Divisive - Having a quality that divides or separates from the Civil Populace(Causing malcompliance or other forms of rebellion).
Exogen - Antlion.
Expose Flush - Suspects or expose them from cover.
Extract - Withdraw subject out of Location 1 to Location 2.
Hold - Maintain position defensively.
Infected - The Potential Host of a Local Infection.
Infestation - High amounts of necrotic/parasitic activity.
Inject (To formally deploy) - Move into a establishment or block.
Inoculate - To protect or safeguard from a threat. To Watch Over.
Intercede - Take immediate control of the situation; Ambush/surprise hostiles.
Interpose - Cover (Can vary greatly in definition)
Isolate - To disband a large group of Citizens. (Two is Company, three's a crowd, four is a party!) Mostly used however for detaining someone.
Malignant - Individual convicted of multiple anti-civil violations. Subject is contagious and contains devised behavioral pattern.
Necrotic Volatile - Armored Zombie (Zombified OTA)
Necrotic - Zombie.
Outland - Foreign.
PT - Placement Training
Pacify - To detain a individual non-lethally.
Parasitic - Headcrab.
Prosecute - To administer verdict to a resident through means of prosecution.
R.O.E (Rules Of Engagement) - Often set for breaches or sweeps by the team leader.
Restrict - To prevent access from a designated area or location.
Restrictor - Thumper.
Ripcord - Fall back to move back or away.
Sociocide/Sociocidal - Attempted disruption of the social order.
Stabilize - To restore order to a situation by any means necessary, this is determined lethal/non-lethal by your commanding Authority.
Stand By - Await orders.
Sterilize - Clean a designated area of Anti-Citizen/Civil Activity.
Unlawful Procreative Activity (UPA) - Attempting to perform intercourse.
Unrest - Rebellion or Riot.
Virome - Poison/Fast Headcrab.
Viscerator - Manhack.
Civil Protection: Ground Units
Civil Protection Force (CPF) - The basic ground unit. Starting out, you'll be assigned to a squad, along with three other ground units. Upon being first assigned to a squad, you will start out at rank 05 and your profession as a general unit. (Similar to "Union" in other lores). When you reach rank 04, you will be assigned being Engineering or Medical. Your job is to assist your Squad Leader with performing the task your squad has been assigned by the Current on-duty Enforcer (EnF).

CPF.C24-(SQUAD)-(RANK).0000

Overwatch Squad Leader (SqL) - Your responsibility is to carry out the tasks assigned to you by the Enforcer (EnF). For the squad you lead, you will have one engineer, one medical, and two general units to assist you in carrying out your assignment. Whether that be being assigned to a checkpoint, patroling a sector, or doing a sweep of an apartment, you will use your squad to ensure that the task is completed to it's highest quality.

OTA.C24-(SQUAD)-SqL.0000

Overwatch Enforcer (EnF) - Ranked at the same as the Elite Overwatch Guard, you are to work with all other enforcers to ensure that communication between each squad is efficient and controlled. You are to assigned duties to squads and ensuring that each and every sector is code green and that functions such as Rations Cycle. Additionally, you to lead on any incident that requires more than one squad.

OTA.C24-EnF.0000

Elite Overwatch Guard (EOG) - Ranked at the same as Overwatch Enforcer, you are assigned to guard the Nexus with your life. You are the only rank allowed to man Checkpoint Alpha. It is you soul responsibility to patrol the nexus and to ensure the safety of all Universal Union officials in and out of the nexus.

OTA.C24-EOG.0000

Commander (CmD) - TBA

UU.C24-CmD.0000

Sectorial Commander (SeC) - TBA

UU.C24-SeC.0000
Civil Protection: Ranking Structure
Within the Universal Union, we have a very strict ranking structure that must be followed at all times.

<::|| Sectorial Commander - SeC ||::>
Role: The Sectorial Commander is responsible for the Sector's work on the Overwatch State of humanity containment, basically keeping order for the Universal Union to enslave Humanity and its races. The District Commander controls Ground Units, Airwatch, and Overwatch Transhuman Arm within the city he has authorization over. He may give jurisdiction to the City Administration. He can remove commanding authority from any unit or any Personal within the Administration Team. The Sectorial Commander has authority to remove certain laws and add new ones with an answer by the City Administration team and a jurisdiction and approval by the Universal Union.

Permissions:
Full District Authority
Ability to authorize Anonymous Judgement Wavier
Ability to authorize Judgment Waiver
Ability to bestow judicial power upon any unit below them
Ability to revoke citizenship of any Anti-Citizen
Ability to administer an amputation to any Anti-Citizen
Ability to authorize full Block Examination
Ability to authorize full District Examination
Ability to administer Level 1 Sociocide Verdict
Ability to administer Level 2 Sociocide Verdict
Ability to administer Level 3 Sociocide Verdict
Ability to initiate Ration Distribution cycle

<::|| Commander (CmD) ||::>
Role: The Commander under the authority and watch of the Sectorial Commander is responsible for Combat Situations, Civilian Population, Civilian Transfers, Unit Transfers, Public Executions Choice, Jurisdictions for Laws, Equipment Distributions, Food Distributions, and Combat Knowledge against Anti-Civilian Pockets. He may control Divisionals tasks and change it however he sees fit, he may as well replace the Squad Leaders or Enforcers with valid reason. He may issue certain orders such as Code 666, he may as well issue autonomous judgement and judgement waivers with a valid reason and reports. But, downside, ♥♥♥♥♥♥♥ of paperwork.

Permissions:
Full District Authority
Ability to authorize Anonymous Judgement Wavier
Ability to authorize Judgment Waiver
Ability to bestow judicial power upon any unit below them
Ability to revoke citizenship of any Anti-Citizen
Ability to administer an amputation to any Anti-Citizen
Ability to authorize full Block Examination
Ability to authorize full District Examination
Ability to administer Level 1 Sociocide Verdict
Ability to administer Level 2 Sociocide Verdict
Ability to administer Level 3 Sociocide Verdict
Ability to initiate Ration Distribution cycle

<::|| Overwatch Enforcer (EnF) ||::>
Role: ZONE is responsible for the management of Squads, such as which units are more efficient to patrol together, which post squads should be assigned to, and etc. Also responsible for the training of newly added recruits and assigning them to a Squad and Profession. Alongside managing other unit based field operations.

Permissions:
Ability to issue training any unit below them
Authorization to issue a promotion to any unit below them up to Ground Unit First Class
Ability to authorize Anonymous Judgement Wavier
Ability to bestow judicial power upon any unit below them
Ability to revoke citizenship of any Anti-Citizen
Ability to administer an amputation to any Anti-Citizen
Ability to authorize full District Examination
Ability to authorize full Block Examination
Ability to administer Level 1 Sociocide Verdict
Ability to administer Level 2 Sociocide Verdict
Ability to administer Level 3 Sociocide Verdict
Ability to initiate Ration Distribution cycle

<::|| Overwatch Squad Leader (SqL) ||::>
Role: Squad Leaders are responsible for leading their respective units within their squad

Unit Identifier Format: tba
Example: tba


Permissions:
Ability to recommend a unit for promotion
Ability to administer an amputation to any Anti-Citizen
Ability to administer Level 1 Sociocide Verdict
Ability to administer Level 2 Sociocide Verdict
Ability to administer Level 3 Sociocide Verdict
Ability to initiate Ration Distribution cycle

<::|| Ground Unit First Class - 01 ||::>
Role: The top rank of ground unit, the most experienced in their Team Division. They are responsible for controlling their specified squad. They serve their Team Leader and ZONE’s orders.

Permissions:
Ability to administer an amputation to any Anti-Citizen
Ability to administer Level 1 Sociocide Verdict
Ability to administer Level 2 Sociocide Verdict
Ability to administer Level 3 Sociocide Verdict
Ability to initiate Ration Distribution cycle

<::|| Ground Unit Second Class - 02 ||::>
Role: A ground unit responsible for performing all ground unit duties, such as patrols, sweeping, and serving their Team Leader and ZONE’s orders.

Permissions:
Ability to administer an amputation to any Anti-Citizen
Ability to administer Level 1 Sociocide Verdict
Ability to administer Level 2 Sociocide Verdict
Ability to administer Level 3 Sociocide Verdict
Ability to initiate Ration Distribution cycle

<::|| Ground Unit Lower - 03 ||::>
Role:

Permissions:
Ability to administer Level 1 Sociocide Verdict
Ability to administer Level 2 Sociocide Verdict
Ability to administer Level 3 Sociocide Verdict
Ability to initiate Ration Distribution cycle

<::|| Ground Unit Lower - 04 ||::>
Role: Recommended for their first promotion and got the promotion. Now that you are starting to get a hang of everything, you will be responsible for more within your Squad. They serve their 01 and above's orders.

Permissions:
Ability to detain any non-loyalist citizen with probable cause
Ability to administer Level 1 Sociocide Verdict
Ability to administer Level 2 Sociocide Verdict
Ability to administer Level 3 Sociocide Verdict

<::|| Ground Unit Lower - 05 ||::>

Role: The newest unit to a squad. They are to learn from their peers in their squad and get to learn the ropes of being out in the field. They serve their 01 and above's orders.

Permissions:
Ability to administer Level 1 Sociocide Verdict
Ability to administer Level 2 Sociocide Verdict
Ability to administer Level 3 Sociocide Verdict

<::|| Recruit - RCT||::>
Role: Responsible for learning how the squad they are assigned operates, as well as performing common ground tasks. Note that recruits, whether they are squaded or not, have absolutely no power. They can merely execute orders from units with the proper authorization.

Permissions:
None


SOME PERMISSIONS CAN BE GRANTED TO THOSE WHO DON'T HAVE PERMISSION BY THEIR TEAM LEADER OR HIGHER
Civil Protection: Ground Unit Procedures
1. CPF’s are to wait for their active SqL before patrolling hostile sectors. Same goes for Stabilization Teams.

2. Individual safety is paramount during a firefight with a hostile entity. For this reason, All units in a current engagement are to fall back and begin Code: LOCK procedures for any Civilian-occupied district. Get the Civilians into safe areas, and prevent harm to them.

3. If hostile entities are present in Civilian-occupied areas, Code: DENIAL is to be activated. All active CPF, SqL and EnF units are to reinforce the engagement area and progressively push the hostiles back into a restricted sector.

4. If at any time Dispatch reports unrest, high-tier Contraband, serious disturbance or potential conspiracy in a Residential Block, it is to be raided by two Protection Teams (Six units each). After the sweep is completed, confirm to Dispatch with the findings, if any.

5. During a raid, CP’s are authorized to use physical force to pacify a disobedient Civilian. Under these circumstances, it is assumed that any disobedient Civilian during a raid is a potential Anti-Union sympathizer until otherwise proven not.

6. During registration, Citizens are to be assigned three to a room inside a Residential Block. This will be effective in keeping things more organized.

(will be updated as I think of more)
Civil Protection: Training Protocols/Requirements
When in the CPF, you will be required to be trained and re-educated (Not the term of being beaten) into the mindset required of you to move up the ranks. Each rank will require more work to be done for you to move up to the next rank.
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-Training Protocol: In the CPF, you will have to go through multiple training sessions
RCT-01: Basic Training; Overview of Handbook/BasicRadio Codes; Firearms training; Breaching Training; Physical Training (Pushups/Situps/Etc); On not many occasions, Endurance Training.

01-Team Leader: Advanced Training; Breach Training; Advanced Firearm Training; Endurance Training; Physical Training; Leadership Training; Advanced Radio Code Training and Overview

ZONE-DCM: Advanced Training; Advanced Breach Training; Advanced Firearm Training; Advanced Leadership Training; Advanced Endurance Training; Advanced Physical Training; Overview of Advanced Radio Codes
Loyalist Point System
Every loyalist Citizen is kept in the Category Citizen, but separated as "Better Understanding Human Beings", which have seen the Light that has been bestowed upon.

All loyalists are offered free healthcare, free food (rations), and free work and jobs. (They are paid)

•Cleaning up trash or cleaning graffiti or cleaning up streets - 1 point.
•Fixing or repairing Universal Union property - 2 Points.
•Saving a Citizen's life - 2 Points.
•Saving a Combine Civil Authority Unit's life - 3 Points.
•Saving a High Command Combine Civil Authority Unit's life - 4 Points.
•Saving the City Administrator's life - 5 Points.
•Provide medical assistance to a Combine Civil Authority unit - 3 Points.
•Reporting a crime and proving it true/Helping locate a level 1-3 offender - 1 Point.
•Reporting a crime and proving it true/Helping locate a level 4-5 offender - 2 Points.
•Reporting a crime and proving it true/Helping locate a level 6-7 offender - 3 Points.
•Finding and reporting contraband(Level 1/Green) - 1 Point.
•Finding and reporting contraband(Level 2/Yellow) - 2 Points.
•Finding and reporting contraband(Levle 3/Red) - 3 Points.

Amounts of points grant citizens access to certain things.

5 Points - Loyalist status and Level 1 Armband. (Blue w/ EPSILON inscribed)
10 Points - One additional ration package, and able to apply to the Civil Worker's Union.
15 Points - Two Rations at Universal Union Ration Distribution Centers, and able to apply to the Combine Civil Authority. (Green w/ GAMMA inscribed)
20 Points - A monetary award of 500 Tokens and a Level 2 Armband. (Red w/ DELTA inscribed)
30 Points - Ability to exchange tokens for rations. 100 tokens will be taken for one ration package.
40 Points - One additional ration package, and monetary reward of 1000 tokens.
50 Points - Able to apply to become the City Administrator's Assistant or work in the Nexus and a Level 3 Armband. (Brown w/ OMEGA inscribed)
75 Points - Citizen of the month, another ration at Universal Union Ration Distribution Centers, a monetary award of 2000 Tokens, PDA to a certain point*, and a Level 4 Armband. (Black w/ APEX inscribed)
100 Points - Citizen of the year, included in the City Administrator's Broadcast, a 5000 monetary award, and a Level 5 Armband. (White w/ UNION inscribed)

*Read PDA and it's Criminal Point System for more information on more information about this permission.
If a Loyalist is detained for a level 2 - 7 violation, their Loyalist status is revoked and their points are reset.

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Public Display of Affection and it's Criminal Point System:

Until reaching the Loyalist rank of 75 Points, PDA is allowed up to a certain point. Here are those guidelines.

  • If in a sector with any citizens ranked Below 75 points, any action between two citizens will be stopped with full punishment by Civil Protection Force.
  • When committing PDA, both citizens involved must be a 75 Point Loyalist, otherwise both citizens involved will be punished fully.
  • PDA is allowed in private between two 75 point loyalists up to hand holding. Anything above that will result in full punishment.
  • Procreation is not allowed, no exceptions.
Contraband List and Levels
Green = Level 1 Contraband
Yellow = Level 2 Contraband
Red = Level 3 Contraband


Green Contraband

Anti-Union Propaganda
Bleach
Books, Except for UU-Branded books! Ex. - Zen of The Union
Metropolice Supplements
Spray Paint
Vegetable Oil
Non-Branded UU-Foods (Orange, Banana, Donuts, Anything that doesn't have a (UU) in the name in front of it.)


Yellow Contraband

Combine Lock
Handheld Radio
Health Kits - Except for Medical C.W.U.
Health Vials - Except for Medical C.W.U.
Paracetamol - Except for Medical C.W.U.
Stationary Radio
Steroids
Zip Ties
Non-issued Universal Clothing (Ex. Different City Clothing, Not Rebel Vests)


Red Contraband

Flash Grenade
HE Grenade
Smoke Grenade
Resistance/Medic Uniforms
9mm Pistol Bullets
SMG Bullets
12ga Buckshot Cartridges
Pulse-Rfile Energy Rounds
Dark Energy Ball
.357 Rounds
Crossbow Bolts
Rocket Missles
9mm Pistol
MP7/SMG
Combine SPAS-12 Shotgun
Overwatch Standard Issued Pulse-Rifle (AR2)
.357 Magnum
Crossbow
RPG

Backpacks, Bags and Jackets are LEGAL!
Criminal Level System / Official Languages
Upon agreement to the Unions' code of citizenship, each and every citizen has agreed to abide by a set of rules and set regulations to better enhance their current role as a civilized resident within the city. This not only assists in the residents protection, but it also serves to prevent emotional distress or other former emotions that would induce violence or other forms of harm to the resident. The following is a small list of set regulations that all residents of the sector must follow. If a citizen fails to abide by these codes and rules, the Civil-Protection Unit is to issue a verdict out of sight of other citizens. This is a very strict rule. We as Civil-Protection Units want the citizens performing in normal society to think they are safe. You will hear on broadcasts, "It's safer here." Let's not defeat the purpose of said broadcasts.

*Each Cycle last 5 OOC minutes.

Level 1:

- Running.
- Jumping.
- Climbing.
- Yelling.
- General uncivil behavior.
- Loitering. (Standing doing nothing)

Punished with re-education.

(When re-educating, just make them face the wall and stun them. You do not have to attempt to tie them or make them apply. Swing twice, not three times.)

Level 2:

- Swearing.
- Discriminating another citizen.
- Talking to a Civil Protection officer without orders. (Usually ranks above OfC, 05 - 01 is fine.)
- Commiting 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 authorized citizen clothing.

Punished with negative 2 points, one cycle in detainment and a re-education.

(For each piece of green marked contraband they have, subtract two points from that citizen. Ex. If a citizen has three pieces of green marked contraband, take away six points. The reason would say *Citizen had three pieces of green marked contraband* so that a that anyone who reviews it will know why you took off six.)

(Remember to attempt to tie them and make them apply! Knock them out with your stun baton before taking them to the Nexus. We don't want them to see the inside other than their cell. When releasing them, knock them out once more, untie them, then dump them on the street or an apartment block.)

Level 3:

- Failure to apply.
- Failure to report a crime. (In-action)
- Not following Civil Protections orders.
- Theft.

Punished with negative 4 points, two cycles in detainment and a re-education, amputation ordered by Team Leader.

Level 4:

- Trespassing on Combine owned property.
- Stealing tokens.
- Direct unit harrasment. (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.

Punished with negative 6 points, re-education and three cycles in detainment, amputation upon Team Leader's orders.

Level 5:

- Direct unit harrasment. (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)!)
- Possesion of yellow marked contraband.

Punished with negative 8 points, re-education and four cycles in detainment, amputation upon Team Leader's orders.

(Interrogation for how contraband was obsessed.)

Level 6:

- Trespassing inside the Nexus.
- UPA. (Unauthorised Procreative Activity; sex or similar RP)
- Combine property vandalism.
- Mental imperfection.
- Homicide. (murdering a citizen)
- Attempted policide. (i.e. threatening with weapons)
- Hostaging.
- Robbery.

Trial for amputation (which should be easily passed; Discussed with high command units). If trial does not pass, punish with negative 10 points and five cycles in detainment.

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)

Punished with amputation
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Official Universal Union Approved Languages
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-ALLOWED LANGUAGES-
-English

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-BANNED LANGUAGES-
-Chinese
-Japanese
-Italian
-German
-Arabic
-Any Crafted Languages : Subject to amputation for Mentally Unfit.-
CWU: Ranks/Levels of Authority
You will encounter some citizens that are more loyal than the rest that crowd the streets. These Citizens have applied and have been accepted into the Civil Worker's Union and are loyalists, no doubt. As a CWU Worker, their responsibilities are to distribute UU-Branded Consumables/Articles of Clothing/Etc to the general public. Here are the "Divisions" and "ranks" they have in their organizations.

<:: BUSINESS ::>

CWU Shop Worker: The base rank, these citizens have a very low level of power and only do mediocre tasks

CWU Shop Apprentice: Slightly higher rank than the CWU Worker, but still around the same level of authority. These citizens don't do much than clean their designated shops or put some items of shelves.

CWU Shop Salesman: A step down from the Market Owner, but still at a high position of power and authority over the previously listed Positions in the Business Section. These citizens have the power to sell all items in the shop, just as everyone else but are more effecient at this task then others.

CWU Store Owner: A higher level of authority and power over the ranks below this. This citizen owns a shop that is designated to them and make sure that there are no inconveniences to citizens who might squander in at any time.

CWU Market Owner: The head of the CWU Business Section, excluding the Manager. This Citizen has control over the economy and all the shops already open. They have the power to say what's sold or not and can only be overuled by the Manager his/herself.

CWU Business Manager: The highest rank in the Business "division". They do pretty much nothing besides keep a watchful eye over their workers and manage the funds of Shops.

<:: MEDICAL ::>

CWU Nurse: The lowest rank in the Medical division of the CWU, they have no authority and do minor tasks such as keeping the Hospital Lobby clean.

CWU Medical Specialist: Slightly higher than the Nurse, they are authorized to do minor surgeries and treat minor wounds.

CWU Doctor/Surgeon: A high ranking official in the Medical Branch of the CWU; they have the power to do any kind of surgery as well as treat any level of injury/wounding.

CWU Field Doctor/Surgeon: Sounds like a higher rank than the normal Doctor/Surgeon, but it isn't. It's simply the same people who are put out onto the streets during times of emergency to aid wounded Civillians or Units. Be wary, you have risk of being caught in the crossfire.

CWU Minister of Health: The highest ranking official with a high level of authority in the Medical Branch in the CWU. They mainly just keep watch over their workers and rarely do any medical work themselves.

<:: HIGH RANKING CWU ::>

CWU Administrator: The rank higher than any of the CWU Managers/Industrial Foreman/Minister of Health. These are the citizens who had skills that surpassed the requirements and managed to reach this point.

CWU Head Administrator: The Overall highest rank in the entirety of the CWU. This lone citizen has full power to do anything he or she wants to do with the CWU.
Overwatch Transhuman Arm Summary


The Overwatch Transhuman Arm or OTA are a key figurehead when it comes to the Universal Unions military forces on earth.

There are several divisions these soldiers fall into and are organized as so. These things used to be men and women; however after extensive augmentations that include bio mechanical strength enhancers that are directly implanted into bone and muscle tissue they are anything but man or woman.

These soldiers could've been captured militants from the 7 hour war or even people who decided to rebel and showed significant combat skills, either or they're now a unified fighting force that is deadly and most often crushes resistance.

These soldiers are clad in a uniform for where they're operating an have several key features about them. First off is their advanced helmets which are made of AR500 steel and can stop up to 5.56x45mm NATO round and include a HUD, filters for chemical and biohazardous materials, a radio and voice modifier.

These unique features directly work hand in hand with their augments which is a force multiplier for their combat role. Next up is their plate carrier or vest, it is equipped with 4 plates in total which cover the soldiers body near completely. There are 2 plates front and back that overlap each other and allow the soldier to bend it's body as a singular large plate wouldn't be capable of.

The vest plates included weighs in at 30 lbs which is standard for most modern plate carriers, the plates themselves are a blend of ceramic, titanium and AR500 steel. This blend puts the plates on a level 5 protection level in modern standards which is enough to stop most projectiles and rarely 12.7x99mm BMG.

Although the carrier can stop these projectiles it doesn't mean that the soldier will be left intact as the kinetic energy from a 12.7x99 is more than enough to kill the soldier outright and most other high caliber projectiles will leave the soldier in critical condition.

Now to the BDUs or battle dress uniform for the soldier, it is usually a standard Demi-season uniform that repels water and has Kevlar pads on the thighs and forearms that can stop most pistol threats.

Finally are their combat boots which are rugged an provide support for a soldier in the field. Finally the a soldier has a web belt at the waist that can attach pouches for a OSIPR, Shotgun, MP7, OSISR or OSIPMG as well as a buttpack that can hold multiple items but usually items like medgel containers and extra ammunition.

Other things on the web belt include a pouch for fragmentation grenades, a combat knife and a multitool. Optional accessories For RANGER units operating in the outlands for weeks at a time without support a rucksack will usually be carried and Other accessories include ghillie attachments usually given to units operating in the outlands.
Overwatch Transhuman Arm Divisions
DIVISIONS

ECHO
Standard soldiers armed with an MP7, SPAS-12, OSIPR or OSIPMG. They are your standard run of the mill soldier which can usually get the job done right.

DAGGER
Riot control experts these units are usually seen handling riots and can be recognized by their unique uniform. They also have specialized equipment for their job.

RANGER
These units specialize in reconnaissance and marksmanship. They're clad in a standard uniform in cities and a specialized uniform in the outlands which has loops for foliage attachment.

KING
These units usually lead squads of soldiers into battle or several soldiers when organization isn't key. They can be found operating in any division and generally report to the higher ups. They usually don't command the units but update them on the situation and current orders from the higher ups.
1 Comments
DrFastDoom 18 Sep, 2017 @ 11:24pm 
Lame :headcrab: (JK, good job! :checkmark:)