Garry's Mod

Garry's Mod

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Metropolitan Police Force: Behavioural Guide (Combine Guide for HL2RP)
By Doc and 2 collaborators
This was a guide written by myself and a few friends, it will cover everything you will need to know for Civil Protection and OTA RP on HL2RP. The original rough draft was forty pages. I have added and taken away things I have found necessary. So please, read and enjoy this. All we hope is it keeps HL2RP alive and active.
   
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Physical Copy/Datapad Copy: Cover Image
A1: Introduction










Congratulations, unit, on being accepted into the Metropolitan Police Force. This hereby begins your journey along protecting the human race from those who would wish to see its destruction.

This is the behavioural guide, it will include the following:
  • Basics
  • Ranks: What are they? And how do I get them?
  • Equipment Roster and Privileges
  • Violations
  • Protocol Breaches
  • Divisions
  • Civil Workers Union
  • Loyalist Points: How to distribute, how many to distribute, etc...
  • Classification Terminology
  • Radio Transmission Codes
  • Datapad and PDA Tutorial
  • Medical And Chemistry List
  • Overwatch Transhuman Arm
  • Synthetic Universal Union Military Auxillaries
  • City Administrators and the Administrate
  • Final Notes

You will be tested on the contents of this guide. Read all of it for maximum divisionary choices.
A2: Basics
Unit, you will be protecting the human race. This is not a duty to be taken lightly, as the perks for doing this is numerous. The Union will ask of you to render upon your full contribution.

Your First Mass Patrol:

These are some things you will need to know upon making your first patrol, and every patrol for the rest of your career:

  • Stay with your patrol leader
  • Obey every order from any higher ranking units, to the dime.
  • Do not speak to Citizens unless to distribute Loyalist Points or if they are reporting a violation.
  • Stay in standard formation, this will be specified during on field training.

Basic Stations:

You will be stationed on in the plaza, apartment block or trainstation. For ranks: RCT, 07, 06, 05. You need to know the following for those certain deployments:

    Plaza:
  • Stay on a highly advantageous street corner, be sure to see all citizens roaming the plaza.
  • Always keep your back to a wall. Mentally deficient citizens, malignants, anti-citizens and desperate ccum will always attack from behind; eliminate that being an option.
  • Stop and administer the punishments to all violating citizens, a plaza is no place for ignorant units. Citizens watching ignorant units will be tempted to violate as well. (All violatory levels require punishment, that's why they exist.

    Apartment Blocks:
  • Never stay still, apartment blocks are not a place to take chances, do not let tempted citizens have a chance to take action.
  • When breaching a suspicious room, always have at least three units for larger class one rooms, two units for medium sized class two rooms, and finally never breach by yourself. You would only do this in imminent emergency and anti-civil infection situation.
  • During inspection protocol, foreign units from different sectors will look to you for answers, locations, and known suspicious citizens.
  • Keep citizens inside their rooms. When you or other units are coming down that hallway, make sure the door to occupied rooms are closed. Do not give them the opportunity to spring an ambush.

    Train Station:
  • Always monitor biotics, who will be doing general public service detail for that district.
  • Use your train station questioning room as needed for any citizens that are tagged by the CCA's cameras.
  • Direct citizens to a Nova Prospekt train, as ordered upon 10-8 Detail.
  • Keep this area under surveillance all the time, whether it be done through a anit or scanner.

Priority Protocols:

There are several occasional and highly important protocols which are critical in the survival of the City.

  • Ration Distribution Terminal: Online
  • Priority Identification Check: Inspection
  • Judgement Waiver: Capital Prosecution
  • Autonomous Judgement Waiver: Capital Prosecution is Descretionary

    Ration Distribution Terminal: Online:
  • Direct all Citizens of the district towards the designated RDT.
  • When manning the RDT, ask the citizen to apply. Check for Loyalist and Negative Points.
  • Citizens with ten Negative Points and no Loyalist Points do not get a ration.
  • See the Loyalist Point System for more info on what level Loyalist gets how many rations.

    Priority Identification Check: Inspection:
  • Rally all citizens within the sector to the inspection positions. (Will be specified by your training officer)
  • Clear the upper levels of the hotel, breaching every locked door and rallying all stray citizens to the inspection position.
  • Tie all citizens, before searching any. Make them apply once all are tied and you begin searching them.

    Judgement Waiver:
  • Move all citizens indoors.
  • Once the plaza has been cleared, lock the hotel/apartment(s)
  • After the Hotel/Apartment(s) have been locked, all citizens outside are to be detained and questioned for what they were doing outside during a JW.

    Autonomous Judgement Waiver: Capital Prosecution is descretionary:
  • All Units under 05 return to Local Nexus.
  • All available Overwatch are deployed.
  • Automatic Weapons are authorized for Units with 05 and above
  • Amputate every citizen not in their abode.
  • Do not end it until all easily accessible citizens have been amputated.

    Your Radio:
  • Upon a unit flatlining, the radio will automatically turn off and become functionally useless.
  • Is essential for keeping in contact with other units and dispatch.
  • Uses an encrypted channel, If noticed. An anti-citizen can be kicked off the channel permanently.
A3: Ranks: What are they? How Do I get them?
Ranks and Privledges:

The Following Section Will Explain the Ranking System, and the Privledges for those Ranks.

    Ranks And Privledges:
  • RCT: New Recruit. You're a citizen in a suit. You have no authority over anyone. You are still in training. These units may not looks to be as much. But they are the next wave of Ground Units to patrol the streets. No Firearms Permitted. Stun Baton allowed.

  • Ground Unit 07: Finally, training took forever but you still have nearly no authority. You may get a post at the Trainstation or Plaza if your lucky but thats about it. Choosing a division seems far off. But you are content with UNION for now.

  • Ground Unit 06: Choosing a Division seems so close. So does the 9mm Pistol. Just one more promotion. And you can finally have the gift of free choice.

  • Ground Unit 05: What a milestone. The lower ranks are a thing of the past. You still have no real command. If you did bad during RCT, 07, and 06 you will be locked to UNION. But if you are showing potential, you can choose from: HELIX, JUDGE, GRID. You can now use the 9mm pistol.

  • Ground Unit 04: You get into the normal routine. Picking up equipment. Reporting in to Dispatch and starting your normal patrol syntax. Be proud. For making it this far!

  • Ground Unit 03: What? I can mentor RCT-06? Of course you can! This promotion allows you to take the lower 3 ranks on patrols. And mentor them on how to be the best unit they can.

  • Ground Unit 02: You can patrol with a squad of up to 3 people now. That 01 seems so close. And its such an amazing milestone. Just... one.... more... promotion.

  • Ground Unit 01: Congratulations on making it to the highest Ground Unit Rank! You get to use a SMG. Along with being able to command squads of up to 5 people.

  • Field Officer: Field Officer. The first of the new command ranks. You get more augmentations. Along with more SMG ammo. A Viscerator unit and you can authorize RDT. And inspections (All higher up units can as well). I would not suggest this though. As you may get ciritqued by Higher up units for it. You can now promote units up to 01, viable reason nessescary. Requirements for promotion must be met. You may wield a shotgun as well. If you happen to have done particularly well, you may be selected to be transfered to KING, provided you display proper and necessary qualities. A true honor for any Officer of the Law.

  • Elite Protectionary Unit: The First of the Mission Squad Units. You are able to command squads of however many you want. You've made a name for yourself in your Nexus! You're a Role Model for lower units.

  • Divisionary Leader: The Leader of a Division. The First of the LEADER, and PHEONIX type Units. They can Authorize, Judgement Waiver, and Sweep Protocol's. They must also be Guarded by Lower ranking units when making patrols and leaving the Nexus. These units can Command Overwatch Soldiers.

  • Commander: There may only be ever two Commander Ranked Units in a whole city. They are the teachers, disciplinarians, and superintenants. They Command whole Sectors and Overwatch Battalions. Similar to Centurions of the Roman Legion. These Units wield the greatest weapons with upmost strength and precision. And usually are promoted to this rank for eliminating Anti-Citizen One. Authorized for the AR2.

  • Sectorial Commander: The Highest Ranking Unit in a whole city. No entity or being can match his authority (Except the Benefactors) he can command all ranks of MPF and Overwatch. These Units are 100% Augmented, speaking the clearest of logical tones and authority. These Units are protected by EOWA. Do not ask about EOWA.

    Special Ranks:
  • Squad Leaders: Leaders of squads, patrol groups, and platoons.

    Combined Earth Authority (CEA):
  • Planetary Evaluation Officer (PLEO): These units, better well known as being Nexus Inspectors; have diplomatic immunity, no unit may touch them, without proper cause, and dire need. These units are assigned to a Nexus every so often. To inspect, observe, and reprimand. These units are dispatched through the OvS itself.

  • Dispatch Overseer (OvS): This rank, is not a real rank. More so a omniprescent computer system. Which watches any and all from orbit. This prescence has been in a hologram form in the the Citadel of City 17 once before. Never has the OvS done such. The OvS is a Biological super synth. Combined with the power of a super computer, the OvS can control any asset, resource, or unit. On all of Terran Planet 314. Its only job is to assure the UU's plans for its specified planet go smoothly. This Computer System is responsible for all Dispatch Broadcasts. Being Omniprescent, its would be absolute decimination for if the OvS were instructed to take action against the Anti-Citizen's. The end of rebellion would be at hand if it were the case.

    How to Get Promotions:

    This Section will Detail the Promotion Point System. This will be how you get Promotions and Privledges.

      Promotion Point System:
    • 1 Point(s): Administering Punishment for a Level 1 Violation
    • 2 Points: Administering Punishment for Level 2 Violations
    • 3 Points: Administering Punishment for Level 3 Violations
    • 5 Points: Administering Punishment for Level 4 Violations
    • 8 Points: Administering Punishment for Level 5 Violations
    • 12 Points: Administering Punishment for Level 6 Violations
    • 15 Points: Administering Justice for Level 7 Violations.
    • 20 Points: Obtaining Memory Replacement Procedure, Levels 1-3.
    • Instant Promotion: Capturing Anti-Citizen One. Saving a CCA/Administration Life.

    Report: Final Verdict Administered, Also report the Level Violation and Amount of Verdict's Adminstered to Recieve Points.

    ONLY 01 AND HIGHER MAY ALLOCATE POINTS! LOWER RANKS DISTRIBUTING POINTS IS A LEVEL 3 PROTOCOL BREACH!

    Promotions can be gained other ways such as being on the force for an extended amount of time without Promotion. And being highly productive with Division Priorities (Grid repairs APC's, Helix does surgery on a Unit, Jury Interrogates and administers justice to large amounts of Citizen's, Malignant's, and Anti-Citizen's.). Helping Other Units with Assignments, Patrols, Interrogations and Administering of Punishments.

    **IMPORTANT NOTE: POINTS ARE WIPED AFTER EVERY PROMOTION!**

      Points for Promotions:
    • 07: Get through Recruit Training, must pass Behavioural Guide Examination of Knowledge.
    • 06: 07 Prerequisite, 200 Points. Level 1 Memory Replacement.
    • 05: 06 Prerequisite, 250 Points. Must apply for Division through DvL or Higher.
    • 04: 05 Prerequisite, 275 Points. Level 2 Memory Replacement.
    • 03: 04 Prerequisite, 300 Points.
    • 02: 03 Prerequisite, 325 Points.
    • 01: 02 Prerequisite, 350 Points. Level 3 Memory Replacement.
    • OfC: 01 Prerequisite, 375 Points. Application and Interview with a DvL or Higher.
    • EpU: OfC Prerequisite, 400 Points.
    • SqL: EpU Prerequisite, 425 Points. Application and Interview with DvL.
    • DvL: SqL Prerequisite, 475 Points. Application and Interview with the SeC.
    • CmD: Handpicked DvL, must have at least 500 Points as a DvL to be chosen for this rank.
A4: Equipment Roster and Privledges
This section will explain your basic equipment, Along with the ranks who can use the more advanced Equipment.

Use the following diagram to better understand your most basic equipment and armaments:


Equipment List, and Privledges:

    Augmentations:
  • Level 1: Can make someone weigh more and make someone taller. Available at Ground Unit 01.
  • Level 2: Can make someone weigh even more and make someone even taller. Along with more speed, strength and Perception Augments. Available at Elite Protectionary Unit.
  • Level 3: Makes someone weigh even more, make someone even taller. Maximum augments for implanted protectionary bio-chestplate exo-skeleton (Equivalent to Ceramic Plate Armor).

Note: Each augment can make someone a maximum of four inches taller, and fifty pounds heavier. You may increase a maximum of a foot and one-hundred fifty pounds total.




    Equipment, With who can use what:
  • 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
    • Setting 9: 7 Amps, 200,000 Volts - Instantanious Death Upon Contact (Heart Failure). This setting creates a small gamma ray field around the head of the Baton. Killing any organic cells which come in contact.
    • Setting 10: 10 Amps, 500,000 Volts - Instantanious Combustion of the Stun Stick. Code: Sacrifice.

  • USP Match: This Weapons dates back to the oldest sidearms humanity has manufactured, these styles of pistols were often used for Home Defense Weapons, Cheap Criminal Implements, and all police used a Variant of what you are given at this rank. The pistol is Officially Called the: USP. It has a eighteen round magazine capacity and a built in flash hider. The bullets fired out of this weapons travel 1300 feet per-second. And deliver enough force to implode organs. The Gun has two Default Modes, Safety and Active. These are self explanatory so we will not get into them. The Materials for the Chassis of the gun are mainly steel, although other Unknown materials were added as of the: UU Resources Pact of 2030. To bring this to a conclusion the 9mm pistol is the most widely used and relied upon Sidearm for the our species today. This Weapon is Available at Rank: Ground Unit 05.

  • HK-MP7: The HK-MP7 was designed before the arrival of the Universal Union, upon deciding it to be one of the main protection weapons for Civil Protection it was imminently mass produced along with the ammo for it, and shipped across Nexus’ along the Planet. The Weapons uses caliber 4.7mm, which was also mass produced and widely found. However the weapon gains popularity within Anti-Citizen Cells and Petty Malignant Outbreaks. This Weapons is unlocked at the Rank of Ground Unit 01, and is certainly a force to be reckoned with.

  • Spas 12: A 12 Gauge Shotgun, along with all the weapons here besides the AR2 were designed Before the Arrival of the Universal Union. The shotgun was used in breaching and general Police Raids. It is a 100% Steel Shotgun with Old styled grip. A 6 shot capacity. The only issued Shotgun like weapon supplied by the UU to its Protection Teams. This Weapon is Available to Units at Rank: Field Officer, And Higher.

  • AR2: This weapon was designed and manufactured for us, by the Universal Union. Although These weapons are rare and highly Expensive. They are worth every pound of UU Material and Manpower. Their Main Trigger can be used to shoot Augmented Pulse Rounds. These pulse rounds explode upon impact. Releasing many Moderatly Sized pieces of Shrapnel. These rounds are equivalent to Anti-Material Rounds of Previous Times. This Weapon is Restricted to Divisionary Leader and Higher.

  • XM29 OICW: This weapon, to put it bluntly. It a AR2 alternative for longer range encounters. This weapon is used by the Overwatch Transhuman Arm, The Conscript Military Force. And the highest ranking Metropolitan Police Force Units. This weapon fires 5.56 Optimized Rounds. Unlike the AR2, this weapon fires grenades in its second function, like the HK MP7. These highly explosive grenades are capable of bringing down walls, doors. And foritifactions of moderate durability. This weapon has a differing zoom scope, from 1x to 40x zoom magnification. This weapon is available to EpU+ of the MPF. OWS+ of the OTA, and can be assigned by a high ranking conscript officer to any conscript.

  • .357 Magnum: By Far the Hardest Weapon to find, let alone shoot. The weapon and Ammo are completly Custom, they can be ordered with custom engravings and markings. They Shoot rounds with as much power rivalling the AR2, they also explode upon impact. These insanely powerful weapon is only available to Commander and Higher.
A5: Training Protocol
( Please note, trainings may vary from server. This is just a basic layout)

TRAINING PROTOCOL:

MPF-RCT.
  • The proper knowledge of handling a Citizen and/or Loyalist
  • The proper knowledge of knowing a proper radio chatter
  • The proper handling of a UU-Issued Stun Baton.
  • The proper knowledge of violations and countermeasures against it.
  • Proper knowledge of basic formations.

MPF-06 to MPF-01
  • The proper handling of a UU-Issued firearm.
  • The basic breaching procedure.
  • Advanced training of Anti-Citizen handling.
  • Advanced training of restricted area sweeping.

MPF-OFC+
  • Direct and indirect commanding of MPF Units.
  • UU-Positive mental setup (Brainwashing).
  • Advanced firearm training.
A6: Breaching
Breaching protocol only used when a protection team needs to infiltrate a room with possible anti-civil activity going on.

    There are four main unit on a breaching team (CAN BE REDUCED TO ONLY TWO UNITS):
  • Breacher
  • Pointman One
  • Squad Leader
  • Support (HELIX/GRID)

    The unit who is breaching is usually a low ranking unit who is placed on the far side of the door handle. The order of entry goes:
  • Pointman One
  • Breacher
  • Squad Leader
  • Support

    Pointman One/ Squad Leader will always countdown. The countdown codes are:
  • STACK
  • LOCK
  • INJECT

When you call STACK all units in the breaching team are to line up on both sides of the door, Pointman One on the closest to the door handle. When you call LOCK the breacher will fire at the lock, opening the door. And when the final call INJECT is called, all units are to moving into the room in the right order. FAILURE TO CORRECTLY BREACH WILL RESULT IN A LEVEL TWO PROTOCOL BREACH, RECKLESS NEGLECTANCE OF DUTY.
All units 05+ MUST read this guide.
B1: Violations and Punishments
Violations: Level's 1-7:

This Section outlines the Violations that you will enforce. The punishments are also supplied. Punish for all violations, no matter how minor.

    Level 1 Violations:
  • Running.
  • Jumping.
  • Climbing.
  • Yelling.
  • Uncivil Behavior.
  • Loitering.
  • Minor Harassment of Another Citizen.
    Punishments:
  • Re-Education.
    Level 2 Violations:
  • Cussing/Swearing.
  • Discrimination against a Vortigaunt/Citizen.
  • Talking to a Sufficiently Ranked Unit without Orders (OfC and Above).
  • Committing a Level 1 Violation Shortly after being Warned.
  • Possession of Green/Level 1 Contraband.
  • Wasting an Officer’s Time.
  • Not Speaking the Official Language.
  • Not using Authorized Citizenry Clothing.
  • Mid Level Harassment of Another Citizen.
    Punishments:
  • 2 Negative Points.
  • One Cycle in Incarceration.
  • Re-Education.
    Level 3 Violations:
  • Failure to Apply.
  • Not following an Officer’s commands.
  • Theft.
  • Major Level Harassment of Another Citizen.
  • Annoying/Aggravating an Officer.
    Punishments:
  • 4 Negative Points.
  • Two Cycles in Incarceration.
  • Re-Education.
    Level 4 Violations:
  • Trespassing on Combine owned Property.
  • Major Theft.
  • Harassing an Officer Verbally.
  • Fighting With Other Citizens.
  • Tampering with Cadavers or the Insensate.
  • Vandalism.
  • Disobeying Public Mandates.
    Punishments:
  • 6 Negative Points.
  • Three Cycles in Incarceration.
  • Re-Education.
    Level 5 Violations:
  • Harassing an Officer Physically.
  • Attempted Policide.
  • Attempted Assault of a High-Priority Citizen.
  • Resisting Arrest and/or Questioning.
  • Negative Propaganda.
  • Ignoring Lockdown Scenarios.
  • Possession of Yellow/Level 2 Contraband.
  • Lying to an Officer.
  • Possession of Unauthorized Dangerous Equipment.
  • Slander.
    Punishments:
  • Negative 8 Points.
  • Four Cycles in Incarceration.
  • Mandatory Interrogation.
  • Re-Education.
    Level 6 Violations:
  • Trespassing inside the Nexus past the Lobby.
  • Vandalism of Combine Property.
  • Unauthorized Procreative Activity (UPA)
  • Being Mentally Disabled/Deranged.
  • Homicide of a Citizen.
  • Taking/Holding a Hostage.
  • Grand-Scale Larceny.
  • Kidnapping.
  • Grand Larceny.
  • Arson.
  • Rape or Molestation
    Punishments:
  • Trial for Amputation.
  • Negative 10 Points.
  • Five Cycles in Incarceration.
  • Mandatory Interrogation.
  • Re-Education.
    Level 7 Violations:
  • Possession of Red/Level 3 Contraband.
  • Attempted Assassination of the Administrator.
  • Assassination of the Administrator.
  • Trespassing in the City Administrator’s Office.
  • Homicide of an Officer/Policide.
  • Homicide of a High-Priority Citizen.
  • Sedition.
  • Rebel Conspiracy.
  • Causing the Advent of a Catastrophe.
  • Inciting a Riot.
  • Serial Killing.
  • Generalized Assassination.
  • Terrorism.
    Punishments:
  • Amputation.
  • Mandatory Interrogation.
Variable Level Violations:
Failure to Report a Crime is a Violation Variable in Seriousness. Failure to Report a Level 1 Violation will result in receiving a Level 1 Violation and the According Punishment(s). Failure to Report a Level 7 Violation will result in receiving a Level 7 Violation and the According Punishment(s). Etcetera.
B2: Contraband
This Section will outline all contraband you may come across on the field.

    Level 1 Contraband:
  • Any food that is not UU-Approved.
  • Bleach
  • Alchohol
  • Spray Cans
  • Small Amounts of Bio-Gel (Vial)
  • Small Amounts of Pharmecudicals

NOTE: FOOD AND MEDICAL RELATED CONTRABAND DOES NOT APPLY FOR CWU!

    Level 2 Contraband:
  • Large Amounts of Bio-Gel
  • Large Amounts of Pharmecudicals
  • Narcotics
  • Anti-Depressants
  • Non-Authorized Identification Cards and Access Cards

NOTE: ALL CARRIERS OF LEVEL 3 CONTRABAND ARE TO BE DETAINED AND AMPUTATED! IF CAUGHT WITH LEVEL 3 CONTRABAND! THE OFFENDER WILL BE TREATED AS A LEVEL 7 VIOLATOR!

    Level 3 Contraband:
  • Weapons of All Kinds
  • Narcotic Factories
  • Ammo of all Kinds
  • Explosives of all Kinds
  • Door Breaches
  • MPF Uniforms
  • Stun Batons
  • Radios of All Kinds
  • Zip Ties
  • MPF Plasteel Masks
B3: Protocol Breaches and Punishments
Protocol Breaches Levels 1-4:

This Section will outline All Protocol Breaches any Unit Can commit. And the punishments brought upon you or any unit that may Cross the very clear line we set here at the Metropolitan Police Force.
    Level 1 Protocol Breaches:
  • Negligence of Duty.
  • Being Unprofessional with Citizens.
  • Stealing Ration Packets for Personal Use.
  • Pointless Use of Door Breaches and Zipties.
  • Wasting Ammunition.
  • Cursing in Public.
  • Cursing in the Presence of Citizens.
    Punishments:
  • Re-Education.
  • Trial for Demotion.
    Level 2 Protocol Breaches:
  • Reckless Negligence of Duty.
  • Injury to a Citizen due to Negligence of Duty.
  • Pointlessly Beating an Innocent Citizen.
  • Minor Insubordination.
  • Threatening a Unit.
  • Ordering a Citizen to Commit a Violation.
  • Falsely Recommending a Citizen for Brainwashing.
  • Detainment of an Innocent Citizen.
  • Assigning Negative Points to an Innocent Citizen.
  • Stealing from Suspects/Innocent Citizens.
  • Cursing in the Presence of the Administrator.
  • Recommending a Unit for Promotion Falsely.
  • Recommending a Unit for Demotion Falsely.
    Punishments:
  • Re-Education.
  • Trial for Demotion.
  • Trial for Incarceration.
    Level 3 Protocol Breaches:
  • Unnecessary Homicide.
  • Injury to a Fellow Unit due to Negligence of Duty.
  • Assigning Loyalist Points to an Undeserving Citizen.
  • Torture of an Innocent Citizen .
  • Major Insubordination.
  • Wielding a Weapon in the Administrative Office.
  • Falsely Recommending a Unit for Brainwashing.
  • Attempted Sexual Assault.
  • Insulting a Unit in Seriousness.
  • Falsely Brainwashing a Citizen.
  • Ordering Subordinate Units to commit a Protocol Breach.
  • Accusing another unit Falsely of Sexual Assault.
  • Stealing from the Contraband Storage Area.
  • Threatening a Unit that holds a higher Rank than you.
  • Promoting a Unit Falsely.
  • Demoting a Unit Falsely.
  • Breaking a lower level protocol directly after the warning/punishments of previous infringement.
    Punishments:
  • Trial for Amputation.
  • Re-Education.
  • Banned from Active Duty for a Week.
  • Demotion.
  • Mandatory Interrogation.
  • Mandatory Incarceration.
    Level 4 Protocol Breaches:
  • Supplying: Weapons, Armor, Armaments, Information to: Anti-Citizens, Malignants
  • Policide.
  • Threatening the Administrator.
  • Speaking out against the Universal Union in any way, shape, or form.
  • Insulting the Administrator.
  • Sexual Assault.
  • Falsely Brainwashing a Unit.
  • Patricide
    Punishments:
  • Amputation.
  • Mandatory Interrogation.
C1: Divisions
All Division's of the Metropolitan Police Force:

This Section will outline all the Division's along with Prestige of the Division and Availability to units.

The Force in its Entirety:
Please Note, Civil Protection (CP), Metropolitan Police Force (MPF), and Civil Combine Authority (CCA) are all proper ways to refer to the Force as a whole, Although the most common (And Publicly Accepted) Terminology used is Metropolitan Police Force.

Union:
The Standard Division. This Division is in charge of Patrolling all Sectors and Districts, Arresting and Re-Educating Violators, and should be, essentially, the Largest Division. This is an Unspecialized Division, meaning that very few Situation Specific Skills are Necessary in the Process of a Union’s standard duties that he or she will be performing. Promotion to the Union Division is relatively Lax compared to Promotion to other, more specialized, Divisions due to the previously mentioned Unspecialized nature of Union. 07's and 06's are restricted to this division.

Grid:
The Engineering Division. This Division is in charge of the deployment of the majority of Viscerator's, Scanners, Turrets, Cameras, Fortifications, and ALL more complex mechanical and technical tasks. Like all other Divisions a Grid unit will Arrest, Detain, and Re-Educate Violators, if to a lesser degree if the Union Division is doing its job properly. Promotion to this Division will generally be accepted Provided the Unit in Question is willing to undergo a training course from an Experienced Grid Unit. Mechanically and/or Technically Inclined Personnel are encouraged to apply for Transfer to the Grid Division.











Helix:
The Medical Division. This Division is in charge of all Medical Procedures and is the Commanding Force of the Civil Worker’s Medical Union. As per expectation, this Division performs all surgical procedures, medicinal application procedures, dolling out medicinal supplies and prescriptions, pharmaceutical creation and resupply, resupply of medicinal supplies, Etcetera. Like all other Divisions a Helix unit will Arrest, Detain, and Re-Educate Violators, if to a lesser degree if the Union Division is doing its job Properly. Promotion to this Division will generally be accepted Provided the Unit in Question is willing to undergo a training course from an Experienced Helix Unit. Medicinally, Surgically, Pharmaceutically, and Medically Inclined Personnel are encouraged to apply for Transfer to the Helix Division.

Judge: Interrogation, Questioning, Executions, and Be Jail Wardens. This Division is in charge of Judicial Duties of the City. They Deal with Public and Private Executions. Torture, Basic Interrogation, and deal with Protocol Breaching Units, if need be. These are the most Cruel and Apathetic Units of the City. And the Most Respected. This DIvision is considered to be the Fast Lane to becoming an Overwatch. All units who wanted to aspire to be an Overwatch, learn the basic skills and techniques that the OTA seeks in new recruits.


King:
The Officer's rank among Officers. They pronounce judgement, run logistics, and help keep the divisions worker together in tip top shape. If two units of the same rank are in a disagreement, a King will sort it out. A King is never lower than an OfC in actual rank, and has virtual dominion over all other divisionary units that are of the OfC rank and lower. He may not overreach himself in rankings, such as a Union EpU or some such, but otherwise his word is law. He is your day shift manager when a day is only termable as mildly soggy and perturbingly grotesque. Those inclined to meticulous detail, proper organization, public relations, prudent diplomacy. They are the glue that keeps all of the other splinters from carving jagged bloody ruts into society's veins.
C1B: Dispatch Oriented Control
In a situation where there aren't divisional leaders, the majority of the operations in the city are controlled by Dispatch.

Dispatch's reach is nearly unlimited. It controls the MPF, OTA, Scanners and any Synthetics.

The Metropolitan Police Force
There are very few ranks among the MPF. These ranks are given on expereicne gained with the specific unit's experience gained during their time in the force. Most units will fall under the title of UNION, unless they prove to be proficient at some other prfoession (medicine, technology, etc.). There are no divisional leaders, and no one will be above the rank of a squad leader.

Recruits
Labelled by the letters "RCT" in their title, these are the trainees of the foce. They are there to learn how to do their job and be tested for their proficiency and aptitude.
Their title woud look like this: MPF:C45.RCT://(Squad Name).(Digits)

Junior/Trained Units
Labelled by their division, squad name and identification digits, these are the brute force of the MPF. They are, as the name suggests, your average unit.
Their title would look like this: MPF:C45.UNION://:(Squad Name).(Digits)

Senior Units
Labelled by the "EpU" tag, these units have shown that they have leadership skills and the ability to make clear and precise decisions under pressure. They are generally leaders of squads and have direct communication with Dispatch.
Their title woud look like this: MPF:C45.UNION-EpU://:(Squad Name)-SqL.(Digits)

Planetory Evaluation Officer
Labelled by the infamous "PLEO", these are the inspection officers of the UU. They regulate and ensure the supply count, sanity and aptitude of the current metropolitan force.
Their title would look like this: CCA.PLEO-(S/J Depending on Rank)://:(PLEO Team Name).(Digits)
C2: Civil Worker's Union
The Basic CWU Division:

This section will outline all of the Basic CWU Divisions, along with how many LPs are required to join them.

Business/Sales:
The most common CWU, these are the shophands, shop owners, and managers of the various many enterprises(shops, resturants, and stores) around the City. They report to the managers of the Divison; they must follow and comply with the standards set by the managers. 25 LPs are required to join this Division.
    Jobs:
  • Minister of Economy: The Minister of Economy is in charge of the CWU Business/Sales Divison. Similar to a CEO, they are responsible for macromanagement of the various enterprises of the City. The primary goal of the Minister of Economy is to keep the enterprises running at optimal levels.
  • Economic Overseer: In charge of recruiting Economic Managers, and managing their individual stores.
  • Economic Manager: The "boots" of the Divison. In charge of keeping up the quality of items, stocking, sales, and being the cashies of the stores.
Medical:
The Medical division is under the indirect supervision of the Helix division and performs all medical tasks more or less autonomously. Helix serves as an internal policing force for the medical division; all treatments performed must be filed as an archived report for Helix review. 25 LPs are required to join this Division.
    Jobs:
  • Minister of Health: The head of the local CWU Hospital. And minister to help keep the Citizen health standard to the Union's minimum. These are the go-to individuals for both praise and blame during hospital situations.
  • General Practitioner: The average high-salary Doctor. In charge of everyday operations and health check ups. Has high education in the subject of Medicine. Must have a medicine practice license.
  • Assistant Practitioner: These are the "boots" of the hospital. In charge of doing the dirty work. Cleaning up the messes and keeping the bleeding down at the same time. These people keep the patients alive until the Doctor can come and save them.
  • Trainee Practitioner: The students, and apprentices of the Hospital. They rarely directly help in operations. They can assist in checkups, although not directly. These people are mainly used as errand boys, custodians, etcetera, for the hospital and its facilities.
Industrial: The builders, movers, labourer's and trusted workers of the union. These people are called in to fix things, build things, and do manly type man thing which only a handy man could do. Builders, mechanics, heavy lifters and labourer's. The back bone of the building cities.
    Jobs:
  • Minister of Industry: The highest ranking official in this Civil Worker's Union Divison. In charge of all building project's, work site's, etc. In charge of the safety standard's for all worker's. In charge of establishing work sites and build zones. The leader of the Industrial Divison for that City.
  • Industrial Supervisor: In charge of minor work sites and building projects. Oversee's minor jobs such as maintenence, transport, etc.
  • Industrial Proficient: The worker's who know what they are doing. Experienced workers and members of the divison who don't have any further perks other than higher pay.
  • Industrial Standard: The backbone of the divison. Makes up about 75% of the divison's workforce. No authority, least pay. The entry level job.
Custodial:
    Jobs:
  • Minister of Hygiene:
    Arguably the commander of the largest Civil Division of Loyalist Workers the Minister of Hygiene directs the efforts of all his staff like a well-oiled engineer guiding an even more studiously oiled machine. Spills are no match for his might, stains are pathetic as mites before him.
  • Custodial Steward:
    They act as shift managers, helping the Minister of Hygiene guide the washed masses to wash the filth of society squeaker clean. They generally help to command and organize cleanup operations with the Minister of Hygiene and effectively and efficiently complete duties as necessary.
  • Custodial Workman:
    In the advent of dirty catastrophe even the most unorganized masses often have someone that can provide guidance. The Workman acts as a senior lead to his lesser breathren, making things run like clockwork and providing cleaning expertise when necessary to his more uncultured comrades.
  • Custodial Proletarian:
    The Proletarian is the polished boot of the Custodial Legions, and generally does all of the dirty work too. They are often just normal cleaning staff any other such. They are normally untrained or trained to do very generalized tasks. Otherwise they're very unassuming as people, at least by their rank alone.

C3: Loyalist Points
Loyalty Point Award System:

5 Loyalty Points: Reward of a Complementary 10 Tokens.
10 Loyalty Points: Reward of 20 Complimentary Tokens, Applicable for Civil Worker’s Union Division: Loyalist.
15 Loyalty Points: Reward of 25 Complimentary Tokens, Applicable for Purchase of a Business License.
20 Loyalty Points: Reward of 30 Complimentary Tokens, Applicable for Civil Worker’s Union Division: Business.
25 Loyalty Points: Reward of 30 Complimentary Tokens, Applicable for Civil Worker’s Union Division: Maintenance. Applicable for induction into the Metropolitan Police Force.
30 Loyalty Points: Reward of 30 Complimentary Tokens, Applicable for Civil Worker’s Union Division: Medical.
35 Loyalty Points: Reward of 30 Complimentary Tokens, Applicable for Two Rations on Ration Distribution Center Cycles.
40 Loyalty Points: Reward of 40 Complimentary Tokens, Citizen is now allowed to Consume Luxury Beverages and Luxury Cuisine.
45 Loyalty Points: Reward of 45 Complimentary Tokens, Citizen is now Applicable for Civil Worker’s Security Division and the Xen Flu Vaccination (Brainwashing).
50 Loyalty Points: Reward of 45 Complimentary Tokens, Citizen may now purchase an Extra Ration at Ration Distribution Center Cycles for an additional 200 tokens.
55 Loyalty Points: Reward of 45 Complimentary Tokens, Citizen Awarded a Complimentary Inclusion into an Administrative Broadcast.
60 Loyalty Points: Reward of 45 Complimentary Tokens, Applicable for High Class Civil Worker’s Union: Consultant.
65 Loyalty Points: Reward of 45 Complimentary Tokens, Applicable for High Class Civil Worker’s Union: Inspector.
70 Loyalty Points: Reward of 45 Complimentary Tokens, Applicable for High Class Civil Worker’s Union: Scientific.
75 Loyalty Points: Reward of 50 Complimentary Tokens, Applicable for Three Rations on Ration Distribution Center Cycles.
80 Loyalty Points: Reward of 50 Complimentary Tokens, Applicable for Administrative Secretary Position.
85 Loyalty Points: Reward of 50 Complimentary Tokens, Citizen Awarded Complimentary Inclusion into an Administrative Broadcast and the Level 2 Xen Flu Vaccination (Level 2 Brainwashing).
90 Loyalty Points: Reward of 50 Complimentary Tokens,
95 Loyalty Points: Reward of 50 Complimentary Tokens, Applicable for Four Rations on Ration Distribution Center Cycles.
100 Loyalty Points: Awarded Complimentary Citizen of the Year Status, Reward of 1,000 Complimentary Tokens, Awarded Participation in an Administrative Broadcast, Awarded Dining Privileges with the Administrator.

  • Red Armband:Signifies Level 1 Loyalty, Awarded at 10 Points.
  • Blue Armband: Signifies Level 2 Loyalty, Awarded at 25 Points.
  • Yellow Armband: Signifies Level 3 Loyalty, Awarded at 40 Points.
  • Green Armband: Signifies Level 4 Loyalty, Awarded at 55 Points.
  • Purple Armband: Signifies Level 5 Loyalty, Awarded at 70 Points.
  • White Armband: Signifies Level 6 Loyalty, Awarded at 85 Points.
  • Black Armband: Signifies Level 7 Loyalty, Awarded at 100 Points.

  • Minister of Health: Red Armband with White Code, CMU-0.
  • General Practitioner: Red Armband with White Code, CMU-1.
  • Assistant Practitioner: Red Armband with White Code, CMU-2.
  • Trainee Practitioner: Red Armband with White Code, CMU-3.

  • Minister of Economy: Yellow Armband with Black Code, CEU-0
  • Economic Overseer: Yellow Armband with Black Code, CEU-1
  • Economic Manager: Yellow Armband with Black Code, CEU-2

  • Minister of Industry: Grey Armband with White Code, CIU-0
  • Industrial Supervisor: Grey Armband with White Code, CIU-1
  • Industrial Proficient: Grey Armband with White Code, CIU-2
  • Industrial Standard: Grey Armband with White Code, CIU-3

  • Minister of Hygiene: Blue Armband with White Code, CCU-0
  • Custodial Steward: Blue Armband with White Code, CCU-1
  • Custodial Workman: Blue Armband with White Code, CCU-2
  • Custodial Proletarian: Blue Armband with White Code, CCU-3

Important: A Citizen can earn up to 25 Loyalty points per day (24 IRL Hours).
Important: Every time a Citizen Commits a Level 2 or Higher Violation, They lose All Loyalty Points.
Important: Every time a Citizen Earns Loyalty Points and has Negative Points, Subtract the Negative Points from the Loyalty Points earned and remove the Negative Points from the System. (I.E. Earns 10 LP, has 7 NP, On the /data it should read 3 LP, 0 NP).


Originally posted by Dr. Wallace Breen:
Civil Deed's Never go Unrewarded.

  • Reporting a Level 1-2 Violation: 1 Loyalty Point.
  • Reporting a Level 3-5 Violation: 2 Loyalty Points.
  • Reporting a Level 6-7 Violation: 3 Loyalty Points.
  • Assisting an Officer with a Level 1-2 Violation: 3 Loyalty Point.
  • Getting a Ration, From the RDT: 1 Loyalty Point.
  • Assisting an Officer with a Level 3-5 Violation: 5 Loyalty Points.
  • Assisting an Officer with a Level 6-7 Violation: 10 Loyalty Points.
  • Saving a Citizen’s Life: 3 Loyalty Points.
  • Saving an Officer’s Life: 10 Loyalty Points.
  • Saving the Administrator’s Life: 75 Loyalty Points.
  • Turning in Level 1 Contraband: 1 Loyalty Point.
  • Turning in Level 2 Contraband: 2 Loyalty Points.
  • Turning in Level 3 Contraband: 3 Loyalty Points.
  • Performing a Job Assigned by a CWU: 1 Loyalty Point.
  • Performing a Job Assigned by a Metropolitan Police Officer: 1-5 Loyalty Point.

C3B: Classification Terminology
The Classification Terminology for the MPF:

This section will outline all terminology you will need to know to be a successful 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 an individual non-lethally.
Clamp - Restrict residential access to a certain area; Deploy standard
Clamps - To restrict activity/provide protection.
Cycle - A day ICly, five minutes OOCly.
Unlawful Procreative Activity (UPA) - Attempting to performed intercourse.
Expose Flush - 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.
Clear Often - 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!)
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.
Ripcord - Fall back to move back or away.
Diagnose - Determine and investigate level and situation.
Inoculate - To protect or safeguard from a threat.
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 - Hostile Protection unit under Parasitic control.
Exogen - Antlion.
Necrotic - Zombie.
Parasitic - Headcrab.
Virome - Poison/Fast Headcrab.
Outland - Foreign.
Bouncer - Grenade.
Restrictor - Thumper.
Viscerator - Manhack.
C4: Radio Transmission Codes 10
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.
C4B: Radio Transmission Codes 11
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.
C4C: Radio Transmission Code's
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.
C4D: Radio Transmission Code's: Number's
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.
C5: Medical and Pharmecudicals List: Medical
Medical Drugs and Chemicals:

This Section will cover all Medical Drugs, Chemicals and Pharmecudicals.

    Painkillers:
  • Salicylic Acid: Won't help severe injuries, but it'll keep you moving with minimal pain so you can rush for the better healing chems and treatment.
  • Morphine: Low doses are useful for the painkiller, but high doses can knock someone out for a while. Addictive.
    Stabilizers:
  • Medical Gel: Speeds the rate of cell regeneration/scarring. Great emergency temporary stabilizer. Too much of it causes tumors and skin growths.
  • Epinephrine: Can make you pretty sick in overdoses. Rapidly counters histamine / allergic reactions. Very useful for stabilizing someone who is in critical, standard emergency shot to buy yourself some time. If things are really bad, go for atropine instead.
  • Atropine: Fairly similar to epinephrine but will rapidly push a patient out of a critical state and stabilize them. Use this if you find someone who is right at the edge of death.
  • Ephedrine: it's pretty much just a weaker analogue of epinephrine, but it's addictive and has a few more side effects.
  • Synaptizine: Similar to ephedrine in regards to stun reduction and stamina benefits, but with less severe overdose effects.
  • Insulin: Handles hyperglycaemic coma.
    General Healers:
  • Medical Gel: Speeds the rate of cell regeneration/scarring. Great emergency temporary stabilizer. Too much of it causes tumors and skin growths.
  • Phenylephrine: injections are used in the treatment of very low blood pressure which may be caused by problems with circulation, during spinal anaesthesia or by medication that is used to treatment high blood pressure.
  • Silver Sulfadiazine: The burn damage equivalent of styptic powder, so the same application methods still apply: only go for topical doses.
  • Styptic Powder: The go-to physical damage medication. It depletes rapidly in the blood, so most of your healing will come upfront from a topical application. Ingesting it doesn't work nearly as well and even causes a fair bit of internal damage, so don't do that.
  • Cryoxadone: Requires cooling the target before it kicks in, but heals incredibly well. This is specifically for people in stasis.
  • Salbutamol: Speeds up recovery from suffocation damage, but more importantly, it'll help counter suffocating/lose breath poisons and the suffocation that ramps up in critical. Really underused emergency med, makes dealing with critical-health people a lot easier since suffocation damage is usually what kills in-crit patients in the end.
  • Perfluorodecalin: Can paralyze all skeletal muscles temporarily. Still can feel and think just can’t move.
  • Mannitol: Use for concussions, bath salts, etc. Use a Health Analyzer to check for brain damage.
  • Acillin: Derived from extra-terrestrial fungus, helps negate a large variety of diseases, including genetic or hereditary ones.
  • Mutadone: Removes genetic defects, very minor risk of brain damage(Roll 95-100 is brain damage).
    Miscellaneous(Medical):
  • Teporone: Not really ever used much, but helps return your body temperature to normal, Addictive.
  • Simethicone: Helps to relieve gas problems (Belching, Etcetera.).
  • Grownium: Causes accelerated hair growth, Great for curing baldness.
  • Oculine: Not typically needed, dilates irises to a small size.
  • Capulettium Plus: Completely paralyzes the vocal cords and prevents all movement, otherwise identical to standard Capulettium.(Use for non-loyalists.)
  • Nanomachines: The transformation is obvious and a slow process. Rather tricky poison to use effectively, but an easy option for giving you a full-body Bionic Transformation (If you aren’t Amputated for it immediately). (Not carried at the clinic.)

C5B: Poisons and Toxics
All Poison's, Toxic's and Tranquelizer's.

This Section will outline all the most dangerous and devious of chemicals and Toxic's.

    Tranquilizers:
  • Morphine: Low doses are useful for the painkiller, but high doses can knock someone out for a while. Addictive.
  • Ketamine: Knocks the patient out after a bit.
  • Sodium Thiopental: Knocks you out in Five minutes, Permanent Coma unless Flushed from System.
    Anti-Toxic/Anti-Poison:
  • Charcoal: Good baseline thing for detoxifying someone,
    but won't always keep up with highly dangerous toxic substances or poisons.
  • Pentetic Acid: An extremely high quality anti-radiative and anti-toxic chemical.
  • Potassium Iodide: Simple and weak, but can help counter radiation poisoning.
  • Diphenhydramine (Anti-Histamines): Mostly used as a precursor to a couple of the illegal drugs. Might be needed for bee stings, histamine poisonings or itching powder.
  • Antihol: Sober someone up in a hurry.
    Toxins/Radioactive Materials/Acids:
  • Lexorin: Prevents Suffocation, but lighly toxic (Easily cleansed with clean water and food.) A more dangerous version of perfluorodecalin.
  • Histamine: Messes your vision up and makes you cough and sneeze a lot and take occasional internal damage. Overdose will cause increasingly worse and rapidly fatal effects simulating anaphylaxis and ramps up physical, toxic damage like mad and causes suffocation. Very deadly.
  • Toxin: Toxic waste, residue, Etcetera. It poisons you, generally just unpleasant.
  • Neurotoxin: One of the most debilitating chems due to applying brain damage, confusion and constant knockouts all at once. Someone given a large dose will be lucky to be able to do anything.
  • Aconitum: Toxic + suffocation, behaves like a weaker coniine.
  • Cyanide: Highly toxic and causes the consumer to suffocate, very fast acting.
  • Plasma: Toxic and will kill you very quickly. Makes being on fire much worse, and can burst into flame if heated.
  • Sulfonal: Knocks you out within Two Minutes, Kills you within Twenty Two Minutes. Highly Toxic.
  • Codeword: Space: Heat it to create neurotoxin. Otherwise, it just does some weird things to your movement and makes everything flash colors like a party button. Addictive.
  • Crank: Overdose can cause random amounts of toxic damage, physical damage, brain damage, or give you a case of non-contagious berserker (Going ♥♥♥♥♥♥♥, attacking people). Very addictive, but the stun reduction effect is pretty nice for fighting.
  • Krokodil: Overdose can cause random amounts of toxic damage, physical damage, brain damage, make you pass out, or most fun of all, make all your skin rot off. If this happens, you'll look like a half-rotten corpse, but can potentially heal back from that and just wander around being terrifying. Addictive.
  • Aranesp: While aranesp grants a significant boost to one’s hyperactivity, it's also a danger to the user. There is no overdose threshold per se, however doses of 10+ units can be lethal due to escalating suffocation and toxins in the blood.
  • Stimulants (Steroids): Only works while volume is greater than five units. As it wears off to under five units, it hits you with a stun and some toxic + internal damage.
  • Toxic Slurry: You’re essentially drinking toxic waste, it’s not good for your health and generally just a stupid idea in the first place.
  • Glowing Slurry: Scrambles your genetic structure, is irradiated, and otherwise it’s like Toxic Slurry.
  • Calomel: Aggressive purgative. It'll do a lot of tox damage itself. Use for emergencies to handle the really aggressive poisons that would definitely kill you if they remain active for long.
  • Sulfuric Acid: Very dangerous acidic substance.
  • Fluorosulfuric Acid: Vastly more dangerous acidic substance.
  • Fluorine: Can cause chemical burns and poison you.
  • Mercury: Poisons you and causes brain damage.
  • Lithium: Drooling and loss of movement coordination.
  • Radium: Radiation is cumulative and depletes one per cycle. As it ramps up, it starts doing negative things in increasing amounts related to the radiation total, causes random mutations and triggers a bunch of other nasty radiation sickness effects.
  • Polonium: Lasts a long time and ramps your cumulative radiation way the hell up, very deadly.
  • Uranium: Can be Radioactive and used in various purposes which will not be explained for you here.
  • Venom: Double-whammy poison from all the histamine it builds up inside you. If you’re really dosed up on this ♥♥♥♥ you have a chance of going into cardiac arrest.
  • Itching Powder: Prank chem but can be debilitating as hell in large doses. A source of histamine.
  • Atrazine (Weed Killer): Useable for its intended purpose, but makes a pretty mean poison in its own right.
  • Chlorine: Can cause chemicals burns.
  • Sarin: Takes thirty minutes to reach full effect, bombards the victim with a lot of scary visual and auditory hallucinations. Can kill surprisingly quickly if left unchecked. Can be neutralized with atropine, or handled with wide-spectrum meds.
  • Curare: It won't knock them out, but it will make them unable to move. Could be used to kidnap people or just disable them and scare the hell out of them. Also causes slow acting suffocation and has poisonous properties.
  • Coniine: A small dose can kill in under a minute. Suffocation makes the victim unable to talk - they'll be unable to say anything over the radio or notify everyone.
  • Amanitin: This is a stealth poison. With large doses your target can consume something poisoned, walk around for a few minutes minding their own business, and then abruptly die with no real warning. Very devious to use. The more you use, the longer it takes before anything happens, but the harder it hits when it does.
  • Pancuronium: Basically a much meaner curare, Causes you to suffocate much faster and die of poisoning much more quickly.
  • Prions: Infects the Victim with Kuru. Kuru is incurable and will paralyze somebody within seconds of injection. Death will follow within a couple of minutes.
  • Gibbis: Infects the victim with a non-contagious version of GBS. Unless countered quickly with cryoxadone, death without any chance of revival is inevitable.
  • Initropidril: Can either kill you ridiculously fast or agonizingly slowly. Gives you an enormously increased risk of heart failure while causing you to quickly suffocate to death.other drugs and poisons.

C5C: Explosives and Misc.
Explosive and Misc. Chemicals And Substance's.

This Section will outline explosives and Misc. Chemicals and substances.

    Miscellaneous(Non-Medical):
  • Salt: Ordinary table salt.
  • Cleaner: Cleans stuff.
  • Phenol: Used for certain medical recipes.
  • Diethylamine: Used for certain medical recipes and as fertilizer.
  • Acetone: Common ingredient in other recipes.
  • Ash: Basic ingredient in a couple of recipes.
  • Potash: Fertilizer.
  • Ammonia: More fertilizer, and an ingredient in a lot of other chems.
  • Saltpetre: Fertilizer.
  • Stabilizing Agent: Keeps unstable chemicals stable. This does not work on everything.
  • Synthetic Regenerative Flesh: An excellent fixer of both physical and burn.
  • Codename: Reagent: A miracle medical chem, this little beauty can bring a player back to life! ...Well, if you're careful that is. If the cadaver has too much physical or burn damage then the corpse will rapidly decompose. If the individual has too much brain damage they will immediately drop dead again. Rotten corpses cannot be resuscitated.
  • Sugar: Slight jitteriness if over-consumed. Overdose effects can put someone into a coma. Corn syrup is more likely to accomplish this.
  • Potassium: As an experienced real life scientist will tell you, Potassium and Water don't mix well. Most people won't bat an eye when they see plain old Water though, so it makes for an interesting stealth explosive.
  • Helium: Harmless. Can cause one to feel light-headed.
  • Formaldehyde (Embalming Fluid): The high chance of decaying into histamine makes it a really mean poison. Injectable into a corpse to prevent rotting.
  • Fluorosurfactant: A highly expansive foam unless stabilized with the stabilizing reagent. Most non-backbreaking methods of creating foam require you to do it by hand and thus be in the middle of the reaction, so unless you're trying to die, take appropriate measures to survive your own disaster.
  • Corn Syrup: A highly, highly, concentrated form of sugar, applying a large dose to someone’s blood stream is a surefire way to cause them to go into hyperglycaemic shock.
  • Carbon Tetrachloride (Fire Fighting Foam): Extinguishes fires (Duh). Reacts violently with chlorine trifluoride.
  • Foamed Metal: Reacts immediately upon mixing. After a short delay, the foam will turn into weak metal walls (and floors, if there’s adequate framework), which can be destroyed with a few whacks of a blunt object. A silly chem that can be as helpful or as harmful as you want it to be, you can either plug up holes in the station or inconvenience people with huge metal obstructions. Unlike other foams, this one can't be slipped on (since it doesn't use water).
    Explosives/Immolative Bombs:
  • Smoke Powder: When mixed without stabilizer, or heated to 375 K with stabilizer, it'll spew out a large butt of smoke. It then takes up to three other chems (the ones with the most units present) from its container with it, inflicting their touch (such as touching your skin) reactions and making them breathable through the air (read: gives them "Penetrates Skin = Yes") for whatever is hit by the smoke. Very handy for delivering chemicals that otherwise need to be injected to work. Wearing active internals or a Gas Mask will prevent you from inhaling chemical smoke.
  • Flash Powder: Stuns anyone within five to ten of the source, stun amount relative to distance. Blocked by sunglasses and the like. Causes eye damage, can lead to blindness.
  • Hootingium (Sonic Powder): Deafens and stuns within five tiles, blocked by ear muffs and the like. Can cause ear damage and deafness!
  • Black Powder: Sparks, then blows the ♥♥♥♥ up a second or two later. Damage scales up with reagent volume (Amount of Gunpowder) . Slow depletion means you can poison someone with it and then wait for them to encounter a heat source (I.E. Fire) awhile later.
  • Chlorine Azide: Dumping too many chems into a container might accidentally cause this unstable and highly explosive reaction. Very fun to weaponize if you can figure out indirect means of mixing its ingredients. Also a handy hazing tool for annoying people who don't stop asking for handouts. Just make sure you're not in the general vicinity with them when they try it. The explosion is not stopped by stabilizing agent.
  • Thermite: Burns through metal walls after splashing it on and heating it up. If someone is on fire, dumping thermite on them is very mean.
  • Pyrosium: Comes into existence at 0 degrees, but slowly heats all other reagents and objects near it up towards 1000, regardless of current surface or container. Can make non-flammable things incredibly hot, but so can a welder or lighter. Fun for delayed self-heating reactions.
  • Argine: Explodes at low temperatures, for instance when mixed with cryostylane. When used in a mob of people, body temperature alone isn't a reliable way to set argine off.
  • Sorium: Sends everything flying from the detonation point. When Sorium is mixed without stabilizer, or stabilized and then heated a fair bit, it explodes into a shockwave and blasts everything away that isn't bolted down. The shockwave is explosive in typing and thus does physical damage, and anything that hits you when blown away will also do some physical damage.
  • Liquid Dark Matter: Sucks everything into the detonation point. Pretty much the inverse of Sorium. Despite not doing any damage on its own however, it's far more dangerous, as getting sucked in and hit by a hundred different objects is easily enough to do crit levels of physical damage. A very devious chem for dragging people kicking and screaming into your foams and smokes, if you feel like overki11.
  • Napalm: This is the jellied-gas sort of napalm. Burns very hotly and dangerously, if you’re making it you’ll need the stabilizing reagent, otherwise you’re going to get the gigantic instantaneous fireball type of napalm.
  • Phlogiston: This is a very dangerous analog to Napalm, you’re going to need a lot of stabilizing reagent or upon the chemical reaction you and every near you is going to die in a very painful fiery death.
  • Chlorine Trifluoride: Comes into existence at 1000 degrees and makes a temporary fireball when it does so, so be careful when mixing and you should remotely mix this. ClF3 applied to a surface burns things that wouldn't otherwise burn, sometimes through the very floors. A very popular starting death chem. Reacts violently with carbon tetrachloride (fire fighting foam).
  • Welding Fuel: Used as a stand-in for lighter hydrocarbons in a lot of the organic chem recipes. Burns quickly and hotly if set on fire.
  • Oil: Burns with a small smoky fire, yielding ash reagent. Can make floors slippery if splashed around. Used as a stand-in for benzene, toulene, napthalene and a bunch of other heavier hydrocarbons for a ton of the organic chem recipes.
C6: Datapad and Citizen Database Tutorial
Datapad:

This Section will outline your Standard Issue Ground Unit Datapad, and instruction on how to use it.

Your datapad, should look something like this. But by default the back color is blue. We also suggest keeping yours at blue. Your datapad is located in a Bio-Locked holster to your Front-Right Side. To be sure that these Datapad's do not fall into the wrong hands the activation for your DP, is similar to a Bio-Locked Holster: Only you can use it.





Database Tutorial:

This Section will outline how to access and use your Datapad Database.

When accessing a Citizen database, you must select that Application. And it will ask for the Following: Last Name, First Name, CID. Your datapad also has auto-correct and auto-completion. So do not thret. As some more experienced units only put the Citizen's CID, or Last Name. As those will work as well; by themselves that is.

When you open up a Citizen's Data, it may look like this:

First Name:
Last Name:
C.I.D. Number:
Time Of Arrival:
Staying Place:
WANTED: NO
---------------
Negative Points: 0
Violations made: 0
---------------
Loyality Points:
Loyalist Y/N:
C.W.U. Y/N:
C.W.U. Rank:
---------------
Birth Date:
Male/Female:
Allergies: None
Occupation:
Bloodgroup:
Medical Condition:
Mental Condition:

This is a empty Data Sheet. And if you do come across a Citizen with this. It means they are new to the City. And you must fill it out.

When you look at a MPF Unit's File, It may look like this:

==========
Unit ID#:
Division:
Rank:
==========
Promotion Points:
Citations:
Protocol Breaches:
==========
Training Courses:
==========
Patrol Groups/Squads:
==========

This is an empty File, report this to a CO for correction.




C6B: PDA and High Level Database Tutorial
PDA Overview:

This Section Will outline how to use a OfC+ PDA device.

The PDA, used in tactical and organizational Situations. Where the Datapad's Limited control of Tactical advantages simply does not cut it. These are restricted to Field Officer and Higher. These PDA's are not for searching Citizen Data. But for taking control of Synth's, Turrets, and commanding Units Directly. As commands issued by the PDA appear directly on all Unit HUD's. Including Overwatch.


PDA Order's and Tactical Organization:

This Section will outline how to properly use your PDA during Tactical and organizational Scenario's.

To in your Radio your Orders would come out as: PDA ORDER: Unit MPF-C45-UNION-03.10309 MOVE TO TACTICAL POSITION: ALPHA, CHARLIE, ECHO AND AWAIT OTA REINFORCEMENT

The PDA Order's are to be used only when nessescary and not for entertainment and leisure. Use of the PDA's Tactical Command without reason is a level 2 Protocol Breach.

The PDA also has access to MPF Unit Database's. To allow OfC+ to allocate Promotion Points and Negative Points.

D1: Overwatch Transhuman Arm

The Overwatch Transhuman Arm of the Universal Union is Earth's Contribution to the Universal Union's Synthetic Army.

    OTA Divisions:
  • Blade: Standard OWS Units. The Largest Division of the OTA. Foot soldiers and SMG Weilding mission troops.
  • Mace: Elite OWS Units, are usually sent in as suicide chaos units.
  • Razor: Shotgun Soldiers or, SGS. Lead Squads, platoons, groups, and companies.
  • Sword: EOW Units, Administrate Bodyguards and the best of the best elites.
  • Spear: Sniper Units, using Anti-Material sniper rifles. They take advantage of long range situations. And are rarely deployed.
  • Shield: Prison Guards, and Citadel Defense Units. All can be armed with their choice of Weapon. Ex: Nova Prospekt Guards are part of Shield.


The OTA Consists of the Following Types of Units:

  • Overwatch Soldiers:
    (Known as the Combine Soldier by Citizens), are the basic transhuman infantry units of the Combine Overwatch, composing the backbone of the Combine's military presence on Earth. In contrast to Civil Protection, whose duties are to enforce order within population centres, soldiers of the Overwatch are tasked with more hazardous actions requiring skill and tact: from patrolling the treacherous borders of Combine-controlled territory to raiding Resistance-held strongholds. As military personnel as opposed to law enforcement, Overwatch Soldiers are given access to military-grade equipment and tactical combat training, making them more formidable opponents than Civil Protection Officers. These Units are only allowed to use the SMG.
  • Overwatch Anti-Material Snipers:
    Are Overwatch Soldiers armed with the mounted Overwatch Sniper Rifle. Their presence is indicated by a blue laser sight. They wear the standard blue Overwatch uniform and are otherwise identical to Overwatch Soldiers aside from any Sniper-Based Combat and Duties.
  • Prison Guard Soldier’s:
    Prison Guards are tasked with guarding and maintaining the Incarceration facilities. These guards are almost identical to standard Overwatch Soldiers, using the same weapons and equipment, the only differences being their armor. Their armor is dark blue and they typically have yellow goggles, although the shotgun soldiers have red goggles. They also speak with a lower tone from their vocoder compared to standard Overwatch Soldiers, showing the possibility of further mechanical enhancements. However, they still have the standard badge similar to their Overwatch counterparts. They also seem to use shotguns more often and they are more aggressive than normal Soldiers since Incarceration facilities feature more enclosed spaces than most other locations. Furthermore, grenades are not used quite as often by the Prison Guards. These units can be authorized weapons of any kind.
  • Shotgun Soldiers:
    Shotgun Soldiers, or Overwatch Squad Leaders, exclusively wield the shotgun. Shotgun Soldiers can be distinguished by their brown and red uniforms and battle armor. Their helmets are slightly darker than the average Overwatch Soldier, and have blood red/orange goggles. They also bear the Overwatch Elite insignia on a red shoulder pad, suggesting that they may be a branch of the Overwatch Elite. In Incarceration facilities they have the same dark blue armor color Incarceration facility soldier would; however, they keep the red/orange goggle lens color and Overwatch Elite insignia on their left shoulder.
  • Elite Overwatch Super Soldier:
    The Elite Overwatch Super Soldier is a specialized, higher-ranking Overwatch Soldier. Sporting a distinctive white uniform and helmet with a single red ocular lens, the Elite is the deadliest of the Combine Overwatch infantry. Overwatch Elites are equipped with improved body armor, made apparent by the larger neck guard and the increased protection it offers. Their helmets are also drastically different from those of regular soldiers, which possibly improves senses, indicated by the two miniature domes located where the ears of the soldier would be. Given its helmet, the Elite may have only one eye left, changed with surgery, making it an artificial cyclops, or they still have two eyes, since some types of real-world night vision/thermal goggles have one lens at the end. Elites are tougher, achieve better accuracy with their weapons, and inflict more overall damage than regular soldiers do. They typically carry Overwatch Standard Issue Pulse Rifles, and are able to use the weapon's secondary fire Energy Ball. They use this advantage without hesitation and with deadly accuracy. Elites typically fight in squads of their own kind, but will occasionally operate with regular Overwatch Soldiers or, in rare cases, Hunters. They are generally reserved for more critical combat missions, where their deadly skills and efficiency are required. They also serve as the Administrator’s personal guards.
The OTA are completely Logically Speaking, and normally speak Through Nexus A.I. They do not acknowledge Units Under OfC. And only take order's of a DvL and higher. These units are a forced to be reckoned with.
D2: Conscription
Conscription, Conscripts, and You!




Conscription is the tactic and practice of militarizing willing or subservient citizens into a force that is the front line of defense for Society as it is known. However, That's not all there is to it, and there are several things you'll need to know before You and them can work together without a large pile of corpses sitting in the plaza.

  • You and Conscripts are not intended to have dominance over eachother or constant interaction with eachother. You do not command conscripts and they do not command you. A Conscript Sergeant cannot and should not command Recruit Officers and an Elite Protectionary Unit cannot and should not command Privates.
  • Conscripts are commanded and overseen by the Overwatch. You neither have the training or authority to direct military adventures, so don't try to be clever and seize command of them. It is highly probable that they will not take kindly to the venture, and neither will the Overwatch. Never try to supplant the Command Structure.
  • Conscripts are inherently dangerous, they have a much lower level of Civil Education than You or Overwatch and are likely not above riddling your body full of bullets if you decide to take it upon yourself to assert your dominance and "superiority". Yes, they will probably be punished for it, but You are now a corpse and satisfaction is beyond your current capacities.
  • Conscripts are not your enemy! You are two parts of the same whole and it never helped anyone to antagonize or insult the sociopathic soldier that also doubles as your backup and reinforcements in some cases.
  • Conscripts are not subject to standard Civilian Sociostability Corrective Punishments. Attempting to render one unconscious with your Stun Baton can be unwise at times and fatal at others. Generally only do so if you're feeling extremely lucky and do not fear a military division commanded by Overwatch whose ranks are filled with people that are legally allowed to commit homicide. If a Conscript needs punished, the Overwatch and Conscript Officers will take care of it, not you.

Acknowledgement of eachother's authority and the ability and willingness to accept it is crucial for survival and efficiency!
D3: The Planetary Evaluation Office
The Planetary Evaluation Office, Beaurocracy, and You.


It is your duty to your country to protect it from the very concepts of treason, conspiracy, and malcontented thoughts!
But where is a loyal citizen, metropolitan police officer, or conscript to go?!
Where can a loyalist possibly go to help save and benefit the beautiful Universal Union!

No more will the loyalist be left, abandoned, to the villainous anti-citizenry!
No more will treason take a hold upon the throat of the world!
No more will conspiracy infest our society, as corpse flies to a healthy woman!
No more will contension and malcontented thoughts plague life as we know it!

Now, all shall be protected against the villains in society!

You can approach your nearest Planetary Evaluation Office and contact a Planetary Evaluation Officer.

A Planetary Evaluation Officer inspects all of your accusations with great diligence, to ensure that nothing can be missed. They are immune to all outside interference, no officer may touch them, regardless of rank. They are the direct link between the OvS and the loyalists of our beloved society. They are assigned to a Nexus to inspect the Force. They check for those who do not properly enact the duties of the Universal Union; those that are shameful to the Union must be reprimanded. They, also, check for treasonous actions, such as an Officer of the Universal Union betraying others within the Force. They observe the patterns of a city, to see what might become a problem in the future; whether it be on the level of a Metropolitan Police Officer, a Citizen, a Civil Worker, or even the City Administrator.

There are two types of Planetary Evaluation Officer.
A Planetary Evaluation Directive Officer: They are the administrative end of the Planetary Evaluation office. They file reports, write out citations, and accept information supplied to them. They make the decisions regarding the punishment of inter-societal treason.
A Planetary Evaluation Field Officer: They enforce citations, return viable information to Directive Officers, and follow up on information received. They are the hammer of the beaurocracy

They are the only ones that you can ever truly trust.
Your families might be indoctrinated.
That police officer might be a traitor.
Your superiors might be part of a terrorist organization.


Do not fear, For the Planetary Evaluation Office is always there.
They are eternally loyal.
They are eternally vigilant.
They will always hear what you have to say.
They are there.
And they are watching, Always.
They hear your cries.
Punishment is coming.
The treasonous will no longer breed terror.
Conspiracy will no longer cause conflict.
Malcontent will no longer cause the enaction of malignancy.
D4: Synthetic Universal Union Military Auxillaries
The Same Synthetic Soldier's whicb Liberated Earth. Are here at our disposal, to maintain control of Earth. For the Universal Union.

Some of the Synthetic's Here are:
  • Cremator:
    The Cremator Synthetic, also known as a VICE Unit, Coroner, Mortician, Undertaker, Janitor, and Cleaner, is in charge of sterilization of risk areas, body removal, trash removal, and in some cases, Riot Discouragement Units. The Cremator has access to the Immolator, a multi-setting technological device capable of several things. The first is expelling a gas-liquid known as Promethium, a sticky and highly flammable substance. The second is ejecting a copious amount of flames directly, either to ignite Promethium deposits or to directly burn something. The third is to spew an acidic degrading substance for the removal of more resistant materials. The fourth is to concentrate the acidic degrading substance into a narrow beam for more precise application. Along with this formidable arsenal in one, the Cremator is incredibly durable in general, capable of taking multiple rounds of buckshot and continue combat, and will usually only perish when the head is completely severed and all neurological functions are disabled. A Cremator, for the purpsoes of being ranked officially can be considered to be an interim rank between 01 and OfC. Any unit that is of the OfC rank or higher may command a Cremator, albiet with limited success. A creamtor is often recalcitrant at best, violent at worst. Normally they will follow orders to the best of their limited mental functioning, other their concept of capturing people alive, unfortunately, on a low-priority list for them. Units below the OfC rank that attempt to command or interact with a cremator will essentially be termed as little better than a citizen, something to avoid destroying but otherwise completely irrelevant and utterly ignorable.
Relying on a Cremator to deal with simple Anti-Citizens or common crimes is highly inadvisable and any unit that uses their ability to command a Cremator for this purpose will be highly scrutinized for reckless endangerment of fellow units, property, and the populace!
  • Stalker:
    Stalkers are humans who have been drastically altered, both physically and mentally, through extreme, brutal Synth engineering by the Combine. They are servants, operating and repairing machinery and guarding the Nexus. Barely recognizable as human, Stalkers have undergone drastic surgical procedures and synthetic implantation. A Stalker's limb extremities (hands and lower legs) have been removed and replaced with bolted-on metallic augmentations, which offer reduced agility and result in a slow, zombie-like gait. Apparently unable to talk, they utter only roars and groans, probably as a result of severe larynx and mental alteration. For ease of maintenance and to ensure a dependence on the Combine, the Stalkers' digestive tracts have been pulled out, resulting in them surviving solely on a nutrient solution administered via the gastric port in their sides. Stalker bodies are extremely atrophied and skeletal, with very little muscle or fat tissue remaining. Their facial features have been replaced by a metal plate, their "eyes" are mere pinholes, and all signs of their genitals have been surgically removed.They have small plates on hinges next to their "eyes", which can be closed during periods of inactivity. Opening the plates apparently activates them again. Stalkers are usually overseen by Overwatch Soldiers or Metropolitan Police Force Officers. A Stalker countered alone will generally ignore all outside influence unless directly attacked where it will then proceed to engage with the Welding and Mechanical Repair Laser.
  • Strider's:
    Strider's (also known as NOMAD Units) are extremely tall, three legged. Battle-Control Synthetic's such as these are master's of controlling Anti-Civil Infection's. They stand tall, and have a Liquid Dark Matter Fueled Guard Gun. And a Anti-Material Pulse Gun. As far as we can tell, the Strider is one of the most powerful Synthetic Soldier's that were sent to us by the Universal Union.


D5: City Administrator's, and Cities
The Following is the Whole Administration of a City, Explained.

    We start by talking about Cities Some of the More notable ones being:
  • City 18 - One of the oldest Cities, City 18 Lies where Varna Варна once stood.
  • City 45 - The most successful and productive City. City 45 was once in Canada.
  • City 8 - What used to be Tokyo, Japan. Is now one of the greatest City Spectacles on the Planet.
  • City 17 - The Head of the Earth Administration. Where Dr. Wallace Breen co-ordinates the Universal Union from the Citadel. What used to be Burgas Бургас, in Bulgaria.

Administrator's:

City 17: Dr. Wallace Breen: The Previous Administrator of the Black Mesa Science Facility. He is the main Liberator of Earth and presides in the City 17 Citadel. Ambassador of Earth, Administrator to Humanity. The sole saviour of the Human Race.
Originally posted by Dr. Wallace Breen:
Instinct is a Problem. The Universal Union is our Solution!




E1: Final Notes
Reading this whole guide is essential to being a Effective Metropolitan Police Officer. You will be tested on this Manual.

Unit Accolade and Contributorial Section:
UU:314-SeC.10104 - Dr. Professor (Terence)
UU:C18-CmD.32800 - Somchai Choi (Thomas)
MPF:C18-HELIX-DvL.34300 - Yvonne Asketill (Tony)


Glory to the Benefactors!
Be Efficient, Be Vigilent. Be Perfect.
Serve, Protect. Administer.


I cannot make it so your character does not fade. Including him in a book simply makes him another page, people will turn over. Instead, think about how you can make him more vibrant. More alive. More Included. Make people remember him, as something you created. Something which only you, can make live on. -Dr. Professor, 2014. A Quote in response, on how to make your fictional Character's Live on.
113 Comments
Yufeng 15 Dec, 2022 @ 1:59pm 
I did a few minor edits, including alphabetizing lists, highlighting necessary codes and chapters, and grammar/spelling mistakes. However, I did adjust the stun baton setting ratings to how they really would be. Here it is, all credit goes to the original creators. Thanks. https://docs.google.com/document/d/1cNiGYlMe1l_QDVQO86yWAXXGhspg_ifSCfnbkBoE1d4/edit
Dermot 5 Jul, 2021 @ 10:07pm 
what the fuck did i just read
Lord Cutler Beckett 1 Mar, 2021 @ 11:04pm 
Ah. 07 to SeC ranking system. The old days
bodofogg_ 14 Dec, 2020 @ 2:54am 
Can i translate this guide?
Kilroy 19 Feb, 2020 @ 10:40am 
Unfortunately your guide is like very other community's guide that has ever been posted to a forum, since most of us OG's back in 2012 wrote the book for you already. Good work though.
Doughnut 16 Apr, 2019 @ 3:20pm 
You added falsely assigning negative points to protocol breaches but forgot to add LP as well
wuhluhwuh 14 Apr, 2019 @ 7:00am 
tl;dr please?
Rocket45 23 Aug, 2018 @ 12:40am 
holy shit this long, i forgot how serious hlrp is, maybe thats why i quit playing it..
carnifex 10 Oct, 2017 @ 8:12am 
cauterizing is the burning a wound to kill any bacteria and stop bleeding, usually for a short time
pretty bad idea regardless
amputating /is/ severing limbs, but in HL2RP's case its a double meaning