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<::C.C.A Standard Issue Manual (Edited for Path of Borealis)
De marlboro
This is the CCA Guide for Path of Borealis, edited version of the one created by Clinder.
   
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//OOC Disclaimer//
This is a edit of this handbook:
https://steamproxy.net/sharedfiles/filedetails/?id=165571445
I had to edit some stuff to make it fit with our own server.
Front Cover
Combine Civil Authority Standard Issued Field Manual
Combine Civil Authority Standard Issued Field Manual
All enlisted protection units must keep this manual in their posession at all times. Failure to do so is punishable by demotion. Protection field manual isn't to fall into malignant grasp; If so, contact a divisional supervisor immediately.
Section A - Basic introductory to the Combine Civil Authority
Welcome to the Metropolitan Protection Force (MPF) or Combine Civil Authority (CCA). You have enlisted yourself into the Civil Authority 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 Civil Authority 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.
Sub-Section 1A - (A) - Civil Authority Communication: 10 Codes
Radio Transmission Codes:

This Section will outline all Radio Codes with Classification: 10

10-00: Officer Down, All Patrols Respond.
10-0: Caution/Use Caution.
10-1: Not Understood.
10-2: Negative.
10-3: Radio Channel Intercepted/Stop Transmitting
10-4: Copy/Copy That/Affirmative/Understood
10-5: Relay This Message/Relay Message.
10-6: Change Transmitting Channel.
10-7: Out of Standardized Service, Unspecified Reason.
10-7A: Out of Standardized Service, Rest/Sleeping/Home.
10-7B: Out of Standardized Service, Personal Reasons/Specialized Orders.
10-8: In service/On Duty.
10-8OT: In Service/On Duty for (Insert Amount of Time).
10-9: Repeat Message/Transmission.
10-10: Decommissioned From Service, No reason Specified.
10-10A: Decommissioned From Service, Leave of Rest/Recuperation.
10-11: Identify/Identify Numbers/Identify Radio Frequency.
10-12: Witnesses/Civilians/Observers Present.
10-13: Requesting Transit Advice/How to Proceed to Location.
10-14: Citizen(s) are with Suspect(s).
10-15: Prisoner in Custody/Transporting Prisoner.
10-16: Pick up Incapacitated/Injured Prisoner.
10-17: Requesting Vehicular Refuel/Necessary Repairs.
10-18: Requesting Equipment Resupply/Equipment Exchange With Another Unit.
10-19: Returning to Nexus/Designated Post.
10-20: Location.
10-21: Communication Device (Radio, Telephone, Etcetera).
10-21A: Requesting Nexus/LEADER/Commanding Officer Advisement.
10-22: Disregard Previously Received Orders/Assignment.
10-23: Stand By; Unit/Unit is Standing By.
10-24: Requesting Vehicular Reinforcement(s)/Requesting Retrieval via Vehicle.
10-25: Do we/you have contact with . . .?
10-26: Clear/All Clear/Area Secure/Sector Secure.
10-27: Document/Document Report/Form a Daily Report.
10-28: Confirm Registration/Registration Request.
10-29: Check Database for Criminal/Anti-Citizen Wants.
10-29F: Subject in question is wanted for Violations.
10-29H: Hazard/Lethal Potential from Subject.
10-29M: Subject Wanted, Misdemeanor/Low or Mid-Level Violation.
10-29V: Subject is wanted for APC/Vehicular Theft.
10-30: Doesn’t conform to Protocol/Regulations.
10-31: Violation/Crime in Progress. A Violation/Crime is in Progress, In Pursuit.
10-32: DB/Dead Body, Death by Drowning.
10-33: Alarm/Alert/Request.
10-34: Assistance Requested at Nexus.
10-35: Requesting update on Time in general/Time Served in Jail by Suspect.
10-36: Information is Classified/Confidential/Request for Information Denied.
10-37: Identify Perpetrator/Operator.
10-38: Mandatory Stop/Checkpoint.
10-39: Requesting Response/Requesting Additional Responder(s).
10-40: Requesting Availability of Unit(s) for Radio Transmission(s).
10-41: Begin Duty/Unit, Begin Duties.
10-42: Check the Welfare/Health/Status of (insert) at (insert).
10-43: Call Medical Personnel/Quicksand.
10-44: Requesting 10-7B.
10-45: Condition of all Respective Parties of Situation/Wounded/Patients.
10-45A: Status is Good/Healthy/Minor Injuries/Uninjured.
10-45B: Serious/Lethal if Left Untended/Dangerous.
10-45C: Critical/Party is Unresponsive/Potentially Fatal.
10-45D: Dead/Deceased/Classified as Dead Body.
10-46: Assisting a Civilian/CWU/HC-WU/Etcetera.
10-47: Emergency Patrol Assistance Needed/Requested.
10-48: Civilian Control/Traffic Control/Currently Monitoring Movement.
10-49: Proceed to (insert)/ (Insert) proceed to (Insert).
10-50: Patrol, Patrol in Progress.
10-51: Unit/Civilian/Etcetera is Drunk/Inebriated.
10-52: Attempting Resuscitation/Resuscitating.
10-53: Person/Unit is Down/Incapacitated.
10-54: Possible DB/Dead Body/Corpse.
10-55: Dead Body/DB/Corpse.
10-56: Suicide.
10-56A: Attempted Suicide.
10-57: Missing Unit/Person.
10-58: Directing Civilians/Directing Units/Directing Movement.
10-59: Priority Check/Security Check/Security Investigation.
10-60: Lock-Out/Lock-Down.
10-61: Miscellaneous Public Service.
10-62: Meeting a Citizen/CWU/HC-WU. Meet with a Citizen/CWU/HC-WU.
10-62A: Taking a Report from a Citizen, Etc. Take a Report from Citizen, Etc.
10-62B: Civilian, Etc., is on Stand By.
10-63: Prepare to Document/Prepare to Copy Report.
10-64: Found Contraband.
10-65: All Units, Receive Assignment. All Units, Assignment.
10-66: Suspicious Person.
10-67: Person is Requesting Assistance.
10-68: Request Device Assistance Message.
10-69: Clear to Respond to Request Device Assistance Message?
10-70: Prowler/Sneaking Person.
10-71: Shooting.
10-72: Gun Involved in Situation, Not Fired.
10-73: Be Prepared to Receive Hostilities.
10-74: Theft/Thievery/Larceny.
10-75: Severe Accident.
10-76: Inbound to Crime Scene/Inbound.
10-77: Time until Arrival on Scene is . . .
10-78: Send Assistance/Send Medical Assistance/Send Unit to Assist.
10-79: Explosive(s) Threat/Bomb Threat.
10-80: Explosion(s).
10-81: Civilian/Etcetera Movement Stop Initiated, Investigating.
10-82: Reserve a Cell(s)/Incarceration Chamber(s) for Suspect(s).
10-83: Secure Movement Checkpoint Detail/ Officer on Checkpoint Detail.
10-84: LEADER/Commanding Officer, Please Offer Advice.
10-85: Arrival delayed due to (insert cause).
10-86: Do we have any Illegal Radio Transmissions?
10-87: Give Radio Frequency in Use.
10-88: Assuming Designated Post/Unit, Assume Designated Post.
10-89: Bomb Threat to Post/Location.
10-90: Alarm/Alert/Request Device Used due to Ongoing Crime.
10-91: Citizen/Etcetera.
10-91A: Citizen/Etcetera, Loitering/Stray.
10-91B: Citizen/Etcetera, Loud/Yelling/Noisy.
10-91C: Citizen/Etcetera, Injured/Wounded/Incapacitated.
10-91D: Citizen/Etcetera, Dead/Deceased.
10-91E: Citizen/Etcetera, Assaulting a Citizen/Officer.
10-91F: Multiple Citizens/Etcetera Assaulting One-Another/Officers.
10-91P: Picking up Incapacitated/Injured Citizen/Etcetera.
10-91J: Officer, Retrieve/Pick up that Incapacitated Citizen/Etcetera.
10-91L: Citizen/Etcetera, Restrained/Detained/Both.
10-91MV: Citizen/Etcetera, Mentally Disabled/Deranged, Violent.
10-92: Suspect is in Custody for Misdemeanor/Low to Mid-Level Violation.
10-93: Group of Citizens, Proceeding to Isolate.
10-94: Multiple Citizens Engaged in Physical Activities.
10-95: Officer Rest Area.
10-96: Mentally Deranged/Disabled Suspect, Detaining.
10-97: Unit is On Scene, Recording Information/Documenting.
10-98: Situation Resolved/Assignment Completed.
10-99: Officer is in Need of Assistance/Officer Under Fire.
10-100: Violation Taking Place, Reported/Violation Reported.
10-101: Ending Inspection.
10-102: Cruelty to other Person(s).
10-103: Suspicious Disturbance.
10-103F: Disturbance by Violent Actions.
10-103M: Disturbance by Mentally Disabled/Deranged Person.
10-106: Obscenity/Cussing/Swearing.
10-107: Suspicious Person, Possible Criminal.
10-108: Officer is Down/Officer in Danger.
10-109: Suicide.
10-110: High-Level Violator/Violation.
10-112: Impersonating an Officer.
10-200: Narcotics/Alcohol Involved in Situation.
10-1000: Homicide/Policide, Dead Body Confirmed.
10-2000: Reinforcements Required Immediately.
Sub-Section 1A - (B) - Civil Authority Communication: 11 Codes
Radio Transmission Codes:

This Section will outline the Radio Transmission Codes with Classification: 11.

11-6: Discharge of Firearm(s).
11-7: Prowler/Sneaking Person.
11-8: Person/Citizen/Etcetera is Down/Injured/Incapacitated.
11-10: Document/Form a Report/Take a Report.
11-12: Dead Animal/Virome/Parasitic/Exogen/Etcetera.
11-13: Injured Animal/Virome/Parasitic/Exogen/Etcetera.
11-14: Violent Animal/Virome/Parasitic/Exogen/Etcetera.
11-15: Entertainment taking place in Public.
11-17: Mechanical/Technical Service is Down.
11-24: Abandoned APC/Vehicle.
11-25: Public Hazard.
11-25X: Vehicle/APC in need of Assistance.
11-26: Inoperable APC/Vehicle.
11-27: Subject has Violation/Felony Record, not Currently Wanted.
11-28: Check Registration.
11-29: Subject has no Record/Prior Violations Recorded.
11-30: Incomplete Radio Transmission/Request Device Transmission.
11-31: Person Calling for Help.
11-40: Inform over Radio if Medical Assistance is Required.
11-41: Requesting Medical Assistance.
11-42: Medical Assistance is Not Required.
11-43: Advanced Medical Assistance is Required.
11-44: Clean up Crew Required/Cremator Required/DB requires Cleanup.
11-45: Attempted Suicide.
11-46: Dead Body/Confirmed Dead Body/Reporting a Dead Body.
11-47: Injured Person.
11-48: Requesting Armored Personnel Carrier Transportation.
11-51: Requesting Escort/Escorting Person/Item/Etcetera.
11-52: Funeral Detail.
11-54: Suspicious APC/Vehicle.
11-55: Officer is being followed by Suspicious APC/Vehicle.
11-56: Officer being attacked by Suspicious APC/Vehicle.
11-57: Unidentified Manned APC/Vehicle at Scene.
11-58: Radio Transmissions being Monitored, Decommission Frequency.
11-59: Highly Dangerous Area, Stay Alert.
11-60: Anti-Citizen(s) Assault at Highly Dangerous Area.
11-65: Checkpoint Disabled.
11-66: Checkpoint Unmanned.
11-70: Fire Alarm/Explosives in Use/Explosion Detected.
11-71: Fire/Explosion Reported.
11-78: Aircraft Accident.
11-79: Vehicular Accident, Medical Assistance Requested/Dispatched.
11-80: Vehicular Accident, Serious Injury.
11-81: Vehicular Accident, Minor Injury.
11-82: Vehicular Accident, No Injury.
11-83: Vehicular Accident, No Details.
11-84: Manual Civilian Movement Restriction Detail Required.
11-85: Disabled Vehicle, Need Mechanical Repair Assistance.
11-86: Bomb/Explosive Threat.
11-87: Bomb/Explosive Discovered, No Assistance Necessary.
11-88: Bomb/Explosive Discovered, Requesting Assistance.
11-94: Pedestrian Recreation/Rest Area.
11-95: Deployed from APC, Routine Investigating Taking Place.
11-96: Deployed from APC, Need Backup Immediately.
11-97: Officer on Patrol.
11-98: Meeting Officer (Insert)/Meet Officer (Insert).
11-99: Officer requires immediate Assistance.
Sub-Section 1A - (C) - Civil Authority Communication: Codes
Radio Transmission Codes:

This Section will outline the Radio Transmission Codes with Classification: Code's.

Code 1: Non-Urgent Situation.
Code 2: Urgent Situation.
Code 3: Emergency Situation.
Code 4: Situation Resolved, No Assistance Required.
Code 5: Stakeout/Undercover Operation, Uniformed Officers Stay Away.
Code 6: Out of APC/Vehicle for Investigative Purposes.
Code 7: Out of Service for Nourishment Purposes.
Code 8: Fire/Explosive Alarm.
Code 9: Roadblock/Lockdown/Restrictive Actions Taken.
Code 10: Bomb Threat, Investigate/Bomb Detonated, Investigate.
Code 13: Major Disaster/Riot Taking Place.
Code 14: Resume Normal Patrol Sequences/Return to Post/Resume Normal Operation.
Code 20: Broadcast Information Immediately.
Code 21: Nexus Jail-Sector Emergency.
Code 22: Restricted Radio Traffic, All Radios Go Offline Immediately.
Code 30: Officer Needs Emergency Assistance.
Code 33: Clear Radio Channel, Emergency Transmissions Only.
Code 37: Subject/Person Carrying Contraband, Detain/Arrest.
Code 43: Requesting Overwatch Reinforcements/Overwatch Deployed.
Code 100: In Position to Intercept Suspect.
Code 666: Mass Disaster Scenario, City-Wide Emergency.
Code Blue: Vehicle in Trouble.
Code Purple: Gang/Criminal Organization Activity.
Code Red: Judgement Waiver Enacted/Autonomous Judgement Waiver Enacted.
Sub-Section 1A - (D) - Civil Authority Communication: Numbers
Radio Transmission Code's:

This Section will outline the Radio Codes with the Classification: Number.

Number 14: Medical Assistance Inbound.
Number 15: Citizens Detaining Suspect.
Number 17F: Fugitive At Large.
Number 17M: Rogue Unit At Large.
Number 17T: Rogue Vehicle At Large.
Number 18: Vehicular Incident.
Number 19: Drunk/Inebriated Person.
Number 20: Vehicular Accident, No Details.
Number 20A: Aircraft Accident.
Number 20F: Vehicular Accident, Fatalities Confirmed.
Number 20L: Vehicular Accident, Injuries Confirmed.
Number 21: Complaint Received.
Number 23: Vehicular Blockage.
Number 24: Medical Emergency.
Number 25: Requesting Dispatch Broadcast.
Number 26: Reinforcements On Scene.
Number 27: Attempted Violation.
Number 28: Inciting Others to Commit Violations.
Number 29: Death/Dead Body/Dead.
Number 30: Homicide.
Number 30C: Homicide Via Melee Weapon.
Number 30S: Homicide Via Ranged Weapon.
Number 34: Aggravated Battery Of Another Person.
Number 34C: Injury Via Melee Weapon.
Number 34S: Injury Via Ranged Weapon.
Number 35: Battery of Another Person.
Number 37: Aggravated Assault.
Number 38: Assault.
Number 39: Injury Caused By Negligence.
Number 42: Aggravated Sexual Assault.
Number 43: Sexual Assault.
Number 44: Aggravated Kidnapping.
Number 45: Kidnapping.
Number 51: Aggravated Arson.
Number 51B: Bomb/Explosive Threat.
Number 52: Arson.
Number 52E: Explosive(s) On Scene.
Number 52F: Fire.
Number 54: Combustible Materials Left Unattended.
Number 56: Damage to Property Via Criminal Violation.
Number 58: Contaminated Water.
Number 59: Criminal Mischief.
Number 60: Aggravated Burglary/Theft.
Number 62: Alarm/Request Device Used.
Number 62B: Burglary.
Number 62C: Vehicular Theft.
Number 62R: Residential Theft/Burglary.
Number 62S: Safe/Secure Container Burglary/Theft.
Number 63: Criminal Trespass.
Number 63S: Criminal Trespassing, Refusal to Comply.
Number 64: Armed Robbery, No Details.
Number 64G: Armed Robbery Via Ranged Weapon.
Number 64K: Armed Robbery Via Melee Weapon.
Number 65: Robbery.
Number 65P: Purse Snatching.
Number 66: Extortion Threats.
Number 68: Unauthorized Use of Portable Container.
Number 69: Possession of Stolen Goods/Contraband.
Number 71: Issuing Counterfeit/Worthless Currency.
Number 72: Falsification of Documents/CID/Business License/Etcetera.
Number 80: Unauthorized Procreative Activity.
Number 81: Indecent Exposure.
Number 82: Prostitution.
Number 84: Obscene Flirting.
Number 87: Destruction of Another’s Genitals.
Number 89: Crime Against Nature.
Number 90: Gambling.
Number 90C: Gambling With Cards.
Number 90D: Gambling With Dice.
Number 91: Distribution of Contraband.
Number 93: Cruelty to other Person(s).
Number 94: Illegal Weaponized Contraband On Person.
Number 95: Carrying of a Firearm/Gun.
Number 95k: Carrying a Knife/Melee Weapon.
Number 98: Public Intoxication.
Number 99: Reckless Activities.
Number 100: Hit and Run.
Number 148: Resisting Arrest.
Number 149: Detaining Suspect for Intoxication/Narcotics Usage.
Number 601: Incorrigible.
Number 602: Delinquent.
Number 603: Unlawful Entry
Number 901: Requesting Medical Assistance.
Number 901A: Requesting Medical Assistance, Attempted Suicide.
Number 901B: Requesting Medical Assistance, Drowning.
Number 901C: Requesting Medical Assistance, Cutting/Lacerations.
Number 901D: Requesting Medical Assistance, Lethal Intoxication/Narcotics Abuse.
Number 901G: Requesting Medical Assistance, Burns/Fire.
Number 901H: Requesting Medical Assistance, Dying Person/Dead Person.
Number 901K: Medical Assistance Inbound.
Number 901N: Medical Emergency Assistance Requested.
Number 901S: Requesting Medical Assistance, Shooting.
Number 901T: Requesting Medical Assistance, Vehicle-Based Injury.
Number 901Y: Confirm that Request for Medical Assistance.
Number 902: Accident.
Number 902H: Inbound to Clinic/Hospital.
Number 902M: Medical Assistance Needed at Hospital.
Number 902T: Vehicular Accident, High Casualties/Injuries.
Number 903: Aircraft Crash.
Number 904: Fire.
Number 910: Can Handle This Assignment.
Number 952: Status Report.
Number 955: Assuming Command of Assignment.
Number 956: Information of Situation is Incomplete but still Available.
Number 957: Delayed Response/Delaying Response.
Number 999: Urgent Assistance Requested/Officer Down.
Number 1000: Hunter Chopper/Gunship/Dropship/Etcetera Crash.
Number 1192: Violent Intoxicated/Inebriated Person.
Number 2301: Public Intoxication.
Number 3000: Road Block/Congestion.
Number 4532: Escaping Hostilities.
Number 5150: Mentally Disabled/Deranged Person.
Number 5170: Alcoholic/Narcotically Addicted Person.
Number 9560: Mentally Ill Person, Not Disabled/Deranged.
Number 10851: APC/Vehicle Stolen.
Number 10852: APC/Vehicle Disabled/Damaged/Tampered With.
Number 11300: Narcotics/Alcoholic Found.
Number 12020: Concealed Contraband/Weapon.
Number 14601: Business License Suspended.
Number 20001: Hit and Run - Felony.
Number 20002: Hit and Run - Misdemeanor.
Number 20007: Hit and Run - No Details.
Number 21958: Intoxicated/Inebriated Person on Sidewalk/Roadway.
Number 22350: Running/Sprinting.
Number 22500: Unattended APC/Vehicle.
Number 23104: Reckless Driving.
Number 23105: Driver/Unit is Intoxicated/Inebriated.
Number 23109: Units Engaging in Race/Speed Contest in APCs/Vehicles.
Number 23110: Person Throwing Objects at Vehicles.
Number 23151: Drunk Unit Driving, Caused Injuries to Others.
Number 23152: Drunk Unit Driving, Breach of Protocols Committed.
Number 23153: Unit is Recklessly Driving.
Sub-Section 2A - Civil Citizens' code of Citizenship Regulation and City Rules/Violations.
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.

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.
- Disrespecting a Civil Protection officer. (Usually ranks above 03, 05 - 03 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.

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.

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.

(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). 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 ASAP.

(Interrogation first for contraband, then amputate.)
Sub-Section 3A - Standard Issued Civil Authorities Service Equipment
1 x Kevlar Vest / Plate Carrier -- Fit with two ceramic plates, and can stop up to three low caliber rounds without the plates shattering entirely. (If you are shot and it hits the kevlar, account for kinetic force. You will most likely still have a broken rib, possible internal bleeding, and will be knocked down depending on the bullet caliber.)

1 x Polycarbonate Fabric Jacket -- Slash-Resistant, highly dense fabric made to protect the wearer from heat, cold, and other environmental fabrics. (It is not full-force stab-proof. If you get stabbed - not slashed - it will still likely penetrate the jacket.)

1 x Olive Green, Polycarbonate Slacks -- Made simply to keep the unit mobile. It does not restrict movement whatsoever, nor does it protect from anything.

1 x Hardened Plastic Gas Mask -- Used to protect the identity of the unit, as well as provide some form of protection. It is outfitted with glass lenses and a metal backplate to provide light protection. The gas mask itself protects against smoke, light gas areas, and is fitted with a voice encoder to keep the gender of the unit obscured.

1 x USP-Match (USP-M) Handgun -- Chambered in 9x19 parabellum. Simple to use and mostly accurate. With modification, can be chambered with .45 ACP.

3 x Extra 9x19 Parabellum Magazines

1 x Combine Standard Issue Stunbaton -- Four Voltage Settings: Low, Medium, High, and a locked-out Maximum. Low is a voltage used to beat citizens, causing them light pain. Medium is used to bring a citizen to the ground, stunning them much like a taser. High can be used to knock citizens unconcious with one strike to the head, or three to four strikes to the chest or back. Maximum will likely drain all battery power in one strike and has been known to kill citizens instantly with a single strike to the head, thus why it is locked by default.

3 x Nylon Utility Belt / Slings -- Fit with magazine holsters and various pouches. The sling can be attached to most any weapon, except for handguns, to hang out for easier access.

1 x Folding Service Knife -- Kept in a unit's pocket or on their belt with a clip. An officer can use this to slice zipties, or possibly use it to fight, if needed.

1 x Handheld Radio -- Comes with a clip to easily attach/detach from the belt. Each radio comes with a throat microphone, allowing the unit to simply touch their neck to transmit instead of raising the radio to their mouth area. Destruction or loss of the radio renders the microphone useless.

2 x Jet-Black Jackboots -- Heavy, black boots. Water resistant and resistant to a small flame at light exposure. Contain steeltoes.

2 x Vulcanized Rubber Black Gloves -- These gloves are fitted with grips to allow the unit to grip most anything easily, without it slipping out of their hands.

1 x Hygiene Kit -- Contains a comb, straight razon, toothbrush and paste, and shaving cream.

2 x White Shirts and Undergarments -- Stored in the Barracks or place of residence for use under the standard uniform.

1 x H&K MP7 (SqL and above) -- This submachine gun holds up to 45 rounds, reloading quite quickly with a small clip system. It is a great weapon for crowd control with mostly accurate burst-fire.

1 x MOLLE system w/ Type III body armor (SqL and above) - While able to stop these rounds, up to two 7.62 rounds and four 9mm bullets, the user will still suffer the effects of kinetic force and maintain probable internal bleeding, rib damage, or other effects depending on the area hit.
Sub-Section 4A - Basic Civil Authority Ranking Structure
As a Civil Authority unit, you will be allowed certain authority depending on your rank. The privileges and authority can range from residential curfews to non-standard lethals being used for on-duty service. As a protection unit you are granted these authorizations solely on your service, roleplay and dedication as a unit.
Ranking authority is not valid for off-service protection units.

RCT:
Congrats! You made it in the CCA! But don't get all trigger happy. You're not supposed to have the pistol anyways. Basically, don't act like a hard ♥♥♥, because you are still human like, but just in a uniform. You still have human traits, so you could have defects/flaws just like in the Character Development Section. You could be afraid of blood, or irritated of the sound of Radio chatter. Not complete hatred towards humans. Being active as well helps you, so you can promote, but don't get mad if you get promoted one day and not the next. You need to work at it. When you first spawn, give your pistol to a local admin or DvL Immediately. No RCT is entitled to a pistol. If caught with one, you could be enlisted on probation or kicked off the force, being amputated. And remember, you always need to be following regular rules OOC rules. Just because you are an CCA doesn't make you any better than a player OOCly. ICly, it does if you think about it that way.

07: Finally! Seemed like it took forever to rank up huh? But not there yet. You start to become the slightest bit of coldness towards Citizens, but you still have your fears just like an RCT. You still make plenty of mistakes, trying to cover them up from time to time. You don't have access to much.

06: No, not quite there yet. But yes, slightly colder than a Citizen and making less mistakes than a 07. You get a little more access to things, but not a lot. Don't expect to promote again for a while. You still may have fears. And another thing is we don't want you to make Citizens do things for you like a higher rank would, like picking up a can and putting it in the trash can. Don't stay unassigned for a long time, it may tick some people off.

(Note that several cities do not use ranks 07 and 06.)

05:
You are now a 05, and a little bit more bold. You have made huge improvements from a recruit. No more silly mistakes! You still have slight fears going on about sweeping for a suspect, but you will have to get used to what you do soon enough.

04:
Congrats! You have made it to 04! Now that you have made it to 04, you are given a Pistol and normal CCA 04 gear. You are a more bold Citizen and you are ready to take on the world.

03: Same of a 04, just more of a bold person again. Basically the same thing.

02: You are moving up in the world! You are doing great, now make sure to behave you are almost getting high in the CCA.

NOTE: All Ranks up and higher are ranks Citizens should be scared of more than the ones below.

01:
Alright, don't celebrate so quickly. You've gotten more calculated and more bolder towards human race. After what you've seen, you'd may as well just ask yourself why you are still babysitting them. You have much respect for your superiors and no more hesitation during Amputations. You now have access to MP7s, get it from the dealer. Getting orders done are done without an error, and embracing yourself to have the ability to give orders to lower ranks. You are now allowed to be a hard ♥♥♥ at this point.

OfC: OfC's can issue an amputation to a fellow 01, and torturing to an 03 and up. You have access to Shotguns and MP7s, and have no trouble at all amputating or torturing. They are not to be taken lightly into hand to hand combat, or standard weapon combat. Knocking someone out in one punch is available to you with you massive strength. You have access to command squads with up to four to five characters and arresting citizens for your own reasons. (You cannot promote from here unless someone above you retires and they feel you have the ability to take that command.)

EpU: EpUs are used sometimes for guards, and have access to all of the Nexus. They can have their own personal guards, and lead squads up to six to seven units. They are to be feared, and if in a gun fight, they won't arrest you. They will kill you. If a citizen came up to him and said "Hi," that citizen would be tortured and left in jail to rot by him, that's their choice of course.

SqL: SqL’s, or Squad Leaders, are basically the DvL’s assistant. They do most of his dirty work. Sometimes if a division has lost its DvL, the SqL is the runner up to become the next DvL. They have access to everything DvLs have. They can lead squads up to seven to eight units and can have their own personal guard as well.

DvL: DvLs are for Divisions, and there can only be one. For example, Helix, Grid, Union, Judge, Apex, etc. They have access to any weapon, and can give out any command they want, even demotion. They love amputations and torturing (if they choose to), and follow every order told. Some items they can have are MP7s, Pistols, Shotguns, AR2s (Ask for permission), and all Grenades. They have no access to RPGs or Crossbows. Life couldn't be better!

SeC:
You run the city. You make contact with the City Administrator about issues and such, attending to problems in the CCA, and you are more than a hard ♥♥♥. Everyone to you is scum. Anything is within your reach.

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NOTE: We do not endorse how your characters personality should be, choose it yourself, we aren't going to stop you from roleplaying.

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Sub-Section 5A - Contraband List
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
Bottled Water
Large Soda
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
Whiskey
Beer
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!
Section B: Advanced introduction to the Combine Civil Authority.
Sub-Section 1B: PDA and Point 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 intercourse.

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.

---------------------------------------------------

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.
Sub-Section 2B: Loyalist Point System
•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 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. (Red)
•10 Points - One additional ration package, and able to apply to the Civil Worker's Union.
•15 Points - Two Rations at Universal Union Ration Distribution Centers, and able to apply to the Combine Civil Authority.
•20 Points - A monetary award of 500 Tokens and a Level 2 Armband. (Blue)
•30 Points - Ability to exchange tokens for rations. 100 tokens will be taken for one ration package.
•40 Points - One additional ration package, and monetary reward of 1000 tokens.
•50 Points - Able to apply to become the City Administrator's Assistant or work in the Nexus and a Level 3 Armband. (Green)
•75 Points - Citizen of the month, another ration at Universal Union Ration Distribution Centers, a monetary award of 2000 Tokens, and a Level 4 Armband. (White)
•100 Points - Citizen of the year, included in the City Administrator's Broadcast, a 5000 monetary award, and a Level 5 Armband. (Black)

If a Loyalist is detained for a level 2 - 7 violation, their Loyalist status is revoked and their points are reset.
Sub-Section 3B: Event Protocols
All crisis and events listed here can only be done when certain requirements are met. If an event is started without these requirements, it will be immediatly discontinued and regular roleplay will be placed in effect.

<::|| In the event of a citizen kidnapping... ||::>

In the event of a citizen kidnapping, it is normal for a Civil Protection unit to not worry about that citizen. Our main purpose it to make them be civilized, not cradle them, but if the event to occur, a list of requirements must be met. -

At least seven to ten Civil Protection Team Units must be availible at the time.
A judgement waiver must be set into effect. For this to work, one high ranking officer will go with one group of CPs to enforce the Judgement Waiver while another high ranking officer will lead another group, in search of diminishing the issue.
No recruit is allowed access to join the group searching to diminish the problem, no matter what. Even the Sectoral Commander may not.
An Autonomous Waiver must be placed under effect for Sector 2, IF the suspect has ran off there.


<::|| In the event of a Civil Protection Unit kidnapping... ||::>

In the event of a Civil Protection Unit kidnapping, it is required that he/she is found ASAP, alive! Losing our own men shows a sign of weakness. For the event to occur, a list of requirements must be met. -

At least seven to ten Civil Protection Team Units must be availible at the time.
A judgement waiver must be set into effect. For this to work, one high ranking officer will go with one group of CPs to enforce the Judgement Waiver while another high ranking officer will lead another group, in search of diminishing the issue.
No recruit is allowed access to join the group searching to diminish the problem, no matter what. Even the Sectoral Commander may not.
An Autonomous Waiver must be placed under effect for Sector 2, IF the suspect has ran off there.
Sub-Section 4B: Role and Personal Roster
<::|| Sectoral Commander - SeC ||::>
Role: The Sector Commander controls all unit operations within his given sector. The SeC is currently the highest rank within a city, and is responsible for everything, and that means everything. Sector Commanders are commonly guarded by Overwatch units, due to their great importance to the CCA.

Permissions:
Full District Authority
Ability to authorise Overwatch deployment
Ability to command Overwatch
Ability to authorise Judgment Waiver
Ability to bestow judicial power upon any unit below them
Ability to revoke citizenship of any naturalised citizen
Ability to authorise full Block Examination
Ability to authorise 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 controls all unit operations except the SeC. The CmD is currently the second highest rank within a city, and is responsible almost everything.

Permissions:
Ability to authorise Overwatch deployment
Ability to command Overwatch
Ability to authorise Judgment Waiver
Ability to bestow judicial power upon any unit below them
Ability to revoke citizenship of any naturalised citizen
Ability to authorise full Block Examination
Ability to authorise 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 (UNION, GRID, HELIX, APEX), and ensuring they are operating properly.

Permissions:
Ability to authorise Judgment Waiver
Ability to bestow judicial power upon any unit below them
Ability to revoke citizenship of any naturalised citizen
Ability to authorise full Block Examination
Ability to authorise 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

<::|| Squad Leader - SqL ||::>
Role: The Squad Leaders are responsible for overlooking squads formed by the DvL, and ensuring they are operating properly before leading them into battle.

Permissions:
Ability to bestow judicial power upon any unit below them
Ability to revoke citizenship of any naturalised citizen
Ability to authorise full Block Examination
Ability to authorise full District Examination
Ability to administer Level 1 Sociocide Verdict
Ability to administer Level 2 Sociocide Verdict
Ability to administer Level 3 Sociocide Verdict

<::|| Elite Unit - EpU ||::>
Role: An elite unit belongs to a squad (Such as UNION or HELIX), and carries out commanding based orders from within their squad.

Permissions:

Full District Authority
Ability to authorise Overwatch deployment
Ability to command Overwatch
Ability to authorise Judgment Waiver
Ability to bestow judicial power upon any unit below them
Ability to revoke citizenship of any naturalised citizen
Ability to authorise full Block Examination
Ability to authorise 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

<::|| Department Officer - OfC ||::>
Role: Responsible for management of units, training and other unit based operations.

Permissions:
Ability to bestow judicial power upon any unit below them
Ability to revoke citizenship of any naturalised citizen
Ability to authorise full Block Examination
Ability to authorise full District Examination
Ability to administer Level 1 Sociocide Verdict
Ability to administer Level 2 Sociocide Verdict
Ability to administer Level 3 Sociocide Verdict

<::|| Ground Unit First Class - 01 ||::>
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 naturalised citizen
Ability to administer Level 1 Sociocide Verdict
Ability to administer Level 2 Sociocide Verdict
Ability to administer Level 3 Sociocide Verdict


<::|| Ground Unit Second Class - 02 ||::>
Role: A 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 administer Level 1 Sociocide Verdict
Ability to administer Level 2 Sociocide Verdict
Ability to administer Level 3 Sociocide Verdict


<::|| Ground Unit Lower - 03 ||::>
Role: A 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 administer Level 1 Sociocide Verdict
Ability to administer Level 2 Sociocide Verdict
Ability to administer Level 3 Sociocide Verdict


<::|| Ground Unit Lower - 04 ||::>
Role: A 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 administer Level 1 Sociocide Verdict
Ability to administer Level 2 Sociocide Verdict
Ability to administer Level 3 Sociocide Verdict

<::|| Ground Unit Lower - 05 ||::>
Role: A 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 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 squadded or not, have absolutely no power. They can merely execute orders from units with the proper authorization.

Permissions:
None
Sub-Section 5B - Divisional Roster
(Note that these will be different from your server, more than likely.)

Regular Ground Units (CCA)

UNION - Patrolling unit - patrol the streets and keep civility there, and assert authority
RAZOR - Defense Unit - responds to rebels etc. (access to MP7 at 03 with training from SPEAR).
HELIX - Medical Unit - aid injured units or citizens.
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.
GHOST - Recon Unit - uses a combine sniper to provide minimal overwatch (Must reach 02 of RAZOR before applying to SeC)
PRESSURE - Anti-Biotics/Infestation. Also focus' on controlling Exogen and any form of Civil Infection.

Elite Protection Units (EpU)

SWORD - Elite version of RAZOR and UNION combined (SeC's personal troops, handpicked)
APEX - Elite version of HELIX (Handpicked)
BLADE - Elite version of UNION (Handpicked)
JUDGE - Elite version of JURY (Handpicked)
SPEAR - Elite version of RAZOR (Handpicked)
ANVIL - Elite version of GRID (Handpicked)
SAVAGE - Elite version of PRESSURE (Handpicked)
WRAITH - Elite version of GHOST (Handpicked) Credit to Mjolnir

Sector/Sectoral Commander (SeC)

SeC - Sector/Sectoral Commander - leader of the entire MPF in that city. Only OTA are above as they work outside the MPF zone


Overwatch Transhuman Arm (OTA)

ECHO - Overwatch soldier - default, nothing special
KING - Highly trained OWS
PHANTOM - Stealth OWS
HURRICANE - Airwatch OWS
X-RAY - Medical OWS
RANGER- Sniper OWS
1 commentaires
Vinyl 10 déc. 2020 à 13h48 
Judgement waver for a citizen kidnap lmfao