CCA Handbook

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CCA Handbook

Post by Soap! on Tue Jun 28, 2016 12:08 am

<:: Civil Protection Task Force Guide ::>


Ranks:

i1

i2

i3

i4

i5

i6

RCT


High Command:

SeC

CmD

DvL

OfC

EpU

Divisions:

APEX: The Elite of the Elite. (i2 & i1 only.) Selected from UNION, HELIX & GRID Divisions. These units deal with exogen breaches, necrotic outbreaks, interrogation and torturing. (NOTE: The APEX division only has EpU's and is led by a single OfC.)

UNION: The UNION division is the main policing division, which deals with keeping civilians contained, handle security threats, patrolling, and maintaining social stability.

HELIX: The medical sector of the CCA. They handle augmentations, surgery and are assigned dealing with the more serious wounds other divisions are not trained to deal with.

GRID: The mechanical sector of the CCA. They handle weapon customization, weapon repairs, vehicle repairs, etc.



10/11-Codes
10-0 - Exercise Caution.
10-2 - Negative/Disregard.
10-3 - Radio Silence.
10-4 - Copy, Understood.
10-6 - Unit Occupied.
10-7 - Unit Offline.
10-8 - Unit Online.
10-10 - Riot.
10-11 - Stand By.
10-12 - Standing By.
10-15 - Fugitive.
10-17 - Respond to Call.
10-18 - Complete Mission.
10-19 - Return to Nexus.
10-20 - Location.
10-24 - Back-up Required.
10-25 - Report.
10-26 - Detaining Citizen/Anti-Citizen.
10-27 - Unit requests specific backup. (i.e., “10-27 Cremator.”)
10-30 - Nothing of Importance.
10-32 - Armed Hostile.
10-33 - Emergency, All units stand by.
10-50 - Patrolling. (Location.)
10-51 - Clamping. (Location.)
10-52 - Request Medical Assistance.
10-64 - Armed Hostile Group.
10-65 - Heavily Armed Hostile Group.
10-70 - Environmental Hazard/Fire.
10-76 - Inbound to Location.
10-78 - Immediate Reinforcements.
10-103M - Mentally Unfit.
10-103P - Physically Unfit.
10-100 – Quick break. (Some minutes.)
10-104 - Suicide.
10-107 - Suspicious Figure.
10-2000 - Overwatch Needed.
11-10 - Take report.
11-42 - Biotic.
11-43 - Heretic.
11-99 Officer needs help.

Protocol:
Height~
Unit Augmentation: 5’5-6’6
Male: 5’5-6’4
Female: 5’2-6’0

Ration Distribution:

Must be done daily
Ration Distributions can ONLY be started when their are respectively at least two units on, one of which must attend the RDT before it can begin. Only OfC+ are able to commence Ration Distribution, and possibly even the City Administrator if no High-Ranking officials are online.

When a Citizen/CWU approach the window of the Terminal, ask them to apply before giving their ration.

Unless a citizen has 6 VP, and their LP is below 50, they will receive +1 Ration.

CWU Workers : +2 Rations.

Gold Tier Loyalists (50 LP): +2 Rations.

Platinum Tier Loyalists (85 LP): +3 Rations.

Diamond Tier Loyalists and Above (150+ LP): +4 Rations.

Work Cycle

Must be done daily
Work Cycles can ONLY be started when the player population as quite large. At least two units must be online in order to begin. Only OfC+ are able to start a Work Cycle, and the City Administrator as well if no High-Ranking officials are online. When the Work Cycle has been completed, all citizens must be given at least 3 Loyalist Points for their work.


Rank Permissions
Note: All units may not have their lethal out unless it is alert level Yellow or they have a reason to fear for their safety.

Sectorial Commander:
Allowed everything in their Sector.

Commander:
City-Wide Authority if the SeC is absent.
Initiate Autonomous Waiver.
Call Overwatch in Reason.
Level 4 Body Armour.
All Weaponry.
30% Strength Augmentation.

Divisional Leader:
Access to Dispatch System.
Call Overwatch in dire need.
Initiate Judgement Waiver.
Large change to Division.
De-Service Units for three Black Marks.
Level 3+ Body Armour.
All Rifles, including full Caliber Battle Rifles. (OSIPR Excluded.)
All Shotguns.
All Pistols.
15% Strength Augmentation.

OfC:
Is the DvL's right hand man. Limiting it to two per Division. Can call a sweep with DvL+ permission. Can give bigger temporary permissions to Units, 2+ and 2-. Can also give up to two Black Marks or Commendations to a Unit. (The third is reserved for DvL+.)
Level 3+ Body Armour.
All Rifles, including Full-Caliber Battle Rifles. (OSIPR Excluded.)
All Shotguns.
All Pistols.
10% Strength Augmentation.

EpU:
Level 3 Body Armour.
All rifles up to 7.62x39.
Access to Shotguns and Full-Caliber Rifles under emergencies. (OSIPR Excluded.)
5% Strength Augmentation.

i1:
Can recommend Black Marks and Commendations to Units.
Level 3 Body Armour.
All rifle's up to 7.62x39.
All Pistols.
Are permitted to use a Shotgun with authorization from OfC+ if in a emergency situation.

i2:
May patrol new zones, such as the catwalks and inner D:4 (Not the sewers.) with two other i3s+ whilst getting permission from OfC+.
Level 3 Body Armour.
All SMGs.

i3:
May patrol D:1-3 without another Unit without permission. (Must still radio it in.)
Level 3A Kevlar.
.357 Sig Pistols.

i4:
May patrol D:1-3 with another Unit without permission. (Must still radio it in.)
Level 3A Kevlar.
.45 ACP Pistols.

i5:
May patrol D:1-3 with another i5 with permission of i4+.
Level 3A Kevlar.
9mm Pistols.

i6:
May clamp NEXHAP with permission of i5+.
No Kevlar.
No Lethal.

RCT:
Not allowed to leave the Nexus, lowest of the low.
No Kevlar.
No Lethal.


Passive Equipment

Standard CCA Uniform - Each Division has a different appearance, each suit having the same exact function. (Unless Personally Upgraded.)

Combat Boots - These Black combat boots are designed to provide ankle stability, gripping of feet, and foot protection. The boots are also effective in ventilation and comfort. It incorporates nylon sides, a black leather exterior, and near-universal fitting. Pressure pads on the bottom absorb shock and hard rubber is used to stop slipping. Laces on the front consist of quick tying, strong strings. The boots are water-proof, do not conduct electricity, fireproof, and last long through difficult, varied terrains.

Cargo Pants - Loose, green, thick, fast-drying pants. They carry two pockets on the left and right upper thighs, and are held up by a belt located on the unit's waist. Made with nylon, special fibers, and cotton. The cargo pants conduct electricity, but reduce brief electricity hazards by 10 percent. They protect against brief, small fires, but only for a brief amount of time. Extinguish fires as soon as possible. Fits into boots.

Belts and Utility Belts - Standard issue belts. Units are given one clothing belt and two utility belts. Wear on waist and stomach. Used for bracing datapads, pistols holsters, flashlights, magazine pouches, other accessories and equipment. Clothing belt is used to hold cargo pants up to the waist. Utility belts may be used to place on top or under combat jacket.

Gloves - Standard issued pair of black gloves. Made out of nylon, leather, rubber, and cotton. The gloves moves reach up towards the lower arm and completely cover the hand and wrist. They are effective in ventilation and comfort. Helps with handling toxic or dangerous items. Water proof, does not conduct electricity, fire proof. Rubber is used to stop slipping.

Facemask - The mask protects the identity of those of those who wear it, while protecting against any fumes, toxic gases, or pollutants that units may encounter. Also works as a respirator and is made out of plastics and nylon. Once connected with the backplate, the mask's lens' will begin to show digital information to the individual. This includes the user's heat, the unit's use of stamina, unit's status, whether another unit is taking damages, user's heart rate, user's breathing rate, user's blood pressure, and the location of any wounds that the user may have suffered. The gasmask also has a zoom. All electrical components cannot work unless it is with the backplate. Gas mask is hard plastic backed by Level 3A Kevlar.

Backplate - The second most vital part of the uniform. Backplate consists of a slot to fit in the users allotted body armour plates. Contains a radio that connects to two speakers aimed towards the user's left and right ear. The backplate takes signals from the CIMS and relays them to the mask, which is then displayed for the user. The backplate will need a constant bio signal, otherwise it will just be a piece of metal.

CIMS (Combine. Individual. Monitoring. Suit.) - The most vital part of the CCA uniform. The suit is worn under all other clothing, and sends data to the backplate. It will tell of any holes or damage the the user has taken. It also tells the user's temperature, stamina, status, heart rate, breathing rate, blood pressure, and location of the wounds the unit may have taken. Anything that it tracks, it sends to consoles in the nexus and to the backplate. The backplate then sends it to the lens to view. In addition to monitoring, it also moderates and controls body temperature and moisture. The suit will get cooler if it's hot, and hotter if it's cold. The suit will also absorb a large amount of moisture leaking through the exterior. Needs a constant bio-signal to activate. If a unit was to die or disconnect their chip, it will send a signal to all units of the city and to the nexus.

Datapad - A personal digital assistant that records all of the information on units and citizens. With it, you can look for CID's, pictures, and other information that can be useful. The datapad also doubles as a map, clock, notebook and messenger. It may also be connected to other devices and access codes and software. The datapad must be activated with a constant bio-signal. Datapad may be mounted on belt, strapped onto a wrist, or attached to the kevlar vest.

Stun Baton - A 14 inch stunbaton with a charge that may be measured from options like kill, stun, and shock. It has a low-to-high setting that the user may change. The grip features a rubber-metal alloy that clings onto the user's hand so that the baton may not slip off. The stun baton also has a removable strap. The end of the stun baton has a cylinder shaped top that is approximately 2 inches. The top gives off the electricity and also acts as a weight, giving impacts more momentum. Has five settings Off, Low, Medium, High, Max

Flashlights - CP units are given two LED flashlights. One about 11 inches, and another about 3 inches. The longer flashlight can be used to illuminate dark areas and as a heavy baton, while the smaller flashlight may be mounted on the side of the mask.

Magazine Pouches - Pistol magazine pouches. Combine manufactured. Made with mostly cotton and nylon. Each pouch has a short velcro patch on the top and may hold two pistol or three magazines in a slot.They can may be mounted on the kevlar armor, the utility belts and the pistol holster.

Pistol Holster - A holster for a sidearm. Made with nylon, leather, and cotton. This socks any sidearm comfortably in. Two magazine pouches may be placed onto the holster. A button and strap mechanism on the top and makes the pistol more difficult to pull out by any foreign users.

Radio - The handheld radio is a communication device made with plastics. It connects to frequencies in order to send transmissions to other radios. It's shell is made out of plastics and is powered by electricity. The radio is wirelessly connected to the backplate, so units may simply tap on their backplate buttons to speak in the radio. They can also tap the radio button itself and talk via mask to transmit. It's also connected to the speakers so, no noise comes from the radio.

Bandages and Biogel - Units are also given two types of bandages for field use before HELIX operates on on the victim. One would be the sterile bandage rolls. These are soft fabrics used to seal wounds and stop bleeding by wrapping it's fabrics across skin and flesh. The second is the "emergency" bandage, which is as bandage with metallic plates covered in a gel solution along the edges to stick onto surfaces. These are very useful in quick-placements.
Biogel is a form of coagulant liquid placed before placement of bandages. This is a universally used medical item to aid stopping infection and promote coagulation.

Black Marks and Commendations - Black marks are the sign of disloyalty to the Universal Union, and are only given if said unit has done very wrong. Black marks are ‘X’s placed on the units armband. Three add up to a de-service. Commendations are signs of true loyalty to the Universal Union and are given by OfC+. Three add up to a possible promotion to the next rank of the unit.


Detainment Cycles

Cycles are basically five minutes in Combine Civil Authority. 1 Cycle = 5 minutes.

For example:
A citizen has been caught evading the CPT. After a Re-Education, this citizen would be sent to detainment for 4 Cycles. (IE: 20 minutes.)


Contraband Levels

Contraband Level A: (Moderate.)
Biogel/Medkits.
Zip Ties.
Bandages.
Non-UU Approved clothing/food/gear.

Contraband Level B: (Major.)
Any Ammunition.
Any Weapons.
Handheld Radio.
Resistance Clothing.
Any Melee Weapons.


Loyalists & Anti-Citizens

Loyalists are members of Citizens that do deeds for the Combine Civil Authority, such as cleaning the streets of trash, reporting Contraband and all the way up to reporting crimes and other situations.

Definitions

LP - Loyalist Points: Loyalist points are given to Citizens that do something that contributes to the Union or City in general.

VP - Verdict Points: Basically the opposite of Loyalist Points. Verdict points are distributed to Citizens that do things that disrupt civil order or cause any other minor and major crimes.

Amputate - Kill.

Clamp - Lock down a location.

Necrotic - Zombie.

Biotic - Vortigaunt.

Cycle - Five Minutes.

Attach - Follow.

Pacify - Detain Non-Lethally.

(Will be continued.)


VP Worthy Crimes & Punishments

(NOTE: When citizens have up to 6 VP, they are denied rations. When citizens have a maximum total of 12 VP, they must be immediately amputated.)

1 VP - Citizen has committed the minor crimes of:
Running.
Loitering.
Littering.
Yelling.
Swearing.

Punishment: Minor Re-Education.

2 VP - Citizen has committed the minor crimes of:
Repeated Offense. (Example: Running shortly after being warned.)
Ignoring a Unit’s Minor Orders.
Attempting to disrupt a Biotic’s work

Punishment: Minor Re-Education and a Warning.

4 VP - Citizen has committed the crimes of:
Verbally Assaulting a Citizen.
Ignoring a Unit’s Major Orders.

Punishment: Moderate Re-Education and 2 Cycles.

5 VP - Citizen has committed the crimes of:
Physically Assaulting a Citizen.
Verbally Assaulting a Unit.
Refusing to Apply.
Resisting Re-Education.

Punishment: Major Re-Education and 2 Cycles.

7 VP - Citizen has committed the major crimes of:
Physically Assaulting a Unit.
Disrespecting a Unit. (IE: Spitting on or Throwing something.)
Purposely Evading CPT.
Being caught in D:4-U.
Possessing Contraband A.

Punishment: Major Re-Education and 4 Cycles.

12 VP (Immediate Anti-Citizen.) - Citizen has officially become an Anti-Citizen if they commit the major crimes of:
Possessing Contraband B.
Attempting to Free a Biotic.
Propaganda.
Killing a Citizen or Unit.
Entering the Nexus. (Without High Command permission.)
Withholding Vital Information.
Being caught in D:4-L.
Committing UPA.

Punishment: Possible Interrogation, followed by Amputation.


Loyalist Tiers

Bronze (LP Amount: 15) - Given a Red Armband.

Silver (LP Amount: 30) - Given a Grey Armband.

Gold (LP Amount: 50) - Given a Golden Armband and a Loyalist Apartment Card. Also is permitted a Second Ration at Ration Distributions.

Platinum (LP Amount: 85) - Given a White Armband/Pin. Permitted a Third Ration at Ration Distributions.

Diamond (LP Amount: 150) - Given a Light Blue Armband/Pin. Permitted a Fourth Ration at Ration Distributions.

Sapphire (LP Amount: 200) -  Given a Dark Blue Armband/Pin. Permitted a Fourth Ration at Ration Distributions. Consideration for moderate Unionization and permitted a Light Kevlar.

Ruby (LP Amount: 350) - Given a Black Armband/Pin. Permitted a Fourth Ration at Ration Distributions. Must be majorly Unionized and permitted a Light Kevlar and possibly a small weapon, such as a 9mm pistol. (IF they are being targeted in some way.). Able to schedule meetings with the City Administrator.


LP-Worthy Deeds

1 LP - Citizen has minorly contributed by:
Cleaning the Streets of Trash.
Cleaning Windows/Vending Machines.

3 LP - Citizen has minorly contributed by:
Reporting Minor AP Crime.
Finishing a specific task given by Unit.

10 LP - Citizen has contributed by:
Reporting a Major AP Crime. (Number of LP may be changed depending on Crime.)
Finishing a Work Cycle.
Assisting Helpfully in an Investigation.
Reporting/Turning in Contraband Level A.

20 LP - Citizen has majorly contributed by:
Reporting/Turning in Contraband Level B. (Number of LP may be changed depending on Item turned in.)
Attempting to Rescue/Save a Unit.

50 LP - Citizen has majorly contributed by:
Saving a Union Official. (Number of LP may be changed depending on situation.)
Helping Expose a Threat to the Combine Civil Authority. (IE: Revealing the Identity or Location of a Rebel.)


Recruit Training Guide

Stun Baton.

Datapad.

Tying and Search Procedures.

Handbook.

Basic Radio Codes.

Formations.

Standard Medical Training.


Last edited by Draconic on Wed Jul 27, 2016 11:49 am; edited 7 times in total (Reason for editing : Changing title colour)
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Soap!

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