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ClockWork: Half Life 2 Roleplay Guide : General Usage
By ❖ØXIDE☦
<:: Author's Note Page ::>
This Guide is to let new players understand what our hl2rp server operates by, and to aid current players by refreshing their memory of Radio Codes, equipment for MPF, etc.

This Guide also explains Lore, Equipment, Factions, and some info about them. Please, take time in reading and get some information on the subjects!

REQUEST TO USE!

THIS IS A REVAMPED GUIDE FROM C.W. : HL2RP General Guide, C.W. HL2RP Guide - General Lore / Equipment / Story, for HL2RP BY ME
   
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Introduction
Welcome to the Civil Protection Force (CPF).

You have enlisted yourself into the Protection Force to assist in the efforts of both socio-stability or for the protection of the advanced future. As per Universal agreement, you will be allowed certain privileges as well as increased rewards for your service to the Universal Union. In reference to this field manual, you will be reading on various subjects in relation to your authority as well as how to better assist in both prosecution and protection.

As a Protection Force unit it is your directive to defend both priorities as a number one, even utilizing SACRIFICE if deemed necessary. You are set in a controlled atmosphere in order to keep residential civilized standards set and in check. However; There will be times in which a unit must think quickly in the most dangerous of scenario's, this is not only to keep you from harm; But to also assist in the sterilization of anti-civil behavior.

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DISTRICTS ALLOWED FOR PATROL
-District One
-District Two
DISTRICTS RESTRICTED FOR PATROL
-District Three

Authorized by the Union, to not patrol or investigate District Four without any jurisdiction from High Command / Dispatch.
Introduction - Civilians
"Welcome. Welcome to City <insert number>. You have chosen, or been chosen to relocate to one finest remaining urban centers..."

Welcome indeed, Citizen or Refugee. This is the same speech given to everyone. Welcome to Red Sector. This sector is one of the Universal Union's Democracies. Ever since the 7 Hour War, better known as the Liberation War, the Universal Union has persuaded us and taught us about the true meanings of Peace, Love, and Industry. We have been shown the light and we are very loyal to our benefactors. Long live the Union!
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Be careful and wise Citizen, referencing them, to the "Combine", will get you in more trouble now than you can imagine.

Be mindful of violations so you do not cross the line.
-No Running
-No Jumping
-No Swearing to High Profile Individuals (Class B: C.W.U., Loyalists | Class C: Officers. | Class D: Other Union Personnel.)
-You're referenced as Class A individuals. Class A; Non-Loyalists, Citizens and Refugees.
-(If a Rebel / Uprising Individual ; You are Class E: Anti-Citizen and Malignant.)
-(If an Escapee from the Prison, referenced as Class G: Escapee. | Regular Prisoners are Class F.)
-No Assault on other Citizens
-Disapproving beliefs of the Union is known as Conspiracy. Conspiracy is charged as Level 3 and punishable by Death.
-Do not be an inactive Citizen, report all Malignant Activity.
-Being Loyal will grant you benefits.
Civil Authority Communications: 10 Codes
10-Radio Codes:

10-0: Proceed with Caution
10-1: Not comprehended/Not Understood
10-2: Negative
10-3: Stop Transmitting (request of complete radio silence)
10-4: Affirmative
10-6: Occupied/Busy
10-7: Unit off Duty
10-8: Unit on Duty
10-9: Repeat
10-10: On Meal Break, missing.
10-12: Units present/available?
10-13: Status Code
10-15: Anti-Citizen/Non compliant Citizen in Custody/Detainment
10-18: ASAP
10-19: Report to Nexus
10-20: Location
10-23: On Hold/Standing By
10-25: Meet/Rendezvous
10-27: C:ID Check/Identity Check
10-29: Non compliant/Wanted Citizen check
10-30: Person(s) w/ Weapon
10-31: Currently In Pursuit
10-38: Blockade/Barricade
10-41: In Possession/Carrying of
10-43: Any Intel?
10-48: Message Received?
10-50: Patrol
10-51: En-route/Responding
10-56: Meet at...
10-57: Leaving/Exiting Patrol zone
10-58: Entering Patrol Zone
10-61: Services/Assistance Needed
10-63: Request For...
10-63P: Perimeter
10-63E: Elite Units
10-63I: Intel Units
10-65: Prepare to respond to...
10-66: Disregard last transmission
10-70: Requesting Scanner
10-71: Request EMT
10-76: Change Frequencies/Radio Breach
10-88: C:ID
10-94: Request backup Routine
10-97: Responded/Reporting In
10-98: Area/Sector Clear
10-100: Meeting in progress
10-99: Officer Down/ Under Fire
10-103M/P: Mentally/Physically Unfit person.
10-107: Suspicious Person(s)
Civil Authority Communications: 11 Codes/Advanced 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.
11-7: Mobile Stealthily Person.
11-8: Citizen Incapacitated
11-10: Fill-out a report
11-12: Dead/Injured Biotics in Area (Exogen, Viromes, Necrotics, Etc)
11-14: Violent Biotics in Area (Exogen, Viromes, Necrotics, Etc)
11-15: Entertainment In Public
11-17: Mechanical Service down.
11-24: Abandoned APC.
11-25: Public Hazard.
11-25X: APC needs Assistance.
11-26: Immobile APC.
11-27: Subject has Felonies recorded.
11-28: Check Registration.
11-29: Subject has no Record for Violations.
11-30: Incomplete Radio Transmission/Request Device Transmission.
11-31: Person requesting assistance
11-40: Notify on radio; Medical Assistance is Required.
11-41: Requesting Medical Assistance.
11-42: Medical Assistance un-required
11-43: Advanced Medical Assistance is Required.
11-44: Clean up Crew Required/Cremator Required/DB requires Cleanup.
11-45: Attempted Suicide/ Suicide
11-46: Confirmed DB (Dead Body)
11-47: Injured Citizen
11-48: Requesting APC Transport
11-50: Currently Escorting Person/Vehicle/Etc
11-51: Requesting Escort
11-52: Funeral
11-54: Suspicious APC/Vehicle.
11-55: Officer being tailed by Suspicious APC
11-56: Officer is 10-99/11-99 by APC
11-57: Unidentified Manned APC
11-58: Radio Breach; Decommission Frequency.
11-59: Danger Zone, Stay Alert.
11-60: 647E Assault at Location
11-65: Checkpoint Decommissioned
11-66: Checkpoint Underpopulated
11-70: Fire Alarm or Explosives in Use; Detected.
11-71: Fire/Explosion Detected
11-74: Airwatch Accident; Medical Assistance required
11-75: Airwatch Accident; Major Injury
11-76: Airwatch Accident; Minor Injury
11-77: Airwatch Accident; No Injury
11-78: Airwatch Accident; Unknown
11-79: APC Accident, Medical Assistance required
11-80: APC Accident, Serious Injury.
11-81: APC Accident, Minor Injury.
11-82: APC Accident, No Injury.
11-83: APC Accident, Unknown
11-84: Movement Restriction at location
11-85: Disabled APC, Requiring GRID
11-86: Bomb Threat.
11-87: Bomb Discovered, No backup required
11-88: Bomb Discovered, 11-99
11-94: Citizen Rest
11-95: APC enroute to location
11-96: APC Needs Assistance at location
11-97: Unit on Patrol
11-98: Meeting Unit
11-99: Officer needs assistance
Civil Authority Communications: Code Numbers / Colors
Codes for Certain Situations.

Code 1: Non-Urgent Situation.
Code 2: Urgent Situation.
Code 3: Emergency Situation.
Code 4: Situation Resolved
Code 5: Undercover Operation, Uniformed Officers Ripcord
Code 6: Out of APC for investigation
Code 7: Out of Service
Code 8: Fire/Explosive Detected; Alarm.
Code 9: Roadblock/Restrict Civilian movement
Code 10: Bomb Threat
Code 11: Bomb Detonated
Code 13: Major Disaster
Code 14: Riot
Code 17: Resume Normal Protocol.
Code 20: Broadcast Information ASAP
Code 21: Nexus Detainment-Block Emergency.
Code 22: All Radios Decommission
Code 30: Officer Needs Assistance.
Code 33: Emergency Transmissions Only.
Code 37: Suspect in possession Contraband, Pacify; Detain.
Code 42: Requesting Overwatch
Code 43: Overwatch Deployed.
Code 66: Mass Disaster Scenario
Code 87: In Position; Pacify Suspect
Code 99: Officer Down; Code 3 Backup Required

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Codes of Socio-Status's:

Code Green: All Clear, No Urgent Situations
Code Blue: Not Clear, Some 647e (Anti-Citizen) Activity
Code Yellow: Patrol with Lethals, take Precautions
Code Red: Situation is out of Hand, Request Reinforcement / Judgement Waiver
Code White: Situation is unable to be contained / O.T.A. flag on at mass
Code Black: Autonomous Judgement
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Classes of Specific Individuals:
-Class A: Refugee(s), Citizen(s).
-Class B: Civil Worker(s), Loyalist(s).
-Class C: Police Force, Overwatch Soldier(s).
-Class D: Universal Union Personnel. (SeC, CmD, Cremators, Synths, Commanding Officers, etc.)
-Class E: Anti-Citzen(s) and Malignant(s).
-Class F: Prisoner(s).
-Class G: Escapee(s).
Civil Authority Communications: Terminology
This section will cover the terminology of the Protection Units.
These terms should be known to almost every Unit.

Inject (To formally deploy) - Move into a establishment or block.
Contain - To clamp off entrances of a area and confine the situation to a certain area.
Unrest - Rebellion or Riot.
Anti-Citizen - Individual convicted of multiple anti-civil violations; MALIGNANT.
Malignant - Individual convicted of multiple anti-civil violations. Subject is contagious and contains devised behavioral pattern.
Administer - To issue a verdict to a resident. (E.g. Administering a beating)
Pacify - To detain a individual non-lethally.
Clamp - Restrict residential access to a certain are ; Deploy standard
Clamps - To restrict activityprovide protection.
Unlawful Procreative Activity (UPA) - Attempting to perform intercourse.
Expose - Suspects or expose them from cover.
Stand By - Await orders.
Intercede - Take immediate control of the situation; Ambush/surprise hostiles.
Extract - Withdraw subject out of Location 1 to Location 2.
Cleared Sector - Used as a breach term to inform the team that the area is clear of contraband and anti-civil activity.
Breach - To force entry to a designated area, often used in sweeps when breaches are placed or the door is kicked in.
Stabilize - To restore order to a situation by any means necessary, this is determined lethal/non-lethal by your commanding Authority.
Deploy - Often used in reference to the deployment of equipment or a squad. (I.E Deploying sterilizers at block; A )
Prosecute - To administer verdict to a resident through means of prosecution.
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. (Most servers don't want you to yell this at crowds.)
R.O.E (Rules Of Engagement) - Often set for breaches or sweeps by the team leader.
Amputate - To kill or remove limbs from the body.
Hold - Maintain position defensively.
BT - Baisic Training
PT - Placement Training
Ripcord - Fall back to move back or away.
Diagnose - Determine an investigate level and situation.
Inoculate - To protect or safeguard from a threat. To Watch Over.
Sterilize - Clean a designated area of Anti-Citizen/Civil Activity.
Contact - Hostiles spotted, prepare confirm to engage.
Contact Confirm - Contact is confirmed malignant and hostile, engage!
Sociocide/Sociocidal - Attempted disruption of the social order.
Divisive - Having a quality that divides or separates from the Civil Populace(Causing malcompliance or other forms of rebellion).
Restrict - To prevent access from a designated area or location.
Bio-signal - A suit mechanism that is responsible for lifeline monitoring as well as synchronization to the Civil Authority system.
Infestation - High amounts of necrotic/parasitic activity.
Biotic Non-Naturalized - Alien species. (E.g. Vortigaunts, Headcrabs, Etc.)
Infected - The Potential Host of a Local Infection.
Exogen - Antlion.
Necrotic - Zombie.
Necrotic Volatile - Armored Zombie (Zombified OTA)
Parasitic - Headcrab.
Virome - Poison/Fast Headcrab.
Outland - Foreign.
Bouncer - Grenade.
Restrictor - Thumper.
Viscerator - Manhack.
Training Requirements / Privelages for On-Duty and Off-Duty Units
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. This will get challenging as you attempt to reach for the high ranks, and more responsibilities will be placed on you for work, etc. As you proceed into the ranks, you will have access to more gear and more privelages in the Civil Protection Force.








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Requirements for Training Tests!:
-No Heart Problems
-No Organ Issues
-No Asthma
-MUST have a physical by a Doctor or HELIX unit
-MUST have 20 - 20 Eye Sight
-MUST be In-Shape
-MUST have the Will and Iniative to keep trying no matter how bad the situation!
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As you proceed into ranks, you will be given Sterilization Credits. You can use these credits to achieve the best of you in recieving 'Reproductive Simulations' if you wish. If you do not, you can simply not use these credits.

Sterilized Credits can also buy privelages for your Off-Duty or On-Duty Officer (IF YOU MEET REQUIREMENTS AND RANK)

At Rank Oh-Four, you will be given the oppertunity to leave the Nexus Off-Duty with a Uniform signifying you are Off-Duty and part of the Universal Union. You will be given a Dark Blue Officers' Coat, Dark Blue Scarf, Beret (For Ceremonies), Eppaulettes (To Signify Rank), Dark Blue Dress Uniform Pants, Black Dress Uniform Boots, You will as well be given rubber or leather gloves.
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MUST BUY INDIVIDUALLY
25 Credit Privelages
-Authorization to get discounts.
-Authorization to get Civil Workers' Union status.
50 Credit Privelages
-Authorization to Better Apartment Housing
-Authorization to Memory Replacement (Rank Privelages!)
100 Credit Privelages
-Authorization to Reproductive Simulations with Another Unit (Must have Consent)
-Authorization to Carry a Firearm when Off-Duty
200 Credit Privelages
-Authorization to Enlist for Overwatch Transhuman Arm
-Authorization to Bond with Another Off-Duty Unit. (Marriage) - MUST BE OPPOSITE SEX
-Authorization to attend the Loyalist Banquet
250 Credit Privelages
-Authorization to Enlist for City Council
-Authorization to Own a U.U. Approved Pet (De-Beaked Headcrab or Cat)
-Authorization for Physical Reproduction Simulation with a citizen (Must have OOC consent, Both players need to consent to RP it out, if one wants to fade to black the other has no choice)
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Universal Union Ranking Structure













Within the Universal Union, we have a very strict ranking structure that must be followed at all times.

<::|| Sectoral 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 Sectorial controls both Ground Units, Airwatch, and Overwatch Transhuman Arm Soldiers. He may give jurisdiction to the City Administrator but must be discussed with other Commanders and High Ranking Units. He can remove commanding authority from the Commander with of course U.U. authorization, he may as well replace the Commander at any time with a valid reason and proof of the Unit's defect or lack of responsibility. The Sectorial may as well remove certain laws and add new ones with an answer by the City Administration team and a jurisdiction and approval by other high ranking Units. (Commander / Dvls)

Permissions:
Full District Authority
Ability to authorize Overwatch deployment
Ability to command Overwatch
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 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 Divisionals or Officer First Classes whenever he wants, with a valid reason of course. 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,♥♥♥♥♥♥ton of paperwork.

Permissions:
Full District Authority
Ability to authorize Overwatch deployment
Ability to command Overwatch
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 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

<::|| Division Leader - DvL ||::>
Role: The Division Leaders are responsible for overlooking division within the sector and ensuring they are operating properly.

Permissions:
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 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

<::|| Rank Leader - RL ||::>
Role: The highest rank a Ground Unit can achieve while still in combative service. These units are equipped with the main gear to keep themselves protected, considering they are of high value.

Permissions:
Ability to bestow judicial power upon any unit below them
Ability to revoke citizenship of 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

<::|| Patrol Leader - PL ||::>
Role: This is a Leader with high trust to command and control a squad of four to six personnel. They are also used to iniate certain statuses around the City.

Permissions:
Ability to bestow judicial power upon any unit below them
Ability to revoke citizenship of 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

<::|| Elite Unit - EU ||::>
Role: An elite unit belongs to a squad and carries out commanding based orders from within their squad.

Permissions:
Full District Authority
Ability to authorize Overwatch deployment
Ability to command Overwatch
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 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

<::|| Senior Unit - SU ||::>
Role: The top rank of ground unit, responsible for performing all ground unit duties, such as patrols, sweeping, and serving their EpU's and OfC’s orders.

Permissions:
Ability to revoke citizenship of 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 - GU ||::>
Role: The main Unit of the force, the backbone of the Union. They are able to utilize weapons when given the trust to, and can utilize weapons after being trained.

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 DvL OR HIGHER
Universal Union Overwatch Transhuman Arm Ranking Structure
This is a section for Overwatch Soldier ranking and permissions. And Only for that purpose.













<::|| Overwatch Soldier - O.W.S. ||::>
Role: A Standard Overwatch Soldier, mainly used to be the first insertion force for a certain area and designated spot. They are the backbone of the Universal Union's Military Force and are meant to be reckoned with.

Permissions:

Amputate Suspects on Site at Given Order
Ability to Classify a Block for Cleanout
Ability to Classify a Target One
Ability to Command / Advise Civil Protection Officers under them

<::|| Overwatch Shotgunner - O.S.G. ||::>
Role: A Overwatch Soldier with a Shotgun, mainly used as the Leader for an Operation and for Cannon Fodder. They are the side bone of the Universal Union's Military and are a force to be reckoned with.

Permissions:

Amputate Suspects on Site at Given Order
Ability to Classify a Block for Cleanout
Ability to Classify a Target One
Ability to Command / Advise Civil Protection Officers under them

<::|| Overwatch Elite - E.O.W. ||::>
Role: The White Uniform represents Honor and Valour. The Red meaning Dangerous and Experienced. They are Royal Guards of the Universal Union and are handpicked as the best and by the best. They are a trusted set of Guards that will do anything for the Union and are a force meant to be reckoned with. They can deploy on any Mission / Order for O.T.A. but will be the Head of the Group (Depending on Ranks)

Permissions:

Ability to Amputate Suspect on Site without Valid Reason
Ability to Order Amputate on Site
Ability to Execute any Incompetent Civilians
Ability to Command / Advise OWS
Ability to Classify a Block for Cleanout
Ability to Classify a Target One
Ability to Command / Advise Civil Protection Officers under them
Ability to Order a Judgement Waiver
Ability to Order an Autonomous Judgement
Ability to Order a Lock-Down
Ability to Requisition an APC with or without given Order
Ability to Request Reinforcements
Ability to Train for Overwatch Commander
Ability to Inoculate Areas with Advisory (Orders) of O.W.C. / E.O.W.
Ability to Guard Commander / Guard Sectorial Commander during a Speech
Ability to Guard City Administrator / Commander / Sectorial at anytime.

<:: | Overwatch Commander - O.W.C. | ::>
Role: They are the most experienced out of all of the Overwatch. They are the utmost elite and are deployed whenever they wish. They are a force that cannot be stopped in best strategic advancements and are meant to be reckoned with. They are a praised bunch among Units and Overwatch.

Permissions:

Ability to Amputate Suspect on Site without Valid Reason
Ability to Order Amputate on Site
Ability to Execute any Incompetent Civilians
Ability to Command / Advise OWS-1, OWS-2, OWS-3, OWS-4
Ability to Classify a Block for Cleanout
Ability to Classify a Target One
Ability to Command / Advise Civil Protection Officers under them
Ability to Order a Judgement Waiver
Ability to Order an Autonomous Judgement
Ability to Order a Lock-Down
Ability to Requisition an APC with or without given Order
Ability to Request Reinforcements
Ability to Train for Overwatch Commander
Ability to Inoculate Areas with Advisory (Orders) of O.W.C. / E.O.W.
Ability to Guard Commander / Guard Sectorial Commander during a Speech
Ability to Guard City Administrator / Commander / Sectorial at anytime.
Ability to Authorize Tests / Training among lower ranking Units / Overwatch
Universal Union Division Structure







Regular Ground Units (CPF)


ZONE - Main Unit - The main Unit Tag, they assert authority and display intimidation.
GRID - Mechanical Unit - Repair scanners, choppers, turrets etc. - have access to scanners. (SCN)
JURY - Interrogation/Torture Unit - Delivers verdicts on prisoners, carries out interrogations, access to torturing devices.
SCAR - Elite Unit - Hand-picked by Sectorial, Guards the Sectorial at all costs.


Sector/Sectoral Commander (SeC)

SeC - Sector/Sectoral Commander - The Sectorial Commanding Officer, controls the entire Sector of a designated area. They give the Commander, the Commanding Officer of the City, a certain objective or task they must follow. The Sectorial may request Overwatch Soldiers when required if the Commander isn't on-duty for the time being. The Sectorial Commander may as well take commanding authority from the Commander and can execute any objective or Officer on-duty or off-duty.

Commander (CmD)

CmD - Commander - The Commander, the Leader of all units below him. He controls the Divisionals and their tasks and objectives, they as well lead certain combat tactics and plans. They may control and call in Overwatch Soldiers when needed.

Overwatch Transhuman Arm (OTA)

ECHO - Overwatch soldier - default, nothing special
SHOCK - Shock Troops - They deploy from drop pods, modified to carry one Soldier and have excellent armor capabilities. They are only deployed if they can designate a certain area of insertion.
ANVIL - Special Operations - They deal with malignant activities in the City and Marked U.U. Territory. They are borderlined Heavy-Duty OTA and deploy from Helicopters and APCs. They can use the U.U. Wide Aresenal of weapons issued.
KING - Highly trained (EOS) - The only one allowed to command this unit is CmD and SeC; Leads all OTA operations if needed.
Universal Union Equipment / Gear












Standard Issued Gear for the Ranks and Divisions of the Civil Protection Authority and Overwatch Transhuman Arm.
-DISCLAIMER : ALL OF THESE WEAPONS ARE I.D. LOCKED, CHECK I.D. LOCKED SECTION FOR MORE INFO ON THAT!-

-THE BIOSIGNAL HAS RIGGED EXPLOSIVES TO GO OFF IF THE UNIT IS DETECTED AWAY FROM HIS/HER POST VIA CAMERA AND RECORDER LOCATED IN THE HELMET AND VISORS!-

-ALL UNITS ARE ALSO ISSUED FIRE-RESISTANT SUITS, SOME UNITS CAN STILL FEEL THE HEAT DEPENDING ON TIER OF KEVLAR AND SUIT!-

-FLASHBANG GRENADES ARE IN-CHARACTER BECAUSE OF THEIR ISSUES WITH BEING BROKEN!-

RCT (Recruit): I.D. Locked Stunstick; Light Type I Kevlar Vest; Standard Issue Combat Respirator; Tier One Filter; Standard Issue Black Combat Boots w/ Steel Toe;

06: I.D. Locked Stunstick; Type I Kevlar Vest; Standard Issue Combat Respirator; Tier One Filter; Standard Issue Black Rubber Boots;

05: I.D. Locked Stunstick; Type I Kevlar Vest; Standard Issue Combat Respirator; Tier One Filter; Standard Issue Black Combat Boots w/ Steel Toe; I.D. Locked H&K USP Match w/ 9mm Magazines and Pouches.

04: I.D. Locked Stunstick; 9mm/ I.D. Locked USP Match; Type II Kevlar Vest; Standard Issue Combat Respirator; Tier Two Filter; Standard Issue Black Combat Boots w/ Steel Toe; H&K USP Match w/ 9mm Magazine Pouches;

03: I.D. Locked Stunstick; 9mm/ I.D. Locked H&K USP Match; I.D. Locked H&K Mp7a1 ; Type III Kevlar Vest; Standard Issue Combat Respirator; Tier Three Filter; Standard Issue Black Combat Boots w/ Steel Toe; 9mm Magazine Pouches; Mp7 Magazine Pouches; Tear Gas Canister Grenades;

02: I.D. Locked Stunstick; 9mm/ I.D. Locked H&K USP Match; I.D. Locked H&K Mp7a1; Non-Lethal Grenades(Flash/Smoke); Type IV Kevlar Vest; Standard Issue Combat Respirator; Tier Three Filter; Standard Issue Black Combat Boots w/ Steel Toe; I.D. Locked H&K Mp7a1; Mp7a1 Magazine Pouches; I.D. Locked H&K USP Match; 9mm Magazine Pouches; Tear Gas Canister Grenades;

01: I.D. Locked Stunstick; 9mm/ I.D. Locked H&K USP Match: I.D. Locked H&K Mp7; Lethal (Fragmentation) / Non-Lethal Grenades (Tear Gas/Smoke/Stun); Type V Kevlar Vest; Standard Issue Combat Respirator; Tier Three Filter; Standard Issue Black Combat Boots w/ Steel Toe; Mp7 Magazine Pouches; 9mm Magazine Pouches;

EpU (Elite Protection Unit): I.D. Locked Stunstick; 9mm/ I.D. Locked H&K USP Match; 12-Gauge Pump Shotgun; Lethal/ Non-Lethal Grenades; Type VI Kevlar Vest; Standard Issue Combat Respirator; Tier Four Filter; Standard Issue Black Combat Boots w/ Steel Toe; 9mm Magazine Pouches; 12-Gauge Slug Belt;

OfC (Officer First Class): I.D. Locked Stunstick; 9mm/ I.D. Locked H&K USP Match: I.D. Locked H&K Mp7a1 (Or other SMG's); 12-Gauge Pump Shotgun; Lethal/ Non-Lethal Grenades; Type VII Kevlar Vest; Standard Issue Combat Respirator; Tier Four Filter; Standard Issue Black Combat Boots w/ Steel Toe; Mp7 Magazine Pouches; 9mm Magazine Pouches; 12-Gauge Slug Belt;

FcO (Field Commissar Officer): I.D. Locked Stunstick; I.D. Locked .357 Magnum; I.D. Locked Binoculars; Large U.U. Flag on Metal Pole (Banner); Megaphone; Tear Gas Canisters; Flash Bang Grenade; Type VIII Kevlar Vest; Standard Issued Combat Respirator; Tier Four Filter; Standard Black Combat Boots w/ Steel Toe; High Grade Polymer .357 Magnum holster; (Wear Combine Officer Uniform)

DvL (Divisional Leader) : I.D. Locked Stunstick; 9mm/ I.D. Locked H&K USP Match: I.D. Locked H&K Mp7a1 (Or other SMG's); 12-Gauge Pump Shotgun; Lethal/ Non-Lethal Grenades; Type VIII Kevlar Vest; Upgraded Issue Combat Respirator; Tier Four Filter; Standard Issue Black Combat Boots w/ Steel Toe; Mp7 Magazine Pouches; 9mm Magazine Pouches; 12-Gauge Slug Belt;

CmD (Commander) : I.D. Locked Stunstick; .357 Magnum; Mp7 (Or other SMG's); 12-Gauge Pump Shotgun; Pulse-Rifle/AR2; Lethal/ Non-Lethal Grenades; Type IX Kevlar Vest; Upgraded Issue Combat Respirator; Tier Four Filter; Type II Kevlar Black Combat Boots w/ Steel Toe; Mp7 Magazine Pouches; .357 Magnum Rounds; Pulse-Round Magazine Pouches;

SeC (Sectorial Commander): I.D. Locked Stunstick; I.D. Locked S&W .357 Magnum; I.D. Locked H&K Mp7a1 (Or other SMG's); 12-Gauge Pump Shotgun; (O.S.I.P.R.) Pulse-Rifle/AR2; Lethal/ Non-Lethal Grenades; Type X Kevlar Vest; Upgraded Issue Combat Respirator; Tier Four Filter; Type II Kevlar Black Steel-Toed Combat Boots w/ Steel Toe; Mp7 Magazine Pouches; .357 Magnum Rounds; Pulse-Round Magazine Pouches;

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Overwatch Transhuman Arm Standard Issued Gear


Overwatch Soldier One (O.W.S.-1) - I.D. Locked USP Match; U.U. MP7A2; High Explosive Fragmentation Grenades (2); Flash Bang (IC Item); Rappel Ropes; Breach Charges (1); T5 Combat Respirator; T6 Kevlar Vest; Can NOT transfer Divisions at this Rank.

Overwatch Soldier Two (O.W.S.-2) - I.D. Locked USP Match; Overwatch Standard Issued Pulse-Rifle; High Explosive Fragmentation Grenade (2); Flash Bang (IC Item); Tear Gas; Smoke Grenade; Rappel Ropes; Breach Charges (2); Wall Charges (1); T6 Combat Respirator; T7 Kevlar Vest; Can Transfer Divisions at this Rank.

Overwatch Soldier Three (O.W.S.-3) - I.D. Locked USP Match; Overwatch Standard Issued Sniping Pulse-Rifle; I.D. Locked Franchi Spas-12;High Explosive Fragmentation Grenades (3); Flash Bang (2) (IC Item); Smoke Grenade (2); Nerve Gas; Rappel Ropes; Breaching Charges (3); Wall Charges (2); T7 Combat Respirator; T8 Kevlar Vest;

Overwatch Soldier Four (O.W.S.-4) - I.D. Locked .357 Magnum; Overwatch Standard Issued Pulse-Rifle; Overwatch Standard Issued Sniping Pulse-Rifle; I.D. Locked Franchi Spas-12; High Explosive Fragmentation Grenades (Atleast 4); Smoke Grenades (3); Flash Bangs (2); Nerve Gas; Rappel Ropes; Breaching Charges (4); Wall Charges (3); T8 Combat Respirator; T9 Kevlar Vest; Ability to train / apply for Overwatch Commander / Elite Overwatch

Overwatch Elite Soldier (E.O.W.) - I.D. Locked .357 Magnum; Overwatch Standard Issued Pulse-Rifle; I.D. Locked Franchi Spas-12; High Compressed Dark Energy Ballistic (3); Flash Bangs (4); Smoke Grenades (4); Breaching Charges (4); Wall Charges (4); T9 Combat Respirator; T10 Kevlar Vest; Ability to apply for Overwatch Commander

Overwatch Commander (O.W.C.) - I.D. Locked .357 Magnum; Overwatch Standard Issued Pulse-Rifle; I.D. Locked Franchi Spas-12; High Compressed Dark Energy Ballistic (4);High Explosive Fragmentation Grenades (4); Flash Bangs (4); Smoke Grenades (4); Breaching Charges (4); Wall Charges (4); T10 Combat Respirator; T11 Kevlar Vest;
Universal Union Weapon Info













Standard Issued Firearms for Overwatch Transhuman Arm and Civil Protection Force Info

OSIPR


The Overwatch Standard Issue Pulse Rifle, (A.R-2) is a highly advanced piece of technology which creates devastating wounds and weighs in at around 150 lbs fully loaded. The weapon has a fairly standard receiver however the bolt rather than hitting a firing pin is extended and hits a pulse cartridge each time it reciprocates. Each magazine holds 30 pulse cartridges which totals 600 pulse shots. A standard soldier will carry 20 magazines in reserve which totals 630 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.

Origins: The O.S.I.P.R. comes from a different dimension of manufacturing, although new factories are soon to be established along DIM: 0023 PLAN: 363 LOC: 00017 (Dimension: Unknown, Planet: Earth, Location: City Seventeen.)

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 200 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

Origins: Same Category as O.S.I.P.R.

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.

Origins: Identical category as O.S.I.P.R.

U.U. MP7A2


A Weapon Designed off the Mp7a1 by Hecklar and Koch. It has a similar build although a longer barrel and a secondary to fire off a High Explosive Grenade. 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 U.U. MP7A2 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.

Origins: Designs taken from Germany and remanufactured and revised by Universal Union Personnel on Earth at LOC: 00017. (City 17)

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 3 or Kevlar maybe be penetrated in some cases. Finally slugs will zip through most Kevlar and level 3 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.

Origins: Italy, LOC: 00027

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.

Origins: Germany, LOC: 00032

Universal Union Issued Stun-Baton


A Two-Foot Long Carbon Steel Rod, the Business end of this Re-education Implement comes equipped with Copper-Carbon Alloy as a Conductor for the large surge of electricity which is activated from the switch on the handle. The Jolts of Electricity can be traced to the ION Battery, this battery can deliver anywhere from a mere 1AMP to a Lethal 10AMPS! The handle comes ready with a Carbon Fiber Grip and steel clip for easy utility and combat belt attachment. Just above the grip we see a handguard of sorts, this can be traced back to the Dawn of our species, when men would fight with swords. This Durable, Effective yet simple tool is available to all Protection Units, from Recruit to Commander and beyond.

Stun Baton Settings:
Setting 1: .10 Amps, 20,000 Volts - Stun and Incapacitation Mode
Setting 2: .15 Amps, 30,000 Volts - Stun and Incapacitation Mode
Setting 3: .25 Amps, 40,000 Volts - Stun and Incapacitation Mode
Setting 4: .30 Amps, 50,000 Volts - Stun and Incapacitation Mode
Setting 5: .50 Amps, 75,000 Volts - Very Dangerous, Potentially Lethal
Setting 6: 1 Amps, 100,000 Volts - Lethal
Setting 7: 2 Amps, 150,000 Volts - Even more lethal
Setting 8: 5 Amps, 175,000 Volts - Highly Lethal

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 better range and power as most weapons that could penetrate body armour now increased.
Universal Union Medals and Awards
These are Medals that shall be accessable and achievable for a Unit's honor, glory, valour, and service done in the Universal Union. The Medals given out will show a Unit's accomplishments and what he's done, this gives the understanding of Units that need and must give respect to the Unit.




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The First Medal and the Least Needed to Achieve...The Medal of Judged

Desc; This medal is made of quality and polished Metal with the Engravings of Two Batons Crossing Eachother, A Shield as a Background.

Requirements;
Excellent Tactics, Initiative, and Efforts in Combat.
The Sense of a Leader
Protecting Teammates / Squad Members
The Kill Count of Atleast... 10
The Vouch of 2 or More Units
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The Second Medal... The Medal of The Protector

Desc; This medal is made of quality Stainless Steel, Polished with a Coat of Anti-Rust and a Shiny Coat. It has the Overwatch Elite Skull Emblem w/ a Curved Leaf Vector around the Emblem.

Requirements;
Exceeding Combat Capabilities
Kill Count of Atleast 20
Exceeding Leadership
Full-Protection of Team Mates / Squad Mates
Vouch of 2 or More Units
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The Third Medal... The Medal of The United

Desc; A Bright Gold Medal, Consisting of the Union Emblem (At the Top of the Page), Decorated with the Leaves Vector around it.

Requirements;
Voucher of a High Ranking Unit
Must be Seen Performing Like A Leader
Must have Initative
Must have a Kill Count of 25
Protect all Squad Mates as best as he/she can
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The Fourth Medal... The Medal of a Soldiers' Valour

Desc; A Line of Bright Colored Medals, This Signifies the Valour the Unit has done. It as well has a tag with a Overwatch Elite Skull over it.

Requirements;
Exceeding Combat Capabilities
Sense of Self-Preservation
Sense of Leadership
Sense of Prejudice
Must have Killed Anti-Citizen One / Two / Three
Kill Count of 30 or More
Voucher by High Rank
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The Fifth Medal... The Medal of Glory

Desc; A Nicely Decorated Golden Medal with a Large Circular Main Shape similar to Nova Prospekt Badge. It has the Universal Union Insignia in the Middle as well decorated with the Leaves Vector around it.

Requirements;
Kill Count of 50 or More
Preservation of Team Mates / Squad Mates
Capturing / Pacifying / Detaining of Anti-Citizen One / Two / Three
Voucher by High Rank
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The Sixth Medal... The Red Star of the Universal Union

Desc; A Nicely Decorated Golden Star w/ Red Metal covering the inside shell. It has the emblem of the Universal Union in it w/ Universal Union inscribed at the bottom.

Requirements;
Leading the Victory of an Assault in District Four / Shell Beach / Sewers / Slums for a great use for the Universal Union
Kill Count of 75 or More
Preservation of the Universal Union's Laws
Preservation of the Universal Union's Ways
Preservation of Squad Mates / Teammates
Capturing a Hardpoint controlled by Oppressors
Caputring / Detaining / Pacifying / Amputating an Anti-Citizen One / Two / Three
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Loyalist Point System













Every loyalist Citizen is kept in the Category Citizen, but seperated 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. (Dark Blue w/ EPSILON inscribed)
10 Points - One additional ration package, and able to apply to the Civil Worker's Union. (Orange w/ UNITED inscribed)
15 Points - Two Rations at Universal Union Ration Distribution Centers, and able to apply to the Combine Civil Authority. (Light Green w/ GAMMA inscribed)
20 Points - A monetary award of 500 Tokens and a Level 2 Armband. (Dark Red w/ DELTA inscribed)
30 Points - Ability to exchange tokens for rations. 100 tokens will be taken for one ration package. (Brown w/ FOXTROT inscribed)
40 Points - One additional ration package, and monetary reward of 1000 tokens. (Gray w/ ZED inscribed)
50 Points - Able to apply to become the City Administrator's Assistant or work in the Nexus and a Level 3 Armband. (Yellow 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. (White w/ ALFA inscribed)
•100 Points - Citizen of the year, included in the City Administrator's Broadcast, a 5000 monetary award, and a Level 5 Armband. (Black 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.
Criminal Level System / Official Langauges
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 EpU.

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 EpU'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 EpU'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 by JURY's Orders or EpU's.
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Official Universal Union Approved Languages
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-PRIMARY LANGUAGES-
-Russian
-French
-English
-Chinese
-Japanese
-Italian
-Deustch

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-SECONDARY LANGUAGES-
-Korean
-Spanish
-Ukrainian
-Estonian

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-BANNED LANGUAGES-
-Latin - Reason: The tongue of those who believe in a faulty God, mark as Mentally Unfit.
-Hebrew - Reason: The tongue of those who believe in a faulty God, mark as Mentally Unfit.
-Arabic - Reason: The tongue of those who do not interest in the Union, mark as Mentally Unfit.
-Any Crafted Languages : Subject to amputation for Mentally Unfit.-
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!
PDA and it's Criminal Level System







PDA (or Public Display of Affection) is looked down upon for any participants. Never should this happen in public.

There are strict guidelines and everyone (including units) are expected to follow them.

-Never should two citizens do the following in public.
-Hold hands
-Hug
-Kiss
-Engage in sex

-The following are strict specifics for Units.
-A unit should never do as civilians are not allowed to do.
-A unit under ANY circumstances, even those in a mission directive to "learn" about said person, should never have a relationship with a citizen. A unit found performing this will either 1.) be returned to citizen status after mind wiping if a recruit, or 2.) be immediately amputated at the Sectorial's convinience.

Units are allowed relationships with other units, just as long as the relationship does not defy social morals. Do note, that if a high commanding unit sees the behavior of PDA within two units, they may take action.

White level Loyalists are allowed to participate in public display of affection, however, if a 01 or above is to witness this, you are allowed to tell them to take it somewhere else. As well, white level loyalist are to NOT participate in sex or any sexual acts.

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Much like the Citizen's Code of Conduct, there is a points system to all PDA.

-Level 1 : The citizen will be re-educated.
-Level 2 : The citizen will be publicly re-educated outside the Nexus Hardpoint, to show others the crimes of Public Affection.
-Level 3 : The citizen will be detained for FOUR cycles.
-Level 4 : The citizen will be spaded. (Spading is the removal of the genitals.)
-Level 5 : The citizen will be amputated.

These points do not expire and will not expire on transfer to a new city. All points are recorded within the Criminal Records.
Lore - City and Time
The Lore of our Server builds up from the post Half Life 2, when the Citadel explodes. This plunges the City into pure darkness. After the Singularity of Episode One, both of our Heroes are now gone. Gordon Freeman has died same with Alyx and the train escapees. After the hard attempt of resistance, the Universal Union or "Combine" known by weak minds have finally re-established their Iron Grip on the Earth and it's occupants.

After City Seventeen's Demise, the Universal Union quickly re-established their City back to full strength, although the Outlands is full of disturbing and diminishing creatures and opponents, it still has pockets of resistance still trying to fight and help people rebel.

[Currently] The story is about the City Eighteen and how it ascends to the Union's Light, and maybe soon to the more brighter approach of the Resistance Pockets within its slums. The UU's presence here is heavy and increasing as the days go on. Military activity is very common in this region and will continue.

City Eighteen is located in the Eastern Bloc, in Belarus. Located in the Red Sector where the Iron Grip is the tightest. Conspiracy is not taken lightly.

<:: Glory to the Union, may it prosper. ::>

Lore - Citizens, Rebels, Loyalists and Civil Workers' Union
The Civilians, Rebels, Loyalists, and Civil Workers of City Seventeen Industrial Sector Number One-One-Two, are simply all the same just with different views and praises...

Citizens simply live among the City and Strict Laws of the Universal Union, simply wanting to live in peace and prosperity of the Universal Union and New World Order. It's their choice to be loyal or uncivil. Although, one way can seek salvation with a high price...



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The Rebels, those who oppress the Union and wish to prosper under freedom and liberty for Mankind from the tight Iron Grasp of the Universal Union. They simply strive, hide, run, and attempt to fight the Elite "Combine" Forces and try to convince those brainwashed to join up. Only so much could work in the Resistance, but sadly it only strengthened the Universal Union's darkness and grip on Mankind.

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The Loyalists of the Universal Union are the thin line separating Citizens to Civil Workers, which Loyalists tend to roam around and blend in with Citizens one alike. They suck up to the Universal Union mainly in Loyalty or for Food or better benefits as a Citizen to live in the best peace they can get in the World.

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The Civil Workers' Union are the Enlisted Volunteers to assist the Union at the Civilian Level. They increase it's economy based on the products Citizens tend to buy to strive off. Civil Workers' Union as well tend to clean up messes done by the Civil Protection or volunteer to clean any major messes by anyone. There are mainly three branches of the Civil Workers' Union, General Goods, Medical, and Science.

The General Goods increase the economy by selling items approved by the U.U.

The Medical Union tend to Citizens hurt or sick, which as well helps loyalty levels go up towards the Union to help Citizens get enlisted for jobs.

The Science Union tend to manufacturing, making new medicines, new drugs, new technology to be utilized by the Universal Union or by Civilians and must be approved by Civil Protection.
Lore - Civil Protection Force and Overwatch Transhuman Arm
The Universal Union's Personnel of Enslavement, also known as Overwatch Ground Forces. These volunteers assist in the Union's reign of Earth and seek to gain benefits from the high authority called the Union's trusted. (High Command)





The Universal Union strives off of knowledge, power, territory, and it's large arsenal of troops to enslave and preserve the Galaxy and Universe for it's need and want. The Overwatch Forces which established by the Universal Union are a combination of Task Forces which is set to do one thing, Preserve and Enslave Humanity for the Union's Own Good Will, there are three branches of the Universal Union.

The Civil Protection Force, is a Task Force sentenced to Protect the Civilized, not the Civilians. They are composed of Sadistic, or Hard Working Civilians that have been turned to the "Light" of the Universal Union's ways of enslavement, and "salvation" which brings them towards such actions such as killing those who oppress it without hesitation.


Some Civil Protection Units although, are still human and have emotions and feelings for those below them, the standard Civilians. Although fear of what the Union will do to them will creep into their emotions and they will simply be driven by fear or determination to do the right thing.


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The Overwatch Transhuman Arm, the main Backbone of the Universal Union's settlement on Earth and the main stabilization and containment units for it's ways. O.T.A. are similar to mindless killing machines that can feel emotions or pain, just to a certain extent. They have one task, and that is to do the Union's bidding. To simply, kill, contain, sterilize, cauterize, and enslave. O.T.A. can be simple volunteers from the Civil Protection Authority, or forced transhumanization from imprisonment. Civilians and Officers alike go through a painful and slow process of transhumanization, which replaces simple common sense with Artifical Intelligence. This means, all O.T.A. are controlled by A.I. and will do only what the Union says, as well as self-judge.

The O.T.A. are basically gutted humans, had all internals replaced with U.U. and Synthetic Technology, had brainwashing and had their brain replaced with a mindset to do what the Union wants them to.
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Lore - Xenian Races (Vortigaunts, Headcrabs, Etc.)
The Xenian Races composed of Off-World and Unknown species, which have been named by the Occupants of Earth after the incident of Black Mesa.

The such occupants of Xen, like Vortigaunts first seen in Half Life: Black Mesa, are hostile creatures to Gordon Freeman and his peers. But, now, Vortigaunts in Half Life Two, are now friendly and wish to liberate the Earth from the Universal Union's Iron Grip.
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Headcrabs, the next race from Xen, are known as Parasites tagged by the Universal Union's Soldiers, such as the O.T.A., listing them as Parasites. Parasites or Headcrabs tend to latch onto a Host's head and presume to take over their bodily functions and movement. The Headcrab, looking like a simple roasted turkey, looks kinda cute in a strange way, but also quite dangerous. Headcrabs, are simply made to feed off of living hosts or dead bodies, which proceeds to turn them into another form, called the "Zombie" or known by the Universal Union as Necrotics. Necrotic, a word from the latin language originates from Necro, which means Undead. This taken, has been turned into Necrotic which proceeds to turn those unfortunate to get a headcrab latched onto their head.

The whole process of the headcrab mutation puts the host into stasis, this allows the headcrab to begin it's transformation and mutation.

The first few hours of mutation causes external bleeding, rotting, and then the hands slowly degrading as the fingers begin to expand making muscle and bone tissue harden and sharpen in a strange way.

The second phase, after six hours then gets arm control after coupling and main control over the nervous system. The host is no longer able to be saved, thus making the headcrab a stand and a crutch for the suffering host. Basically, life support, without the headcrab ; The host will die.

The third phase begins after hour seven, this makes the claws dig into the body and rip itself open, exposing internal organs and ribcage. The center of the chest signifies as a mouth to eat and break away nutrients from dead bodies that are in sight of the Necrotic and will be able to make the Headcrab or the Host to last longer.

The final phase is full control of the body and allows the host to awake. The headcrab then forces the host to do whatever the headcrab wishes why the host simply abides.

The host is alive through the whole process, thus making it more painful than any other experience. The host's screams, groans, and moans simply signify it in pain and yelping for help.

(Take the burning sound or screaming noise of the Zombie and reverse it, something eerie can be heard.)

Headcrabs, utilized by the Overwatch have been used for lethal and biological warfare, to simply soften up the Rebel Stronghold. Making anyone turn against their own, and against the Union as well. The Necrotics can simply be taken care of by an Extermination Team or Stabilization Team. Although, varients of the headcrab and it's infestation can depend.
Lore - The Infection
What is the Infection?
What does it do?
Why should we hide from it?
Why does it do what it does?
What are the symptoms?
What do I have to do to prevent infection?




These are all common questions that we come across when making up a Scientifically Realistic In-Game Virus for our server, and this is what we have come up with so far!

What is the Infection?

The Infection is a virus based off of 3 fictional viruses from both films and video games in the Media.

The Viruses Composed in the Making;
HC-VD (28 Weeks Later)
The Green Flu (L4D, L4D2)
Infected (Game Zombi or ZombiU)
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This infection was deemed the term, Infected or Infection for their basic and ravaging of the Human and Xenian races. Simply, the virus isn't so contained, more of a pathogen rather than a virus at that point and time.

The Virus's Origins are unknown, although seemed to be spreading after the C.M.U. Accident in City Eight.

The Virus is listed at a Category : Biohazard Level Four - A Fatal and Lethal Virus and or Pathogen with no known Vaccination.

What does this Infection do?

The Infection basically infects all cells in the body, taking it's nutrients to spread from White Blood cells as it goes through blood veins. Thus, the veins in the arms, face, chest, etc. will turn a dark grey as it spreads. The veins seem to pop out more as adrenaline flow through rapidly through the body, causing excessive strength and endurance. The only downside, is the possibility of starvation. If they do not eat enough within a time span, they are able to starve to death and die.

The extreme mutations of "special" zombies are very rare, not really seen but as for varients, there is.

The Varients range; The Simple Common Infected, Sprinters, and Virals.

This is where Green Flu is brought into the mix, same with HC-VD.

1. The Commons or Infected are simply Walkers or Runners. They have increased Endurance for the sacrifice of Speed. They depend in packs rather than individuals, as their overrunning ability would go to waste. They have an increased sense of instinct to stay in packs to increase their vitality rate and strength. They as well, have the ability to "sleep", acting like dead corpses to let their Victims get a false sense of security as the live thing would be right infront of them.

2. The Sprinters. Just as the name says, these infected have ability to smell and hear rather than see, making senses very sensative. This makes them detect some Victims within their facility, thus making them easy prey among closed in spaces. They sprint faster than any other type of Infected, which makes them dangerous hostiles to come across. They even can tackle when needed, and bite just as hard as a Common.

The Only few downsides are; They have the ability to become slower as they age and starve, same with their bone structure. The bones are so senstive, a baseball bat can decapitate a head of a Sprinter. Heights are not their friend either, while they tend to be more relentless and dangerous as Viral Crawlers.

2a. Viral Crawlers. The name that haunts those who do not watch where they step, fast crawling Infected, lacking legs or have legs, but disfunctional due to their state. They tend to go for the shins, but are also known for their signature climbing up and biting. Making their a dangerous foe.

3. Virals. Basically, the same as the Common Infected. Except, they wear Union Civil Authority Uniforms or Overwatch Transhuman Arm Uniforms, although O.T.A. Virals are rare, considering they have vaccinations pumped into them on a daily basis for unknown chemicals.

They can't bite as well as every other Common Infected could, although removal of the mask can be possible after a few shots or whacks..But some lack a filter, leaving a clear mouth hole to use for biting and of course eating.

Why Does this Infection Do What it Does?

The Infection really is just a microscopic parasite taking control of a victim, thus leading to a birth of a dangerous species next to human. More animalistic and ravaging, mindless.

They do not see any sympathy to or from, except that the prey they are chasing, is food.

It's simple. The virus takes over, making a new born animal. Instinct takes over, and kills for food or to reproduce.

What are the symptoms?

The symptoms can vary, because the virus is rapidly mutating.

Common Symptoms; Bleeding (Mainly around Eyes, Nose, Mouth), Grey Tone Skin, Changing Colour of the Pupils (Commonly Red), Dark Grey Veins, Insanity, Change in Behaviour, Episodes of Excessive-Aggression, Change in Posture, Blood in Urinary Tract and Stool, Cannibalistic Behaviour.

Uncommon Symptoms; Bone Degrading, Increase of Stamina, Splitting Headache, Drooling Blood.

Causes of Said Symptoms:
Bleeding - The cause of bleeding may link to the increasing factor of adreniline to rush through to increase infectivity and to slow down the immune system.
Skin Change - The blood loss would result in the skin tone, plus that and the amounts of the Infection rapidly multiplying within the body.
Changing of Pupil Colour - The main reason behind this would be the adrenaline increase and most of the blood rushing to the head.. The pupils would be drained in blood colour because of a burst of an artery, but being resealed by mutated blood clots within seconds.
Dark Grey Veins - Evidence of the Infection spreading within the body. The infection attaches to white blood cells as once said to take off nutrients and to multiply and spread faster.

The rest is explanatory.

How do I prevent Infection?

The prevention of Infection can vary, although initial infection can be detected.

Avoid Direct Blood Contact, Direct Consuming of Contaminated Items within reach of Infected, Direct Contact (Biting, Scratching, Cutting), Do NOT let blood get in any openings such as (Mouth, Eyes, Nose, Cuts, etc.).

Transmissions: Can be Airborne (Depending on Situations), Waterborne (Depending on Situations), Direct Contact Transmission, Misquitoes, Rats, any Rodant. Can spread through livestock within matter of time.

Advice; Cover up wounds, mouth, nose, and eyes with goggles, and respirators. Clean out the equipment properly after use to avoid infection.

<:: Glory to the Union.

(OOC Rules!)
This section is completely Out of Character. This will help you understand the rules of our server and it will help you get a good understand of what will possibly and possibly not be allowed.

All combat is S2M, S2K if both parties agree (Make sure to RP before an intial player kill). S2RP when close.

Three or more CP is needed to be on before a mugging or killing.

#1: No Cheating or Exploiting
#2: No Offensive Remarks or Name Calling Discriminating a Player
#3: Talk about Politics including; Nationalism, Fascism, Communism, Socialism, etc. will result in a Kick or Two Hour Ban.
#4: Do NOT minge. (Mingepunching, Mingejumping, Mingerunning, etc.) You must Role-Play your actions, but this does not include every action such as walking, breathing, etc.
#5: Do not disrespect admins or players, treat others how you would like to be treated.
#6: Swearing is allowed, but please, excessive amounts are not allowed.
#7: Do not get mad over something simple, such as RP statistics or anything that could lead to a unreasonable argument. (Ex: Politics, Songs, Pets, Etc.) (You will get a 3 hour ban!)
#8: Do not bring up the subject of what is better, only suggestions. Be nice about it too!
#9: When in our discord, most of these rules can apply. Although, rules number 3, 5, 6, and 7 may be broken. (Maybe 8 too.)
#10: Try not to ruin someone's RP experience based on views of Lore, and game mechanics.
#11: Do not argue with Staff jurisdiction and rules and sayings.
#12: If you have a problem with something or someone, please do submitt it into the forums via Ban Appeal or General Discussion.
#13: Do not be salty about something we can't control, such as Combat RP, it is simple logic and statistics. (S2K, S2RP, S2M)
#14: Be nice to people.
#15: Whatever you want to do, please do ask an admin for approval if you do not see such in Lore or in the Rules.
#16: Advertising your forums application will end up in instant denial and kick.
#17: If you want to♥♥♥♥♥♥talk, take it to Discord.
#18: Abide by Lore IC at all times, it is recommended so we do not end up in a very bad dispute.
#19: Don't be a smartass, no one likes it.
#20: Any propaganda of another server will end up banned for 4 hours.
#21: Do not mention Hydra Gaming or Hydra Community, you will be kicked or permanently banned. (Except♥♥♥♥♥♥talk)
#22: If you want to apply for a whitelist, and it is denied, please do not get mad about it. You simply do not hold enough knowledge for said whitelist or, you did not provide enough detail or in depth information. If you do pitch a fit, you will be banned for an hour to cool down.
#23: Disrespecting or going against a higher admin's word will result in kick or ban.
#24: Do not Lolvoid
#25: Do not lolwebul (LolRebel, as in not legit rebel RP)
#26: Do not get mad over PK rules, it's simple.
#27: We're all here to have fun, so do not ruin it for all of us.
#28: Public vouches for a person is allowed, just don't spam it.
#29: Spam is not allowed, you spam, you ban.
#30: No Advertising
#31: No Glitching, if you find a Glitch, please report it to avoid Perma-Ban. If it is a mistake or taken wrong, do an unban appeal and explain why. If we have evidence against you, and judge you guilty, you will be officially perma-banned.
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Perma-Kill Rules!

-If you are in a certain area (District Four)
-You are given verdict of perma-kill.
-You have died more than four or five times, with reason / RP.
-You have been amputated by the Universal Union / C.P.A. / O.T.A. (By execution)
-You have been killed via disease after three times (Basically, die from a disease IC 3 times)

-AS A UNIT, YOU KEEP YOUR RANK BUT DIGITS ARE CHANGED!-
(Unless deemed otherwise reasonable)
(OOC DISCLAIMER)
DISCLAIMER: I do not nor have any intentional desire to own the content to certain sections of this guide. Some sections were taken from the guide below as purely a demonstrational reference point on Violations and Punishments, to keep our Civil Protection Units in-the-know of how certain protocol In-Character Work. Upon the request if it is desired by the curators of the following guides, the sections which contain their work will be deleted.

MOST OF THIS LORE AND GUIDE WORK HAS BEEN MADE UP, AND TAKEN FROM HALF-LIFE 2 LORE

REQUEST PERMISSION TO USE THIS GUIDE!

Please do not sue.

Content Used:

<:: C.C.A. Standard Issue Manual (Combine's Guide to HL2RP)

<:: CCA HANDBOOK ::> (CW: HL2 RP)
1 Comments
Moxy 5 Jan, 2018 @ 7:17am 
German is Deutsch btw