Information Civil Protection Guidebook

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Tommy Towers

wtf even is xenforo sounds like a half life thing
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Preface
This is a handbook intended for people who will be roleplaying units. It has a list of common radio codes, combine verbiage, gear specifications, and general etiquette instructions. You should read all of this. Not only is it valuable information you can use for roleplay, it is a primer for the feeling of the server you will be roleplaying on.


Faceplate
- Eye-ports are night vision capable, capable of recognizing friendly biosignals through synchronization. Not bullet resistant, but debris resistant.
- Toxin filters.
- Wireless radio transmitter, allowing a unit to transmit from the inside of their mask directly to their belt radio.
- Both mask and cowl are made from a thin, low-grade layer of combine metal. Extremely debris resistant, capable of reliably stopping one pistol caliber bullet.

Uniform
- Each unit has a Kevlar vest that covers their entire chest from front, back, and side. It is capable of reliably stopping multiple pistol rounds, and is slash/stab resistant.
- Units have cloth padding along the arms and sides, helping to soak blunt force trauma and slashes.
- Leather-substitute boots feature two-inch rubber soles to increase intimidation and protection.

Utility Belt
- Sturdy, elastic material.
- Sidearm holster that can be placed on either side. Features a twist release system, requiring a minor twist of the wrist to be un-holstered. Makes it much more difficult for the sidearm to be grabbed off the belt.
- Backup magazine slots.
- Clip-on PDA.
- Radio slot.

Primary Weapon Sling
- Standard issue. Capable of crossing over either shoulder with ease. Can be connected to the suit, so it can be carried hands-free.

Stunstick
- Holstered on either lower thigh via a pair of clips. This placement assists ease of access in most positions.
- Made of combine metal. 580g. 24in/61cm long. The striking end is heavier than the rest of the baton.
- Locked to a non-lethal tasing mode.

Medigel
- Common issue among units.
- A green gel usually found in an injector or a vial. It has the properties of a powerful coagulant, painkiller, and an antiseptic alongside it's promotion of wound healing.. It is not a cure-all, though. Wounds still require proper treatment, but it makes the chance of death much lower and puts units back on the field faster.

Sterilizer
- Issued by Field Command.
- A fully autonomous tripodal pulse gun used to guard choke points and vital areas, alongside acting as an early warning system.
- Also known as a Combine Turret.

Viscerator
- Issued by Field Command.
- A flying, hateful gyroscopic device with three razor-sharp blades that constantly spin at extremely high speeds. Can be vaguely directed by a unit via giving commands to the AI uplink. Clumsy.
- Also known as a Manhack.

Clamp Gun
- Issued by Field Command
- A mounted pulse gun capable of firing long bursts of automatic but inaccurate covering fire. Traditionally bolted to a combine barricade for ease of movement, though can be affixed to other things if you are creative.
- Also known as a Combine emplacement gun.

MK3 Concussion Hand Grenade
- Issued by Field Command.
- A cylindrical grenade designed to produce casualties during close combat while minimizing danger to friendly personnel exposed in the open owing to minimal fragmentation. Very effective when used in an offensive role against bunkers, buildings, and fortified areas.

Riot Control CS Grenade
- Issued by 02 and above.
- Releases a cloud of CS Gas. Exposure causes a burning sensation and tearing of the eyes to the extent that the subject cannot keep their eyes open, and a burning irritation of the mucous membranes of the nose, mouth and throat, resulting in profuse coughing, nasal mucus discharge, disorientation, and difficulty breathing, partially incapacitating the subject.

M84 Stun Grenade
- Issued by 01 and above.
- Upon detonation, it emits an intensely loud "bang" and a blinding flash within 5 feet (1.5 meters) of initiation, sufficient to cause immediate flash blindness, deafness, and tinnitus. Flashed people usually experience disorientation, confusion, loss of coordination, and balance issues.

AN-M8 HC Smoke Grenade
- Issued by 02 and above.
- A grenade used as a ground-to-ground obscuring or screening device. It also has use as a ground-to-air signaling or target-marking device.
Radio Codes

10-0: Take caution.
10-3: Cease communications.
10-4: Affirmative.
10-6: Unit is busy.
10-7: Unit is off-duty.
10-8: Unit is on-duty.
10-9: Repeat Transmission.
10-20: Location.
10-21: Swap to TAC-1
10-21B: Swap to TAC-2
10-22: Disregard
10-23: Unit is on scene.
10-27: Request a records check.
10-43: Information.
10-60: In the general area.
10-65: Armed Robbery.
10-70: Fire.
10-76: En-route.
10-78: Back-up requested, non-urgent.
10-96: Mental/Crisis subject.
10-97: Unit has arrived.
10-103: Disturbance.
10-107: A suspicious person.
11-99: Backup needed, urgent. Unit in danger.

27: Attempted crime.
34S: Weapons discharge, shots fired.
34E: Explosive detonation.
51: Arson
63: Criminal Trespass.
69: Possession of contraband resources.
95: Illegal carrying.
99: Reckless operation.
148: Resisting arrest.
243: Assault on a unit.
245: Assault on a unit with a deadly weapon.
507: Public noncompliance.
603: Unlawful Entry
647: Citizen.
647A: Anticitizen, high-profile criminal.
647B: Malcompliant, low-profile criminal.

Code 1: Non-urgent.
Code 2: Urgent.
Code 3: Emergency.
Code 4: Green. All is well.
Code 12: Returning to standards.
Code 94: Armed suspect.
Code 100: Area secure.
Code 404: Riot.

ADW: Assault with a Deadly Weapon.
BOL: Be On Lookout.
POI: Person of Interest.
UPI: Unidentified Person of Interest.
GOA: Gone On Arrival.
DOA: Dead On Arrival.
PT: Patrol Team. 2-6 units linked together for policing.
FT: Fire Team. 4-12 units linked for combat.

Anticitizen/Malignant: Criminal.
Malcompliance: Disobeying orders, resisting arrest.
Viscerator: Manhacks.
Sterilizer: Turrets.
Restrictor: Thumper.
Amputate: Execute.
Clamp: To secure.
Cite/Prosecute: Punish.
Pacify: Detain.
Verdict: Bullet.
Bouncer: Grenade.
Deservice: CCA-affiliated death.
Sacrifice: At all costs.
Hardpoint: FOB.

Biotic: A non-human.
Servitor: Enslaved biotics.
Parasitic: Headcrab.
Necrotic: Headcrab Zombie.
Exogen: Antlion.


Sociostability: The amount of control the Combine has over an area.
Sociostatus: Alert level. GREEN, YELLOW, RED.
Sociocide: Sociostatus threatening act.
Nexus: Precinct, HQ, etc.
Recycle: Re-assignment. Typically negative.
Anti-fatigue: Intense stimulant that keeps people awake for long periods of time.
Memory Replacement: Procedure that alters and distorts memories.



Etiquette
As a civil protection unit, you have power over citizens and workers. This power, while can be used for oppression, shouldn't always simply be disruption and limitation. The power that a unit has over others can be used to foster more roleplay. As such, there is a few key things you should consider before you exercise that power.

1. Will this limit the amount of roleplay that can happen around something?

2. Are you disrupting or enhancing a scenario?
Disruption would be initiating some kind of mass inspection for no reason. Or breaking up a group of people who are just talking. There's no point. Don't disrupt without a good reason, such as-- one of the people in said group is wanted. Or you're looking for a big time criminal.

3. How does my use of power tie in to the beliefs of my character?

4. Is this fun for the other role-players here?

If all of those things can be answered optimally on a regular basis as you play a unit, you're doing it right.



Going Rogue
You should have a good reason to do this. When considering if you want to do this, consider the circumstances, and know it could exclude you from roleplay in a big way depending on when you do it. However, if you still want to, you should know that we do not have Rogue Auths. Due to the setting, you can theoretically go rogue at any time. The IC circumstances surrounding the labor camp are very prohibitive-- and we will not go easy on you should you pick a terrible time to go rogue.
 
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