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UUFM: The Guide to Civil Preservation, Volume IV
By PapaCKG and 3 collaborators
Written and Developed by Grant Heindrich, Advisory Representative of the Metropolitian Civil Preservation Committee.
   
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UUFM-17
A Note from the Author
Welcome, and on behalf of the CCA, I, Dr. Grant Heindrich, congratulate you on treking this far as to serve your Sector. It's likely been a rough journey, but that doesn't quite mean it has come to it's end. Not yet. I assure you that being given a chance to participate in your local protection teams is something to be proud of- And something to take part in with pride. My purpose is merely to pave the path to excellence and courage. The path that you're going to trail. But to trail it safely and soundly, you need to educate yourself on what the true meaning of your newfound duty is. To truly master said duty, one must ask themself; What is the Metropolice Force?

After what seemed years of research and experimentation, I was able to construct a simple explaination for such a question- They are faceless guardians of Civility. The protectors of society, and mainly other royal titles that mean the same thing. So, as you venture forth on the developement of your career, keep this defining duty in your mind always. Society takes priority, it is your child, your prized posession, yet one you share with the civilians and peers within it.


-Dr. Grant Heindrich
ISC-01
A common term located within every section of the following manual, read as ISC, holds a simple meaning, paired with a complex systematic concept. ISC, abbreviated from Infrastructural Sector Cohesion, may refer to one of two concepts when it comes to the duty and framework of an efficient Sector.

Firstly, and more commonly, the ISC of a Sector may be referrencial to the details of how local teams are organized, disciplined, trained, rewarded, prosecuted, utilized, and/or sustained. This may be used, when mentioned toward units within local protection teams, as a reminder or statement to refer to standard protocol.

The infrastructural Sector Cohesion may also be used on a more broad scale, such as when a Sector's ISC is mentioned by teams or Representatives not within, or having authority over the Sector in question, in most cases pointing out overall success and efficiency. It is ideal for a Sector to have been rated for a Class-One ISC Rating.
ISC-BEHAVIOR
Uniformity
The Metropolice Force uniform is designed to look exactly like all of the other uniforms. A unit's numbers are not physically visible on a unit, but is rather seen from a unit's HUD. The vocoder keeps the voice concealed, not distinguishable between your fellow units. Removal of the faceplate while on-duty outside of the NEXUS, as well as external suit modification results in capital punishment if the witnesses are unable to be dispatched within a reasonable amount of time.

NOTE: Team Members are expected to keep equipment and their suits is pristine condition. Should any damage occur, team members are to retrieve replacements and or repair upon GREEN Sociostatus.

Conversation
Conversation while doing your assigned duties is minimal, and regarding the task at hand. Communication follows radio protocol, compromising any assigned task prohibited. This is to ensure the confidencial nature of any possible task at hand from the Civil Body. Disclosing Personal Information within Civil Protection and affilliates is strictly prohibited.

Patrol
One of the major duties of local protection teams is its duty to patrol multiple commons within the city as to ensure Sociostability. The average patrol should never be performed alone, nor should it carry on through districts four and five. Patrols should also be reported in both initially and every three cycles. Every unit is permitted to check the status of an active patrol, and suspicions will be raised if a response isn't recieved. Cohesion is required at all times within Civil Protection Teams. (Cohesion = Agreeing and functioning well with other units.)

Re-Education
When a violation is committed, one of the first actions protection teams take against a citizen is Re-Education, which usually involves the use of physical force to hinder uncivilized actions. Tools such as the stunstick are provided as a baseline to build upon. A point deduction within the data file of the subject is to be paired alongside the re-education. All Re-Educations will be conducted in a private location away from the Civil-Body's view, and will be non lethal. Maiming is unacceptable; we are not here to stop the Citizens from completing the work cycle. Re-Educations should be regarded by the Civil-Body as a unconfirmed rumor.

The Code of Civility
This code is a baseline for fair response and interaction with citizens. It states that local teams are prohibited from bringing imminent or permanent harm upon any member of the Civil Body without reason. While local teams are committed upon this code, so are citizens. When approached, it is appropriate to inform any member of the Civil Body of this code. Should a member of the Civil Body break this code, whether it be for assaulting or attacking local team members, local teams may take appropriate or equal action. However, a physical assault does not require the use of firearms, unless clear danger for a unit's life is present.

(OOC) Example: You are patrolling, a citizen asks for a workblock. You refuse, so the citizen punches you in the face. You are entitled to take aim at the citizen as a procaution, or initiate in physical self-defense, but are not entitled to fire upon the citizen unless it is clear that they are going to kill you. But that doesn't mean you can't detain or re-educate them for it.
ISC-UIS1
As per the Sector's ISC Protocol, local authority has developed a system of records, fitted individually for members of local teams, to monitor individual achievement, skillset, and track record, otherwise known as UIS. A Unit Individual Statistic by no means regards or acknowledges a step out of line from uniformity, but ensures that members of local teams may have incentive for their actions and efforts in the line of duty.

The typical UIS Interface will contain three elements that will in turn evaluate the effectiveness per Metropolitian Enforcer. These elements are rank points, Inspection Evaluations, and written notes per member.

Typically, the UIS of local protection team members may be viewed restrictively by the targeted member or local authority. To have access or information regarding external UIS, exclusive to local authority, is subject to Civil Prosecution.
ISC-UIS2
Rank Points
The first element mentioned within ISC-UIS1-01 remains one of the priority aspects of success from an Individual's standpoint- Rank Points. This Sector has decided upon the gain of virtual Rank Points from a number of Union-based activities, which are to be used in concurrence to purchase amenities and conveniences, access and information, as well as necessities and vitals. Further Details may be found later in the guide.

Rank points are mostly used as a reward for effectiveness and noticable teamwork within local teams, and are therefore confidential, and will not be interexchanged between local team members.

ISC Rating
A defining detail within the UIS of any local team member will be the ISC Rating that said unit would recieve from weekly inspections. ISC Ratings reflect the progress of his/her other team members within their squadron.

ISC Ratings are scaled as followed:

Class 1 Rating - Participants are thoroughly involved with uniform conservation and cohesion, have participated sufficiently in active duty, and has reached their beating quotas effectively.
Units of this rating will recieve 200 RP for their efforts.

Class 2 Rating - Participants are mediocre in their efforts toward uniformity and is sufficient in cohesion. Units may not be active or as active as needed, and has mostly met their beating quota.
Units of this rating will recieve 100 RP for their efforts.

Class 3 Rating - Participants have visible flaws in Uniformity and Cohesion is disruptive. Units are hardly active on the line of duty, and have made little effort toward a beating quota.
Units of this rating will recieve 25 RP for their efforts.

Underclassed Rating - Participants have made no effort at uniformity, cohesion is impossible; Units have only signed on for active duty for this inspection or has failed to participate throughout the week.
Units of this rating will recieve no RP for their efforts. Penalization may be a consequence for being in this class.
ISC-INSPECTION
Inspections
On select days throughout the week, randomized to keep units constantly active to increase local team efficiency, announcements will be called for individual, squadron, or Sector-wide inspections. Requiring at least a Rank Leader for an inspection to be called, units will be studied for a number of variables and actions to determine their grade in the end, which is paid out as Rank Points:
  • Uniformity
  • Activity Check
  • Cohesion
Select inspections may be run different based on the team member hosting. Topics will vary based upon local protection team efficiency and previous ISC Rating.

ISC Rating is assigned based upon the average of a group of unit's inspections as a whole. In a squadron, should half of its members perform poorly, it will reflect upon the remaining members attending. See ISC-UIS2-01 for further details on ISC Ratings.
LOY-LOYALIST CLASSES
Loyalists are Civilians who have amassed over Ten Loyalist Points. Loyalist points are dispatched to citizens who perform acts of loyalty to the Universal Union within city walls. The rank of a Loyalist can result in a multitide of benefits, and gains to the individuals who posess said ranks, these include less unneeded brutality, or even seats on the City Council. The following ranks include:

Red Armband: 10 LP
- First stage of loyalist progress.
- Token reward of 50 tokens.
- Treated with Minimal, but more respect from local authorities

Blue Armband: 25 LP
- Second stage of loyalist progress.
- No unnecessary brutality or rudeness from the MPF Unit(s)
- Doesn't require to present proof, when reporting in minor crimes: ( Level 1 )
- Now applicable for three rations at the R.D.T.

Yellow Armband: 50 LP
- Third stage of loyalist progress.
- Doesn't require to present proof, when reporting in minor crimes: ( Level 1 )
- MPF Unit(s) are polite to the Yellow Armband Loyalist.
- Can request 250 tokens each week.
- Now applicable for three rations at the R.D.T.
- Rations are now purchasable for 250 tokens each.

White Armband: 75 LP
- Fourth stage of loyalist progress.
- MPF Unit(s) are polite to the White Armband Loyalist.
- Can request 500 tokens each week.
- Doesn't require to present proof, when reporting in minor crimes: ( Level 1 and Level 2. )
- Can request minor crimes to be erased from records. ( Level 1. )
- Now applicable for four rations at the R.D.T.
- Can join in City Council Meetings

Black Armband: 100 LP
- Fifth stage of loyalist progress.
- MPF Unit(s) are polite and respectful to the Black Armband Loyalist.
- Can request 750 tokens each week.
- Doesn't require to present proof, when reporting in minor crimes: ( Level 1 and 2. )
- Can request minor crimes to be erased from records. ( Level 1 and 2. )
- Doesn't get tied and inspected in JW or inspections.
- Now applicable for five rations at the R.D.T.
- Can request seats on the City Council

Citizens who have a certian amount of Loyalist points can even apply for positions in the City, which can range from the Civil Benefactors / Servicemen Unions, Local Civil Protection chapters, and even the CDF Military forces.

Application Minimum Requirements
Civil Benefactors Core: 3 Loyalist Points (Clear record / interview)
Civil Protection: 5 Loyalist Points
Civil Defense Force: 3 Loyalist Points
LOY-ADMINISTRATION
**The following list details senarios that range from daily actions, to acts of extreme rarity. This is to be used as a template to base administering Loyalty points from.**

1-3 POINTS
  • Cleaning of any kind.
  • Low-Participation in Workblocks.
  • Reporting LEVEL 1-3 Violations.
  • Turning in LEVEL 1 Contraband.


2-5 POINTS

  • Spreading union propaganda By Command
  • Average-Participation in Workblocks
  • Reporting LEVEL 4-5 Violations
  • Reporting fugatives / malignants
  • Saving the life of a Red-Loyalist.
  • Turning in LEVEL 2 Contraband.


3-7 POINTS
  • Reporting Anti-Citizens.
  • Reporting Hideouts of Fugatives.
  • Turning in LEVEL 3 Contraband.
  • Reporting any plots or motives Confirmed to be in place by Anti-Citizens.
  • Reporting and showing Honesty if rewarded more than deserved.
  • Spreading union propaganda Not by Command.
  • Reporting level 6 Violations
  • Saving the life of a Blue - Yellow Loyalist.
  • Turning ones-self in for commition of any violation. (REMOVE ONE CYCLE OF DETAINMENT)


5-10 POINTS
  • Pointing out and not abusing Security Breaches
  • Pointing out Disguised Anti-Citizens
  • Pointing out the location of weaponry whilst not carrying it themselves.
  • Turning in LEVEL 3 Contraband.
  • Saving the life of a Conscript.
  • Reporting Level 7 Violations.
  • Saving the life of a White-Loyalist.


7-15 POINTS

  • Succesfully assisting Protection Teams in the capture of an Anti-Citizens.
  • Saving the life of a Civil Protection Unit.
  • Saving the life of a Black-Loyalist.
  • Saving the life of a City Concile Member.
  • Placing ones self in danger for reasons of Union Benefition.


10-20 POINTS
  • Saving the life of any Commanding Unit
  • Saving the life of the City Administrator

TACTICS-02
The following Section explains not the protocol of any specific sector or branch, but the tactics used to gain an advantage or mainatin safety in most given situations. Tactics are a key element in the success of local teams, and is what makes the MetroPolice Force a powerful entity.

While in the following portion, one may find information on equipment, the purpose of said sections merely aids in the in-depth knowledge of a unit's duty, and was included as it has immense relation to this section's topic.

The tactical information in the following section may include instruction on detainment or strategies for detaining a suspect, formations and activities to be performed when under fire, securing and or sweeping an objective, and furthermore. For further questions on any of the following topics described within this section, consult with your local authority.
TACTICS-EQIPMENT1
The following section describes a simplified anatomy of the average Metropolitian Police Suit.

The Head
  • Visors - Capable of Instant Recognition of MPF Units with an active Biosignal Status
  • Union-Grade Gasmask - Capable of Filtering 100% of any toxins targeted at the Respitory System
  • Built-in Wireless Radio Transmittor - With the use of a handheld radio, this can Wirelessly transmit from inside your mask directly to your radio without you needing to free a hand.
  • Cranial Casing - Made of a thin layer of a low-grade combine metal, this part of your suit is bullet and projectile resistent. It covers a majority of the skull.
The Torso
  • Kevlar Vest and Padding - The bulk of your suit mainly comes from the high-end kevlar armoring located in positions where there are vital organs to be protected. Your arms are not so important, and are merely padded with cloth. You're welcome.
  • Ultility Belt - The average utility belt contains storage for individual casings, a holster for a singular sidearm, a clip-on PDA (See Section III), and a Radio Holster. The Utility belt is made of an elastic, yet sturdy material, and isn't easily damaged.
  • Primary Weapon Sling - Local protection teams have suits fitted with a built-in sling crossing over either shoulder for the easy access of high-end weaponry, made to be handled with ease. The sling allows for the effortless maneuver of a primary firearm to be whipped over either shoulder for instant use, hands-free.

Below the Belt
  • Stunstick Holster - On either leg, based upon right or left-handed preference, is a pair of parallel clips to hold one's stunstick securely fastened and accessible. Placement upon the lower thigh was decided for the ease of defense when grounded, or in a standing position.
  • Union Grade Boots - Built with 2-inch rubber soles, combined with a sturdy leather-substitute, UG Boots are made to be durable, and produce a sufficient amount of noise when it comes to marching and running.

TACTICS-EQUIPMENT2
The following technologies are describable as the loose artifacts, tools, and systems that are used on a day-to-day basis by local protection teams. Note that items are categorized by importance.

Vital Accessories
These devices are grouped among those that a unit simply can not function without. As these items are listed, they are picked apart in minor detail and are explained alongside their fucntionality.

Biosignal Display Module (BD Module) - Hardwired within one's suit, this device securely monitors and displays a units vitals with sharp precision. The Construction of this particular device is highly classified as it is still in prototype develpomental stages.

Visor Display - One of the main perks of being a unit, the Visor plays a vital role in Visuals and Identification. Built simply through an engineered, three-layer display lens, this device can store facial recognition and voice recognition of other individuals within any single unit's data. This way, upon sight, friends and foes can be spotted almost instantly.

PDA (Personal Datapad Accessory) - New to the many revolutionary technologies of the Force, the PDA is a unique device used to replace the need for terminals when recording data, whether it be for Civilian or Domestic use. Each PDA has a unique login for use, and contains over 150 different letters and symbols of over 12 dialects. It is about six inches by four inches in size, and contains a polyestor-plastic display above these keys.

Stunstick Mark I - The real tech in this device is located through its core and at the rounded tip, where it contains a single power source and an electric amplifier. The base of the baton is made up of 90% Iron, 5% Aluminum, and 5% Classified Metals. At some point in the lower base, there is a simple switch to adjust the electric amplifier at the top between LOW, MEDIUM, HIGH, and LETHAL.

Convenience

AS Module (Access Sensory Module) - Every suit, with an active biosignal status, is enabled with a microscopic electronic circulatory system that runs through every major joint in a unit's body - The fingertips, the palm, the foot, the ankle, the shoulders, and the knees. Upon proximity with any combine-access doors or openings, this will trigger logged Combine Activation, tagged with a unit's numbers and timestamp.

Union Vo-coder - As it is only a microphone and a built-in CPU, this device simply processes all forms of speech from within a unit's suit and translates and deepens said speech into a UU-Approved Language, and dampens any accents the user may have acquired.
TACTICS-DETAINING PROCESS
One such instance in which local teams find solutions for preserving Sector Sociostability, is the need to detain a suspect. Detainment can be described as simply restricting a suspect, usually by the use of Plastic Zip Ties, and the removal of the suspect from the view of the Civil Body onto another premesis. Detainment is usually the same in the end, but may require a variety of steps and procedures depending on the situation.

Like many practices in the MPF, detainment may vary based upon Dispatch codes, which can be found in the Technical Section of this handbook. In terms of Detainment, three main codes are utilized in Dispatch reminders; COAGULATE, PACIFY, and STERILIZE. Defaulty, under a code GREEN, unless changed otherwise, COAGULATE is in effect, which is the standard form of detainment.

COAGULATE
Under this code, the suspect in question is to be restrained using Plastic Zip Ties, and is to be searched and penalized if necessary. This procedure is commonly performed on a majority of Citizens, mainly for the passage of a checkpoint, the searching of an apartment, or for the participation of a workblock. COAGULATE is to be followed at all times unless the situation deems PACIFY or STERILIZE necessary, or if the dispatch code is altered.

It is crucial to note that if a suspect under restraint is incohesive, PACIFY is to take effect, regardless of Dispatch code and Sociostability.

PACIFY
The next step up from COAGULATE involves the removal of mobility for a suspect being detained. Under this code of detainment, the suspect is to be immoilized in whatever fashion possible, as long as it follows ISC Protocol in terms of Civilian interaction (ISC-BEH2-01). After a suspect has been Pacified, he/she is to be relocated to the appropriate premesis (See Technical Procedures).

In most cases, a suspect who is Pacified is typically transported within detainment or interrogative cells within the Nexus for further penalization.

STERILIZE
This code is hardly different in the beginning procedures of code PACIFY, in which a suspect is immobilized and relocated. However, the difference is in the place of relocation. Every suspect detained under code STERILIZE is transported to the assigned Sterilization Quarters within the Nexus, after being stripped of all belongings.
TACTICS-BREACHING
Breaching Procedure
Breaching is described as the overall procedure of forcefully injecting into a target location, either to retrieve a suspect or to simply perform a random search. While conventionally breaches are simple, they vary heavily based upon changes in Dispatch Codes. As it relates to breaching, there are only three dispatch codes to concider. COAGULATE, CAUTERIZE, and STERILIZE. CONSERVE is the primary code when the Sociostatus of a Sector is GREEN.

Breach Reminder - Any and all breaches will be required to at least have one breacher and two pointmen, and are initiated in the displayed series to the left, starting with the Breacher iniating the breach with the phrase, "Stack."

Starting with the first pointman after this phrase, he/she will respond with "Ready One," as it corresponds with his assigned pointman position. Pointman 2 will proceed to reply with his/her ready, of "Ready Two." Upon the statement by the breacher of the phrase, "Prep," units will prepare any tools or weapons necessary for the breach to happen. On the word of "Inject," the breacher will breach the lock, and pointman one will begin to inject, following in numerical order of pointman number. Should the above formation for breaching have an extra number of units participating, the pointman behind the breacher becomes the last pointman, and pointmen will be assigned behind Pointman One in numerical order.

COAGULATE
Upon the code COAGULATE, which serves as the default code GREEN reminder. In a breach under these conditions, units will cautiously approach an objective together, professionally breaching each room they enter as a line of procaution.

Units are required to secure each area cleared in larger objectives with combine locks, and may remove them afterwards when instructed. Failure to do so may compromise the breach team.

Upon examining the diagram, the pointmen, in no specific order of requirement, enter the objective and proceed to breach any rooms in the preferred order of the team. However, the breacher is required to stay off the premesis and guard the rear until the breach is completed.


CAUTERIZE
As a code only usually initiated under a sociostability of YELLOW, and occasionally GREEN, CAUTERIZE enables the use of smoke grenades during an active breach. Usually, a breach such as this is necessary when multiple armed and/or dangerous suspects are confirmed in an objective.

During a CAUTERIZE Breach, the Breacher will disable the lock while the first pointman tosses a smoke grenade into the main room. After waiting approximately three seconds after the grenade goes off, the pointmen will prepare a second set of smoke grenades and equally distribute to any entrances within the premesis if adjacent directly to the main room. In no particular order, they are to inject immediately, tossing a smoke grenade into the next room, securing each room individually in the worst case scenario.

STERILIZE
Almost identical to a CAUTERIZE Breach, STERILIZE will only be called in intense code YELLOW Situations and solid code RED Situations. Refer to the Dispatch Codes section for further instruction on tactical behavior under this code.

Procedures under a STERILIZE Breach are very similar to that of CAUTERIZE. However, the main difference in its line of action is the use of fragmentation grenades. Firstly, the Breacher throws an active smoke grenade into the first room upon announcing injection. As units wait three seconds before entering, they will prepare fragment grenades rather than smoke grenades as they individually and quickly breach any rooms in need of security. Units are advised to take extreme caution as to not injure members of a breach team while performing a STERILIZE Breach.
TACTICAL-DEPLOYMENT 1
Tactical Deployment
As of the Volume Four Publication by the Combine Civil Authority, regulatory requirements have arisen to increase security for Local Protection Teams through localized Sectors, leading to the agreement to form a protocol known as Tactical Deployment.

Facilities have been individually constructed per Divisional City in order to maintain the fallback protocol, equipped with protective and high-grade gear to prepare Local Teams for High-Intensity situations.

Situational Use
Tactical-Grade materials are very expensive in comparison to the default gear supplied to Local Teams and should be used sparingly; Thus, deployment should only be called when there arises a situation in which the Civil Body is at stake. Armed Individuals and Civil Unrest may call upon deployment in given situations. However, there are also a number of Deployment-Specific situations that should be remembered.

Code RED Situations - In the event that Dispatch or Local Authority has announced a Sociostability Code of RED, or that certain Local Teams will be active in a Code RED Area, (see TCH-CODE-03), units are required to immediately report to the Deployment room and Tactically Deploy Properly.

High-Priority Assets - In the event that a valuable asset, whether it be man or machine, need escorting externally through the city, participating teams will be required to Deploy and prepare for the Escort as such.

Armed Individuals - In some instances where there are armed threats, but it is not necessary to raise the Sociostability level, units not previously involved in a localized situation will be deployed to Cauterize a dangerous target. Sociostability may be altered locally.
TACTICAL-DEPLOYMENT 2
What are the procedures for Tactical Deployment?

In the event that Local Team Members are instructed to Tactically Deploy, units are firstly expected to secure their present situation, depending on what that may be:
  • If local team members are on patrol, they are expected to detain possible Violators that are currently being processed (if any), regardless of the Violation, so as they may be evaluated in the stable environment of the Nexus.
  • If rations are being run, regardless of the Status of Distribution, the Terminal is to be closed without warning.
  • If a unit is located either below ground, or seperated from the city, either in the Outlands or in the Conscript Base, they are required to return to the Nexus for Deployment with another local team member or Conscript.
Now that Local Protection Teams have ASSEMBLED in the Nexus, all units are required to report to the Deployment rooms and gather the necessary supplies and munitions for re-Insertion into the Civil Body. Units are require to:
  • Re-Equip with TD-MKI Armor and Suits
  • Form Patrols of at least two Team Members
  • Carry at least three cases of ammo
  • Report location as a Patrol every three cycles
TCH-03
This portion marks the most crucial addition to this Field Manual, the entire Section made up of radio codes, Response codes, Rank Structure, and much more. Ground teams may find themselves referring to this portion more than any other in the guide, as almost everything they do will have an instruction in this section.

It is recommended that units self-study in this section, as training has been proven to be tedious on technical training.
TCH-RANKING 1
Local Authority
Local authority describes the individual, or number of individuals reside within the Nexus, serving as a backbone for all CA divsions in the Sector they reside. Anyone classed under Local Authority have complete authority over each team and manage the Sector's forces along with the Sector's Representative.

Refer to the following for the current Local Authority Team Members:

CT - User Currently Holding Position: CKG_Gaming

CAU - User Currently Holding Position: Concerned Citizen


TCH-RANKING 2
Upon reaching the rank of Specialist, an assessment of the unit in question will be made by Local Authorities, including a brief inspection and career overview, determining qualification for MPF Enrollment. In the case that a unit is accepted, their Conscript Rank will be adopted alongside as a secondary tier, to a primary structure in the Metropolice Force.

Conscript Rank Conversion
  • Private - E1
  • Private First Class - E1B
  • Specialist - E2
  • L. Corporal - E3
  • Corporal - E4
  • Sergeant - E5
  • Staff Sergeant - E6
  • Drill Instructor - ED

  • Lieutenant - O1
  • Captain - O2
  • General - O3

Metropolice Ranking Structure
After being accepted into the MetroPolice Force, units will begin bearing both their Conscript Rank, and their newly acquired MPF Rank- However, the system built by Local Authority is more simplified for easier management of teams.

< :: RANK: Recruit = RT :: >
Units freshly accepted acquire this rank. They are still in the training phase, and are allowed before the Civil Body only when paired with units of higher rank. Default Protection Team Rations do not apply.

< :: RANK: Ground Unit = GU :: >
When deemed appropriate by Local Authority, through multiple progress reports and UIS updates, units are promoted to this rank and are expected to participate in the majority of standard directive activities. Default Rations Apply.

< :: RANK: Squad Leader = SL :: >
After units are promoted to the position of Ground Unit they are assigned to squads. Every squad however, is assigned a designated leader. Though Squad Leaders don't have too high of an authority over the average unit, they are chosen specifically to lead small protection teams. Default Rations Apply

Once units exceede the position of Squad Leader, they are given two oppertunities depending on their record...

< :: RANK: Rank Leader = RL :: >
Team Members with displace of excellence in Cohesion and leadership may be elligible for extracurricular evaluation by Local Authority, going through extensive overview of Track Record, Rank Points, and Cohesion History. Class Rations Apply.

< :: RANK: Elite Unit = EU :: >
Team members with excellence in combat and field rationality are selected and put into the position of Elite Unit. Trading Power and Authority, Elite units are given stronger armor and more powerful weaponry, and are trusted with harsher combat situations. Class Rations Apply.

Note: Units with exceptional skill in leadership and tactics are chosen for the Rank Leader position, Units with exceptional skill in combat and battle are chosen for Elite Units.

Though percieved equal, Rank Leaders have more authority in decisions than an Elite Unit


Name Format Example
Conscript Name: Joe Schmoe
Conscript Rank: Staff Sergeant

Local Team Member Name: CP-C#:##-PT#.###
TCH-RADIO
For classification of activities through an encrypted frequency, even if a foreign person or persons gain access to said frequency, radio codes are in place to further classify ongoing, or previous functionality between ground teams.

There are three classes of Radio Codes, organized by what category of response or meaning they entail:

Class 10 Codes
Conversational Codes: These codes are used for basic communication between local ground teams.
10-0 : Use Caution
10-2 : Negative
10-3 : Stop Transmitting
10-4 : Okay/Copy that
10-5 : Relay Message
10-6 : Busy
10-7 : Off Duty
10-8 : On Duty
10-9 : Repeat last message
10-18 : As Soon As Possible
10-19 : To Return to the Nexus
10-20 : Your location
10-22 : Cancel last message
10-23 : Stand by
10-24 : All units Return to Nexus
10-30 : Against Rules
10-33 : Don't transmit unless necessary
10-66 : Provide Authority for Command/Instructions

Class 11 Codes
Subject Codes: Who is being talked about, what is the subject of what you are saying?
11-01 : Local Authority
11-10 : Local Protection Team Member
11-11 : Conscript
11-20 : High Priority Loyalist
11-21 : Medium (Median) Priority Loyalist
11-22 : Low Priority Loyalist
11-23 : Citizen without Status
11-24 is ### : Citizen with Negative Status, ### = Total Violation Points
11-50 : Anti-Citizen/Wanted Citizen/Subject of BOL/Etc
11-54 : Citizen with no Described Status
11-55 : Unidentified Individual

11-H(P, F) : Headcrab, Add P if poisonous, add F if Fast. (Ex. 11-HP)
11-AL : Antlion
11-B : Barnacle
11-Z : Zombie

Class 12 Codes
Operational Codes: Refers to specific procedures or actions to be taken. Three-Digit Suffix Codes can be assigned temporarily for classification within selective local teams. If a code is not listed on this list and is used, it is likely classified.
12-0 : Tactical Deployment
12-1 : Ration Cycle
12-2 : Work Cycle
12-3 : Citizen Inspection
12-4 : Re-Ecuation
12-44 : Penalize with Violation Points
12-5 : Patrol
12-6 : Local Protection Team Inspection

Class S Codes
Status Codes: Codes usually describe specifics of a subject or a situation, usually paired with a Subject Code. Class R Codes may describe Violations, Sociostability, Locations, etc.
Code 1 : Incohesion/Incohesive
Code 2 : On the Run
Code 3 : Mentally Unfit
Code 4 : Unsanctioned Procreative Activity
Code 5 : Unconcious
Code 6 : Dead/Corpse
Code 7 : Missing
Code 8 : Injury
Code 9 : Trespassing
Code 10 : Curfew
Code 11 : Level One Violation
Code 12 : Level Two Violation
Code 13 : Level Three Violation
Code 14 : Malignant
Code 99 : STERILIZE
Code 100 : Standard Directives
TCH-VIOLATIONS 1
Citizen Violations
The Violations described in this list will be categorized via three individual levels, increasing in intensity parallel with the level value.

Level One
Running
Jumping
Crouching
Swearing
Wasting a Team Member's Time/Being a Nuisance
Indecent Exposure
Trespassing in Status-Restricted Residential Blocks
Possession of Class L Contraband with no Loyalty Status (Optional)

Procedures: It is recommended that units Re-Educate accordingly with Level One violations dependent upon severity, or whether it was damaging to the Civil Body, though Re-Education is not required. Citizens are to be penalized on their record as the Team Member sees fit, deduction should be limited to 1 point. Repeated Offenses are subject to Cycles Served in Confinement.

Level Two
Repeating a Level One offense after a Warning or Re-Education Consecutively
Possessing misleading Armbands or other signs of False Loyalty Status
Attempted Reproductive Acts
Assault on another Civil Body Member of Low or No Loyalty Status
Defacing City or Metropolitan Property
Open Slander of the MPF, Benefactors, etc.
Possession of Class M Contraband with no Civil Working Status, even when Turning In
Resisting Arrest/Instructions of a Local Team Member

Procedures: Violators at the second level will recieve a Mandatory Re-Education and Deduction of 2-3 points. Minimum Four Cycles Confinement.

Level Three
Possession of Class X Contraband
Assaulting a Local Team Member
Arson
Assault on another Civil Body Member of Medium or High Loyalty Status
Taking the Life of another Civil Body Member of Low or No Loyalty Status

Procedures: Third-Level Violators are to recieve Re-Education, a 4-5 Point Deduction, and Mandatory Enrollment into the Civil Labor Force.

Malignant
Taking the Life of a Local Team Member
Mass Murder of Civil Body Members
Taking the life of a Civil Body Member of Medium or High Loyalty Status.
TCH-VIOLATIONS 2
Citizen Contraband
    Class L -
    • Spray Cans (If not being used)
    • Paper
    • Notepads
    • Loyalist Clothing
    Class M -
    • Non-UU Approved Edibles
    • Unidentified or Illegal Substances, including:
      • Glue
      • Pre-War Compounds (Pesticides, Bleach, Pre-War cleaning or Gardening supplies)
      • Blood Bags
      • Medical Chemical Compounds
    • Tools of any kind (Including Kitchen Utilities)
    Class X -
    • Unauthorized Uniforms
    • Weapons of Any Kind
    • Zip Ties
    • Unauthorized Union Technology, including, but not limited to:
      • Union or Combine Locks
      • PDAs
      • MPF Suit Technologies
TCH-DISPATCH
A Dispatcher can be described as a Coordinator for a Sector and its daily functionality. While it is not vital to have an active Dispatcher available for every situation, a dispatcher can make a situation managable for Higher Ranked Team Members.

Dispatch Announcements
A Dispatch Announcement may look something like this:
"Local Protection Teams, alert. Anti-Civil Activity has been reported in your area. Code Reminder: LOCK, CAUTERIZE, STABILIZE."

To the uneducated unit, or the average citizen, this announcement may mean nothing special. However, it is vital that an Active Duty team member can understand Dispatch Announcements, the most important portion being the Code Reminder, which is usually described in three seperate codes, hand-picked from the following list:

LOCK :: To seal the Civil Body (from something)
CAUTERIZE :: At any cost, eliminate/remove
STABILIZE :: Re-Stabilize Sociostability
ASSEMBLE :: Form into Squads
CLAMP ¹ :: Monitor By District, rather than by Patrol Route.
CONTAIN :: Keep a Current Situation Stable
AMPUTATE :: To kill a target
CONFIRM :: Check the data/Assure Accuracy
COAGULATE:: Revive Sociostatus through Passive Action
PACIFY :: Immobilize a Target while preserving it
STERILIZE :: Remove an Issue from the Civil Body Cautiously/Without Disruption
ISOLATE :: Keep Citizens from Clustering, Identify those in Clusters
EXPOSE :: To Isolate a Target through Passive or Direct Action
ADMINISTER:: Provide a Necessary Action
SACRIFICE :: To Serve with One's Life if Necessary
RESPOND :: Investigate/Report in Minor Reports
INQUIRE :: Without Isolation, attend to Civilian Conversations through Passive Action
PRESSURE :: To Push an Action through Direct Action
SWORD :: Do Something Quickly and Effectively
SHIELD :: Do Something Tactically, Cautiously, or Be Highly Defensive
ZERO¹ :: Targets have Zero Loyalty Points or Below
LOW :: Applies to Subjects of Low Loyalty Status
MEDIAN :: Applies to Subjects of Median Loyalty Status
HIGH :: Applies to Subjects of High Loyalty Status
1 Comments
GroovyGray  [author] 29 Aug, 2018 @ 1:24pm 
**Edit: Changed the sidebar names, edited Ranks to match updated system