Post by Strategic_CHIEF on May 21, 2015 14:26:59 GMT
<:: Introduction ::>
Welcome, 'croot. You're now ground-shit for the Combine-Civil Authority (CCA). In this; you will be trained and learned in the ways and skills of the CCA and how to be in control of almost all situations.
<:: END OF SECTION ::>
<:: 1A: 10-Radio Codes ::>
When you're a Unit of the CCA/MPF, this is the section that you're going to want to read to be proficient in your position in the CCA. I'm mainly just going to explain the general bits of this topic... And all of the radio codes (Helped by a guy by the name of M. Vonel [cheekibreeki]. Thanks dude)
Almost all Units are equipped with a built-in radio in their helmet. The Unit Face-Plates are usually made of either hard-plastic or a stronger metal (Depending on their rank). In each face-plate has a set of LED Visors that have Fog-Resistors that allow units to see in a multitude of environments and completely removes fog, smoke and other debris from their view and reduces the effects on flash bangs and other disorientating projectiles as well as a Gas-Filter which allows them to breathe in a large variety of different aerial substances such as Tear-gas and other gases.
Radio Codes:
10-0: Proceed with Caution
10-1: Not comprehended/Not Understood
10-2: Negative
10-3: Stop Transmitting
10-4: Affirmative
10-6: Occupied/Busy
10-7: Unit off Duty
10-8: Unit on Duty
10-9: Repeat
10-12: Units present/available?
10-13: Status Code
10-15: Anti-Citizen/Non compliant Citizen in Custody/Detainment
10-18: ASAP
10-19: Report to Nexus
10-20: Location
10-23: On Hold/Standing By
10-25: Meet/Rendezvous
10-27: C:ID Check/Identity Check
10-29: Non compliant/Wanted Citizen check
10-31: Currently In Pursuit
10-33/10-46: Emergency Jam (Cut it out on the radio so much)
10-38: Blockade/Barricade
10-41: In Possession/Carrying of
10-43: Any Intel?
10-48: Message Received?
10-51: En-route/Responding
10-56: Meet at...
10-57: Leaving/Exiting Patrol zone
10-58: Entering Patrol Zone
10-61: Services/Assistance Needed
10-63: Request For...
10-63P: Perimeter
10-63E: Elite Units
10-63I: Intel Units
10-65: Prepare to respond to...
10-66: Cancel
10-70: Requesting Scanner
10-71: Request EMT
10-76: Change Frequencies/Radio Breach
10-88 C:ID
10-94: Request backup Routine
10-97: Responded/Reporting In
10-98: Area/Sector Clear
10-100: Meeting
10-99: Officer Down/ Under Fire
10-103M/P: Mentally/Physically Unfit person.
<:: 1B: 11-Radio Codes ::>
11-6: Discharge of Firearm.
11-7: Mobile Stealthily Person.
11-8: Citizen Incapacitated
11-10: Fill-out a report
11-12: Dead/Injured Biotics in Area (Exogen, Viromes, Necrotics, Etc)
11-14: Violent Biotics in Area (Exogen, Viromes, Necrotics, Etc)
11-15: Entertainment In Public
11-17: Mechanical Service down.
11-24: Abandoned APC.
11-25: Public Hazard.
11-25X: APC needs Assistance.
11-26: Immobile APC.
11-27: Subject has Felonies recorded.
11-28: Check Registration.
11-29: Subject has no Record for Violations.
11-30: Incomplete Radio Transmission/Request Device Transmission.
11-31: Person requesting assistance
11-40: Notify on radio; Medical Assistance is Required.
11-41: Requesting Medical Assistance.
11-42: Medical Assistance un-required
11-43: Advanced Medical Assistance is Required.
11-44: Clean up Crew Required/Cremator Required/DB requires Cleanup.
11-45: Attempted Suicide/ Suicide
11-46: Confirmed DB (Dead Body)
11-47: Injured Citizen
11-48: Requesting APC Transport
11-50: Currently Escorting Person/Vehicle/Etc
11-51: Requesting Escort
11-52: Funeral
11-54: Suspicious APC/Vehicle.
11-55: Officer being tailed by Suspicious APC
11-56: Officer is 10-99/11-99 by APC
11-57: Unidentified Manned APC
11-58: Radio Breach; Decommission Frequency.
11-59: Danger Zone, Stay Alert.
11-60: 647E Assault at Location
11-65: Checkpoint Decommissioned
11-66: Checkpoint Underpopulated
11-70: Fire Alarm or Explosives in Use; Detected.
11-71: Fire/Explosion Detected
11-74: Airwatch Accident; Medical Assistance required
11-75: Airwatch Accident; Major Injury
11-76: Airwatch Accident; Minor Injury
11-77: Airwatch Accident; No Injury
11-78: Airwatch Accident; Unknown
11-79: APC Accident, Medical Assistance required
11-80: APC Accident, Serious Injury.
11-81: APC Accident, Minor Injury.
11-82: APC Accident, No Injury.
11-83: APC Accident, Unknown
11-84: Movement Restriction at location
11-85: Disabled APC, Requiring GRID
11-86: Bomb Threat.
11-87: Bomb Discovered, No backup required
11-88: Bomb Discovered, 11-99
11-94: Citizen Rest
11-95: APC enroute to location
11-96: APC Needs Assistance at location
11-97: Unit on Patrol
11-98: Meeting Unit
11-99: Officer needs assistance
<:: 1C: S-Radio Codes ::>
S02 Intoxicated
S03 Homocide
S04 Robbery
S05 Unauthorized Gathering
S06 Sociocide
S07 Dead Person
S08 Checkpoint Duty
S09 Ration Duty
S10 Stolen Item
S11 Abandoned
S12 Officer Safety
S13 Suspicious
S14 Information/Intel
S15 Special Detail
S20 Mentally Unfit Person
S22 Disturbance
S25 Fire
S26 Drowning
S43 Lewd Act
S44 Suicide
S34 Shooting
S34 Fight
S55 Alarm Sounding
S63 Impersonating Civil Protection
S51 Trespassing
S91 Resisting Subject
S99 Wanted Person
S99A – Wanted Anti-Citizen
S99C – Wanted Civil Violator
<:: 1D: Radio Code Numbers ::>
Code 1: Non-Urgent Situation.
Code 2: Urgent Situation.
Code 3: Emergency Situation.
Code 4: Situation Resolved
Code 5: Undercover Operation, Uniformed Officers Ripcprd
Code 6: Out of APC for investigation
Code 7: Out of Service
Code 8: Fire/Explosive Detected; Alarm.
Code 9: Roadblock/Restrict Civilian movement
Code 10: Bomb Threat/ Bomb Detonated
Code 13: Major Disaster/Riot
Code 14: Resume Normal Protocol.
Code 20: Broadcast Information ASAP
Code 21: Nexus Detainment-Block Emergency.
Code 22: All Radios Decommission
Code 30: Officer Needs Assistance.
Code 33: Emergency Transmissions Only.
Code 37: Suspect in possession Contraband, Pacify; Detain.
Code 43: Requesting Overwatch/ Overwatch Deployed.
Code 100: In Position; Pacify Suspect
Code 666: Mass Disaster Scenario
Code Blue: APC in Trouble.
Code Purple: Criminal Organization Activity.
Code Red: Judgement Waiver Enacted/Autonomous Judgement Waiver Enacted
<:: 2A: Training Protocols/Requirements ::>
When in the CCA, you will be required to be trained and re-educated (Not the term of being beaten) into the mindset required of you to move up the ranks. Each rank will require more work to be done for you to move up to the next rank.
-----------------------------------------------------------------------------------------------------------------------------
-Training Protocol: In the CCA, you will have to go through multiple training sessions
RCT-01: Basic Training; Overview of Handbook/BasicRadio Codes; Firearms training; Breaching Training; Physical Training (Pushups/Situps/Etc); On not many occasions, Endurance Training.
01-SqL: Advanced Training; Breach Training; Advanced Firearm Training; Endurance Training; Physical Training; Leadership Training; Advanced Radio Code Training and Overview
DvL-CmD: Advanced Training; Advanced Breach Training; Advanced Firearm Training; Advanced Leadership Training; Advanced Endurance Training; Advanced Physical Training; Overview of Advanced Radio Codes
<:: 2B;Equipment Distribution ::>
In the Combine-Civil Authority, you will gain ranks. With these ranks come responsibility... and weapons. These weapons will protect you on and off the field and also used for Re-Education of Citizens.
RCT: Stunstick; Light RCT-Grade Kevlar Armour; Standard Issue Plastic Face-Plate; Standard Issue Black Rubber Boots
05: Stunstick; 9mm Modified USP Match Pistol; Light Kevlar with integrated Light Flak Jacket; Standard Issue Plastic Face-Plate; Standard Issue Black Rubber Boots; Modified PDA
04: Stunstick; 9mm Modified USP Match Pistol; Light Kevlar with integrated Light Flak Jacket; Standard Issue Hard-Plastic Face-Plate; Standard Issue Black Combat Boots; 9mm Magazine Pouches; Modified PDA
03: Stunstick; 9mm Modifed USP Match Pistol; Light Kevlar with integrated Light Flak Jacket; Standard Issue Hard-Plastic Face-Plate; Standard Issue Black Combat Boots; 9mm Magazine Pouches; Modified PDA
02: Stunstick; 9mm Modified USP Match Pistol; Modified Mp7 (Or other Modified SMG's); Grenades; Med. Kevlar Vest/ Flak Jacket; Standard Issue Hard-Plastic Face-Plate; Standard Issue Black Combat Boots; Mp7 Magazine Pouches; 9mm Magazine Pouches; Modified PDA
01: Stunstick; 9mm Modified USP Match Pistol; Modified Mp7 (Or other Modified SMG's); Modified Shotgun; Grenades; Heavy Kevlar Vest/ Flak Jacket; Standard Issue Steel Face-Plate; Standard Issue Black Combat Boots w/ Steel Toe; 7.62mm Magazine Pouches; Mp7 Magazine Pouches; 9mm Magazine Pouches; Modified PDA
ElU: Stunstick; 9mm Modified USP Match Pistol: Modified Mp7 (Or other Modified SMG's); Assault Rifles/ Pulse-Rifles (Otherwise known as OSIPR's or Ar2's); Modified Shotgun; Grenades; Heavy Kevlar Vest/ Flak Jacket; Standard Issue Steel Face-Plate; Standard Issue Black Combat Boots w/ Steel Toe; 7.62mm Magazine Pouches; Pulse-Round Magazine Pouches; Mp7 Magazine Pouches; 9mm Magazine Pouches; Modified PDA
SqL: Stunstick; 9mm Modified USP Match Pistol: Modified Mp7 (Or other Modified SMG's); Assault Rifles/ Pulse-Rifles (Otherwise known as OSIPR's or Ar2's); Grenades; Heavy Kevlar Vest/ Flak Jacket; Standard Issue Steel Face-Plate; Standard Issue Black Combat Boots w/ Steel Toe; 7.62mm Magazine Pouches; Pulse-Round Magazine Pouches; Mp7 Magazine Pouches; 9mm Magazine Pouches; Highly-Modified Overwatch Uplink Device (OUD)
DvL: Anything the DvL requests
CmD: Anything the CmD requests
SeC: Anything the SeC requests
<:: 3A: Violation Levels/Punishments ::>
-Violations and their Levels: There are 7 Levels of Violations and the punishments that follow...
Level 1 Violations- Movement Violations (Running/Jumping/Etc); Audio Violations (Screaming/Using unauthorized languages); Minor Harassment of Citizens; Minor Uncivil Activity.
Punishments: Minor amount of Verdict Points/ Re-Education.
Level 2 Violations- Harassment of Citizens; Being warned for a Level 1 Violation; In possession of a Level 1 Contra-band; Stalling/Wasting time of a Unit; Non UU Branded Clothing/Food/Etc.
Punishments: Minor amount of Verdict Points/ Re-Education/ One-Cycle in Detainment.
Level 3 Violations- Failure to identify yourself; Not following orders; Major Harassment; Theft/Burglary; Angering an Officer/Unit
Punishments: Verdict Points added/ Re-Education/ 1-2 Cycles in Detainment
Level 4 Violations- Major Theft/Burglary; Trespassing; Conflict with Citizens; Harassing Units;
Punishments: Verdict Points added/ Re-Education/ 2 Cycles in Detainment
Level 5 Violations- Attempting to Fight a Unit; Assault on a Citizen; Resisting arrest; Possession of a Level 2 Contra-Band; Outside during JW.
Punishments: Major Verdict Points added/ Re-Education/ 3-4 Cycles in Detainment/ Trial for Amputation
Level 6 Violations- Major Trespassing; UPA; Mentally/Physically Unfit; Homicide/Policide
Punishments: Major Verdict Points added/ Re-Education/ 3-5 Cycles in Detainment/ Interrogation/ Trial for Amputation
Level 7 Violations- Attempted Assassination/Assassination of a High-Priority CO/CA; Possession of Level 3 Contra-Band; Mass Policide.
Punishments: Max Verdict Points added/ Re-Education/ 6 Cycles in Detainment/ Interrogation/ Amputation
<:: 4A: Divisions ::>
Divisions: In the CCA, you're going to have multiple Divisions that you can join. These Divisions have specific uses and are vital to the CCA for Units to be apart of one.
--------------------------------------------------------------------------------------------------------------------------
UNION: A Basic Division, mainly used for patrolling and possibly interrogation if needed; the main Division that most of the CCA is made up of.
HELIX: A Basic Division, mainly used for Medical and Research related situations; mainly inside Nexus Med Bay but can be used as a Field Medic.
GRID: A Basic Division, mainly used for Engineering related situations, building machines such as APC's and Scanners; repairing Machines.
JURY: A Basic Division, mainly used for minor Interrogations and sometimes patrolling; not used for many situations that might occur.
APEX: An Advanced Division, a version of High Command that works as internal affairs; available at 02+
NOTE: All of these Divisions will require Division Specific Training, and might differ from the original Training Protocol that was listed before.
<:: 4B; Ranking System ::>
[Work in Progress]
After the training section of your day, you will receive ranks if you have proved yourself worthy of the position. They are listed from the lowest to highest rank.
RcT- Pretty much a citizen in a uniform. These Units have next to no experience whatsoever of using violence or proper etiquette. Pretty much scared of anything, even a small necrotic. These units are disposable.
05- Slightly better trained than the Recruit, with still next to no knowledge or skills to do anything useful for the CCA nor the UU. These units are disposable.
04- Better trained then both the units previously listed combined, able to use their skills for small situations that will occasionally flare up. They are slightly more hardened then the other units as well, able to withstand a small more amount of pressure and pain then them. These units are disposable.
03- Congratulations, you're not disposable anymore. You are now of worth to the CCA and your death would be an emergency. You are now able to handle mediocre situations if you were trained correctly and are now stronger then all the units previously listed combined. You may now command units under your rank.
02- You're nearly the highest ranking field unit in the CCA, good job. You are now of high value to the CCA and your death would also pose to be an emergency. Your overall skills and strength are are matched with all of the previously listed units combined. You can now command units under your rank. You are nearly a hard ass.
01- You're now the highest ranking field unit in the CCA and are of a higher value to the CCA as well as the UU. You now have command over every unit under your rank. You can handle dangerous situations throughout the city and your skills are, as stated before, higher than all of the previous units combined.
ElU- You are now an elite unit in your field, congrats! You don't take shit from anyone except your superiors.
SqL- Congrats, you're nearly there. You are now a Squad Leader, able to have a squad of 2-3 Units picked for you by your Divisional Leader. You have the power to completely rule anyone in your squad and units of a lower rank
CmD- You are now the 2nd in command of the entire CCA Force in the city, You have full control of every unit in any division available. There's not much to explain about this except for the fact that you are not to be argued to; you won't take kindly to it. A limited number of 2 Commanders may be in power at a time.
<:: 5A: CWU; Ranks/Levels of Authority ::>
As a Unit, you will encounter some citizens that are more loyal than the rest that crowd the streets. These Citizens have applied and have been accepted into the Civil Worker's Union and are loyalists, no doubt. As a CWU Worker, their responsibilities are to distribute UU-Branded Consumables/Articles of Clothing/Etc to the general public. Here are the "Divisions" and "ranks" they have in their organizations.
<:: BUSINESS ::>
CWU Shop Worker: The base rank, these citizens have a very low level of power and only do mediocre tasks
CWU Shop Apprentice: Slightly higher rank than the CWU Worker, but still around the same level of authority. These citizens don't do much than clean their designated shops or put some items of shelves.
CWU Shop Salesman: A step down from the Market Owner, but still at a high position of power and authority over the previously listed Positions in the Business Section. These citizens have the power to sell all items in the shop, just as everyone else but are more effecient at this task then others.
CWU Store Owner: A higher level of authority and power over the ranks below this. This citizen owns a shop that is designated to them and make sure that there are no inconveniences to citizens who might squander in at any time.
CWU Market Owner: The head of the CWU Business Section, excluding the Manager. This Citizen has control over the economy and all the shops already open. They have the power to say what's sold or not and can only be overuled by the Manager his/herself.
CWU Business Manager: The highest rank in the Business "division". They do pretty much nothing besides keep a watchful eye over their workers and manage the funds of Shops.
<:: INDUSTRIAL ::>
CWU Industrial Worker: Same as the CWU Worker, for the exception of them building minor things such as lamp-posts or newspaper containers.
CWU Experienced Industrial Worker: Nearly the same as CWU Shop Apprentice for, yet again, they do Industrial work such as Benches and furnishing buildings.
CWU Industrial Overseer: Again, similar to the Shop Owner except they stand at a higher point and keep an eye over the Citizens below his rank as they wander about and construct.
CWU Industrial Foreman: The head rank of this Division, they pretty much are the CWU Manager except they have authority over the Industrial Workers, Experienced Workers and Overseer.
<:: MEDICAL ::>
CWU Nurse: The lowest rank in the Medical division of the CWU, they have no authority and do minor tasks such as keeping the Hospital Lobby clean.
CWU Medical Specialist: Slightly higher than the Nurse, they are authorized to do minor surgeries and treat minor wounds.
CWU Doctor/Surgeon: A high ranking official in the Medical Branch of the CWU; they have the power to do any kind of surgery as well as treat any level of injury/wounding.
CWU Field Doctor/Surgeon: Sounds like a higher rank than the normal Doctor/Surgeon, but it isn't. It's simply the same people who are put out onto the streets during times of emergency to aid wounded Civillians or Units. Be wary, you have risk of being caught in the crossfire.
CWU Minister of Health: The highest ranking official with a high level of authority in the Medical Branch in the CWU. They mainly just keep watch over their workers and rarely do any medical work themselves.
<:: HIGH RANKING CWU ::>
CWU Administrator: The rank higher than any of the CWU Managers/Industrial Foreman/Minister of Health. These are the citizens who had skills that surpassed the requirements and managed to reach this point.
CWU Head Administrator: The Overall highest rank in the entirety of the CWU. This lone citizen has full power to do anything he or she wants to do with the CWU.
<:: 5B: Loyalist; Ranks/Privileges ::>
5 Loyalty Points: No special rewards
10 Loyalty Points: Rewarded a small amount of tokens. (Red Armband given), and is given the title HPC, or High Priority Citizen.
15 Loyalty Points: Authorized to apply for CWU. Rewarded small amount of tokens
25 Loyalty Points: Authorized for extra ration package at RDT: Slightly larger amount of tokens rewarded (Blue Armband given)
35 Loyalty Points: Authorized for two extra ration packages at RDT: Slightly larger amount of tokens rewarded; PRIVELEGES TO ACCESS UCH CHARLIE GRANTED (Orange Armband given)
45 Loyalty Points: Authorized for three extra ration packages at RDT: Large amount of tokens rewarded (Purple Armband given)
60 Loyalty Points: Authorized for four extra ration packages at RDT: Authorized to apply for Administrator's Secretary; Large amount of tokens rewarded; PRIVELEGES TO NON-MECHANICAL REPRODUCTION SIMULATION ARE GRANTED (Brown armband rewarded)
85 Loyalty Points: Authorized for five extra ration packages at RDT: Very large amount of tokens rewarded; Authorized to access CA's Office with security to speak with CA.(White Armband given);
100 Loyalty Points: Authorized for six ration packages at RDT; Very large amount of tokens rewarded; Authorized to access CA's Office with security to speak with CA. (Black Armband given)
<:: SECTION BEGIN; SYNTHETIC/MECHANICAL UNITS ::>
<:: 7A; MECHANICAL UNITS ::>
As a Unit you will come across a number of Mechanical Units; these are more common when you're in the GRID Division. These Units are just mechanically operated by the GRID Division and are sent for either patrol or for assaulting housing blocks.
Scanner (Unit ID Example: CCA.C17-SCN.19892): These Units are basically a chunk of metal with valuable components attached to it. All scanners are equipped with four metal plates on the frontal region of the Scanner to provide needed protection for the camera. The camera is just a small prong sticking out of the top part of the Scanner. In the center, there's a slightly larger orange eye that is used to navigate throughout the city without crashing into every light-post and wall you see. On the back is a altitude converter which allows the scanner to change the height at which is flies. Inside is a maneuverability core which allows them to turn and face other directions. This also keeps the scanner flying by continuously powering it. On the sides are the stabilizers which are just small metal shards that keep the scanner from flying up-side down.
APC (Unit ID Example: CCA.C17-APC.47278): These Units are an armored Personnel Carrier. They pretty much are the equivalent of a tank. The armor is very thick and durable which will reflect almost any firing-rounds such as 7.62, and even Dark Energy Rounds from an Ar2. APC's are equipped with the highest grade of weaponry, such as the inner core of it which holds dozens of Laser-Guided rockets. On-top of the APC is a Pulse-Cannon usually found on Hunter-Choppers except with a slower fire-rate but more power. They also have Bullet-Proof tires with metal sheets that cover the top half of the tire to prevent gun-fire, despite them being bullet-proof.
Turret (Unit ID Example: CCA.C17-TURRET.28748): These Units are just a meter-tall piece of metal with defensive components attached. On the top, there is a small pulse-cannon that is capable of retracting in and out of the metal body of the Turret. On the side opposite of the cannon is a Laser. If anything walks in front of the turret who doesn't have a CCA Bio-signal the turret will extract and the laser will guide it to shoot the target. On the side of the main body is a Universal Union symbol which signifies it's faction. On the bottom, there are three metal prongs which keep it stabilizes it and keeps the turret upright.
Camera (No Unit ID): This Unit is basically a pre-built Unit that is attached to ceilings and overhangs. These Units have a thick metal frame which the main camera retracts into. Between the metal frame and the camera is a thin piece of metal which maneuvers the camera around and back into the frame. The camera is similar to the frame except for a small camera attached on the end.
Ceiling Turret (No Unit ID): This unit it highly similar to the Turret, with the capabilities of the Camera, with the exception of it being on a ceiling. Looks and seems almost exact to the camera if it didn't have a small pulse-turret attached.
Hunter-Chopper (Unit ID Example: CCA.C17-CHP.29757 or OTA-VALKYRIE.CHP-29832): This Unit is exactly what it's name is. This Chopper is equipped with a large pulse-turret attached to it's underside with a fairly large armament of Hunter-Mines which are just spheres that are filled with high-explosives. It is recommended to NOT get close to one if armed. The Cockpit holds up to two pilots; both of them either OWS's or EOW's. The glass is Bullet-Proof and reflects almost all fire-arm rounds. The wings on the side are also made of a thick metal which stabilized the Chopper while in flight. The propellers however are very vulnerable and can be taken out quite easily. If a zombie happens to throw a headcrab into it's propellers, it's bye-bye for the chopper.
<:: 7B; SYNTHETIC UNITS ::>
These units are very similar, with the exception of them being alive. These Units are Biotics, which means they are very alive and fully functional. Most of the creatures in this are from different planets, possibly even Xen.
Claw Scanner (Unit ID Example: CCA.C17-CLAW.SCN-29842): This Unit has an Oval Shaped body, with a small latch on the front which allows it to open up a small hatch. Inside the main body of the Scanner is a jungle of Wires and claws. The claws on the inside hold small Hopper-Mines, which are deployed in dangerous areas. On the scanner itself, there is a small camera attached, similar to the normal scanner with the exception of it laying down mines.
Mortar Synths (Unit ID Example: UU-MORTAR.19839): These Units are highly... unique. Each of these Units are built with an almost bulbous shape, with spikes coming out here and there. Not much is known about these units except that they are armed with a highly explosive mortar launcher on their rear which can reach to far distances. Inside of it seems to be the main-core, which houses the energy and life of the Synth; which has a purplish glow emitting from the inside.
Crab Synths (Unit ID Example: UU-CRAB.28582): These Units are also not well known. These Units are heavily armored with a thick outer shelling. On it's back, it has an almost Control-Panel type structure which has a kind of screen and antennae also sticking out of the back. On it's underside, there is a small hatch; once opened, a large Pulse-Cannon is revealed, capable of firing about 50-Rounds per second. If you're in sights of this beast of a synth, you might as well say goodbye.
Hunter Synths (Unit ID Example: CCA.C17-HUNTER.83623): These Units are similar to the Strider, which will be explained in our next section. They are armed with a Hunter-Fletchette cannon which can fire a multitude of dart-like objects that glow blue upon impact and explode a matter of seconds later. Their bodies have three, flexible legs emerging from it's underside. The end of the legs have a flat, almost horse-like hoof on the end; mainly used to kick nearby hostiles. Directly under it's abdomen in the center holds what seems to be the arms of a praying mantis; with a slight twist. These limbs are used for stabbing or jabbing into the nearby hostiles; capable of piercing through some metal armor if enough force is given. On it's frontal region, this Unit has two roundish objects, acting as it's eyes to spot enemies from close-range or from a further distance.
Striders (Unit ID Example: CCA.C17-STRIDER.84727): This Unit is by far the most feared of them all. Striders are very tall, which is highly obvious. Their legs are almost Stilt-Like, three of them with with a rosette of pine-like threads emerging from the ends of their legs. Going up the legs, we come across a pod-like mainbody, which houses the vital organs and components. Attached to the underside is the Pulse-Cannon, which is mainly used for Anti-Personnel. Next to that, is the highly feared Warp-Cannon; Capable of destroying an entire apartment complex with a single shot. On the upper part of it's body is a thick, shell-like armor which again... reflects almost all fire-arm rounds.
Gunship (Unit ID Example: CCA.C17-GUNSHIP.28736): These Units are Airborn, a large circular propeller pushing it upward to the sky. The body is Oval-Like, with a thick and hard outer-shell which protects them from a wide variety of fire-arm rounds. On it's underside lies a Warp-Cannon, the same one that the Striders are equipped with, with a slight difference. In order to fire it at a target, you need to hover directly above them and pull the trigger and that's it. Same as the strider, it also has been equipped with a pulse-cannon, used for Anti-Personnel. They are also equipped with two eyes, with hexagonal shapes in it; allowing it to see in almost every direction at once. Also equipped with motion-sensors, these units can see any motions in the nearby area through objects such as walls or boxes. They are also equipped with fin-like limbs which assist them in manuevering in flight.
Dropship (Unit ID Example: CCA.C17-DROPSHIP.68938): Very similar to the Gunship, with a few exceptions. These Units are slightly more wider and rectangular, with their weapons removed. Replacing their fire-arms, is a variety of Suction-Cup like limbs along with frontal claws to carry large loads such as Containers that are filled with either OWS's, EOW's and even Roller-mines. When carrying a Container, it almost becomes apart of the Dropship itself. Once attached to it, it has access to the mounted Pulse-Cannon; to provide either covering or suppressing fire for ground Units.
Credit to Carson McFuffins and RtBS | SFM Posters for creating this Handbook.
Welcome, 'croot. You're now ground-shit for the Combine-Civil Authority (CCA). In this; you will be trained and learned in the ways and skills of the CCA and how to be in control of almost all situations.
<:: END OF SECTION ::>
<:: 1A: 10-Radio Codes ::>
When you're a Unit of the CCA/MPF, this is the section that you're going to want to read to be proficient in your position in the CCA. I'm mainly just going to explain the general bits of this topic... And all of the radio codes (Helped by a guy by the name of M. Vonel [cheekibreeki]. Thanks dude)
Almost all Units are equipped with a built-in radio in their helmet. The Unit Face-Plates are usually made of either hard-plastic or a stronger metal (Depending on their rank). In each face-plate has a set of LED Visors that have Fog-Resistors that allow units to see in a multitude of environments and completely removes fog, smoke and other debris from their view and reduces the effects on flash bangs and other disorientating projectiles as well as a Gas-Filter which allows them to breathe in a large variety of different aerial substances such as Tear-gas and other gases.
Radio Codes:
10-0: Proceed with Caution
10-1: Not comprehended/Not Understood
10-2: Negative
10-3: Stop Transmitting
10-4: Affirmative
10-6: Occupied/Busy
10-7: Unit off Duty
10-8: Unit on Duty
10-9: Repeat
10-12: Units present/available?
10-13: Status Code
10-15: Anti-Citizen/Non compliant Citizen in Custody/Detainment
10-18: ASAP
10-19: Report to Nexus
10-20: Location
10-23: On Hold/Standing By
10-25: Meet/Rendezvous
10-27: C:ID Check/Identity Check
10-29: Non compliant/Wanted Citizen check
10-31: Currently In Pursuit
10-33/10-46: Emergency Jam (Cut it out on the radio so much)
10-38: Blockade/Barricade
10-41: In Possession/Carrying of
10-43: Any Intel?
10-48: Message Received?
10-51: En-route/Responding
10-56: Meet at...
10-57: Leaving/Exiting Patrol zone
10-58: Entering Patrol Zone
10-61: Services/Assistance Needed
10-63: Request For...
10-63P: Perimeter
10-63E: Elite Units
10-63I: Intel Units
10-65: Prepare to respond to...
10-66: Cancel
10-70: Requesting Scanner
10-71: Request EMT
10-76: Change Frequencies/Radio Breach
10-88 C:ID
10-94: Request backup Routine
10-97: Responded/Reporting In
10-98: Area/Sector Clear
10-100: Meeting
10-99: Officer Down/ Under Fire
10-103M/P: Mentally/Physically Unfit person.
<:: 1B: 11-Radio Codes ::>
11-6: Discharge of Firearm.
11-7: Mobile Stealthily Person.
11-8: Citizen Incapacitated
11-10: Fill-out a report
11-12: Dead/Injured Biotics in Area (Exogen, Viromes, Necrotics, Etc)
11-14: Violent Biotics in Area (Exogen, Viromes, Necrotics, Etc)
11-15: Entertainment In Public
11-17: Mechanical Service down.
11-24: Abandoned APC.
11-25: Public Hazard.
11-25X: APC needs Assistance.
11-26: Immobile APC.
11-27: Subject has Felonies recorded.
11-28: Check Registration.
11-29: Subject has no Record for Violations.
11-30: Incomplete Radio Transmission/Request Device Transmission.
11-31: Person requesting assistance
11-40: Notify on radio; Medical Assistance is Required.
11-41: Requesting Medical Assistance.
11-42: Medical Assistance un-required
11-43: Advanced Medical Assistance is Required.
11-44: Clean up Crew Required/Cremator Required/DB requires Cleanup.
11-45: Attempted Suicide/ Suicide
11-46: Confirmed DB (Dead Body)
11-47: Injured Citizen
11-48: Requesting APC Transport
11-50: Currently Escorting Person/Vehicle/Etc
11-51: Requesting Escort
11-52: Funeral
11-54: Suspicious APC/Vehicle.
11-55: Officer being tailed by Suspicious APC
11-56: Officer is 10-99/11-99 by APC
11-57: Unidentified Manned APC
11-58: Radio Breach; Decommission Frequency.
11-59: Danger Zone, Stay Alert.
11-60: 647E Assault at Location
11-65: Checkpoint Decommissioned
11-66: Checkpoint Underpopulated
11-70: Fire Alarm or Explosives in Use; Detected.
11-71: Fire/Explosion Detected
11-74: Airwatch Accident; Medical Assistance required
11-75: Airwatch Accident; Major Injury
11-76: Airwatch Accident; Minor Injury
11-77: Airwatch Accident; No Injury
11-78: Airwatch Accident; Unknown
11-79: APC Accident, Medical Assistance required
11-80: APC Accident, Serious Injury.
11-81: APC Accident, Minor Injury.
11-82: APC Accident, No Injury.
11-83: APC Accident, Unknown
11-84: Movement Restriction at location
11-85: Disabled APC, Requiring GRID
11-86: Bomb Threat.
11-87: Bomb Discovered, No backup required
11-88: Bomb Discovered, 11-99
11-94: Citizen Rest
11-95: APC enroute to location
11-96: APC Needs Assistance at location
11-97: Unit on Patrol
11-98: Meeting Unit
11-99: Officer needs assistance
<:: 1C: S-Radio Codes ::>
S02 Intoxicated
S03 Homocide
S04 Robbery
S05 Unauthorized Gathering
S06 Sociocide
S07 Dead Person
S08 Checkpoint Duty
S09 Ration Duty
S10 Stolen Item
S11 Abandoned
S12 Officer Safety
S13 Suspicious
S14 Information/Intel
S15 Special Detail
S20 Mentally Unfit Person
S22 Disturbance
S25 Fire
S26 Drowning
S43 Lewd Act
S44 Suicide
S34 Shooting
S34 Fight
S55 Alarm Sounding
S63 Impersonating Civil Protection
S51 Trespassing
S91 Resisting Subject
S99 Wanted Person
S99A – Wanted Anti-Citizen
S99C – Wanted Civil Violator
<:: 1D: Radio Code Numbers ::>
Code 1: Non-Urgent Situation.
Code 2: Urgent Situation.
Code 3: Emergency Situation.
Code 4: Situation Resolved
Code 5: Undercover Operation, Uniformed Officers Ripcprd
Code 6: Out of APC for investigation
Code 7: Out of Service
Code 8: Fire/Explosive Detected; Alarm.
Code 9: Roadblock/Restrict Civilian movement
Code 10: Bomb Threat/ Bomb Detonated
Code 13: Major Disaster/Riot
Code 14: Resume Normal Protocol.
Code 20: Broadcast Information ASAP
Code 21: Nexus Detainment-Block Emergency.
Code 22: All Radios Decommission
Code 30: Officer Needs Assistance.
Code 33: Emergency Transmissions Only.
Code 37: Suspect in possession Contraband, Pacify; Detain.
Code 43: Requesting Overwatch/ Overwatch Deployed.
Code 100: In Position; Pacify Suspect
Code 666: Mass Disaster Scenario
Code Blue: APC in Trouble.
Code Purple: Criminal Organization Activity.
Code Red: Judgement Waiver Enacted/Autonomous Judgement Waiver Enacted
<:: 2A: Training Protocols/Requirements ::>
When in the CCA, you will be required to be trained and re-educated (Not the term of being beaten) into the mindset required of you to move up the ranks. Each rank will require more work to be done for you to move up to the next rank.
-----------------------------------------------------------------------------------------------------------------------------
-Training Protocol: In the CCA, you will have to go through multiple training sessions
RCT-01: Basic Training; Overview of Handbook/BasicRadio Codes; Firearms training; Breaching Training; Physical Training (Pushups/Situps/Etc); On not many occasions, Endurance Training.
01-SqL: Advanced Training; Breach Training; Advanced Firearm Training; Endurance Training; Physical Training; Leadership Training; Advanced Radio Code Training and Overview
DvL-CmD: Advanced Training; Advanced Breach Training; Advanced Firearm Training; Advanced Leadership Training; Advanced Endurance Training; Advanced Physical Training; Overview of Advanced Radio Codes
<:: 2B;Equipment Distribution ::>
In the Combine-Civil Authority, you will gain ranks. With these ranks come responsibility... and weapons. These weapons will protect you on and off the field and also used for Re-Education of Citizens.
RCT: Stunstick; Light RCT-Grade Kevlar Armour; Standard Issue Plastic Face-Plate; Standard Issue Black Rubber Boots
05: Stunstick; 9mm Modified USP Match Pistol; Light Kevlar with integrated Light Flak Jacket; Standard Issue Plastic Face-Plate; Standard Issue Black Rubber Boots; Modified PDA
04: Stunstick; 9mm Modified USP Match Pistol; Light Kevlar with integrated Light Flak Jacket; Standard Issue Hard-Plastic Face-Plate; Standard Issue Black Combat Boots; 9mm Magazine Pouches; Modified PDA
03: Stunstick; 9mm Modifed USP Match Pistol; Light Kevlar with integrated Light Flak Jacket; Standard Issue Hard-Plastic Face-Plate; Standard Issue Black Combat Boots; 9mm Magazine Pouches; Modified PDA
02: Stunstick; 9mm Modified USP Match Pistol; Modified Mp7 (Or other Modified SMG's); Grenades; Med. Kevlar Vest/ Flak Jacket; Standard Issue Hard-Plastic Face-Plate; Standard Issue Black Combat Boots; Mp7 Magazine Pouches; 9mm Magazine Pouches; Modified PDA
01: Stunstick; 9mm Modified USP Match Pistol; Modified Mp7 (Or other Modified SMG's); Modified Shotgun; Grenades; Heavy Kevlar Vest/ Flak Jacket; Standard Issue Steel Face-Plate; Standard Issue Black Combat Boots w/ Steel Toe; 7.62mm Magazine Pouches; Mp7 Magazine Pouches; 9mm Magazine Pouches; Modified PDA
ElU: Stunstick; 9mm Modified USP Match Pistol: Modified Mp7 (Or other Modified SMG's); Assault Rifles/ Pulse-Rifles (Otherwise known as OSIPR's or Ar2's); Modified Shotgun; Grenades; Heavy Kevlar Vest/ Flak Jacket; Standard Issue Steel Face-Plate; Standard Issue Black Combat Boots w/ Steel Toe; 7.62mm Magazine Pouches; Pulse-Round Magazine Pouches; Mp7 Magazine Pouches; 9mm Magazine Pouches; Modified PDA
SqL: Stunstick; 9mm Modified USP Match Pistol: Modified Mp7 (Or other Modified SMG's); Assault Rifles/ Pulse-Rifles (Otherwise known as OSIPR's or Ar2's); Grenades; Heavy Kevlar Vest/ Flak Jacket; Standard Issue Steel Face-Plate; Standard Issue Black Combat Boots w/ Steel Toe; 7.62mm Magazine Pouches; Pulse-Round Magazine Pouches; Mp7 Magazine Pouches; 9mm Magazine Pouches; Highly-Modified Overwatch Uplink Device (OUD)
DvL: Anything the DvL requests
CmD: Anything the CmD requests
SeC: Anything the SeC requests
<:: 3A: Violation Levels/Punishments ::>
-Violations and their Levels: There are 7 Levels of Violations and the punishments that follow...
Level 1 Violations- Movement Violations (Running/Jumping/Etc); Audio Violations (Screaming/Using unauthorized languages); Minor Harassment of Citizens; Minor Uncivil Activity.
Punishments: Minor amount of Verdict Points/ Re-Education.
Level 2 Violations- Harassment of Citizens; Being warned for a Level 1 Violation; In possession of a Level 1 Contra-band; Stalling/Wasting time of a Unit; Non UU Branded Clothing/Food/Etc.
Punishments: Minor amount of Verdict Points/ Re-Education/ One-Cycle in Detainment.
Level 3 Violations- Failure to identify yourself; Not following orders; Major Harassment; Theft/Burglary; Angering an Officer/Unit
Punishments: Verdict Points added/ Re-Education/ 1-2 Cycles in Detainment
Level 4 Violations- Major Theft/Burglary; Trespassing; Conflict with Citizens; Harassing Units;
Punishments: Verdict Points added/ Re-Education/ 2 Cycles in Detainment
Level 5 Violations- Attempting to Fight a Unit; Assault on a Citizen; Resisting arrest; Possession of a Level 2 Contra-Band; Outside during JW.
Punishments: Major Verdict Points added/ Re-Education/ 3-4 Cycles in Detainment/ Trial for Amputation
Level 6 Violations- Major Trespassing; UPA; Mentally/Physically Unfit; Homicide/Policide
Punishments: Major Verdict Points added/ Re-Education/ 3-5 Cycles in Detainment/ Interrogation/ Trial for Amputation
Level 7 Violations- Attempted Assassination/Assassination of a High-Priority CO/CA; Possession of Level 3 Contra-Band; Mass Policide.
Punishments: Max Verdict Points added/ Re-Education/ 6 Cycles in Detainment/ Interrogation/ Amputation
<:: 4A: Divisions ::>
Divisions: In the CCA, you're going to have multiple Divisions that you can join. These Divisions have specific uses and are vital to the CCA for Units to be apart of one.
--------------------------------------------------------------------------------------------------------------------------
UNION: A Basic Division, mainly used for patrolling and possibly interrogation if needed; the main Division that most of the CCA is made up of.
HELIX: A Basic Division, mainly used for Medical and Research related situations; mainly inside Nexus Med Bay but can be used as a Field Medic.
GRID: A Basic Division, mainly used for Engineering related situations, building machines such as APC's and Scanners; repairing Machines.
JURY: A Basic Division, mainly used for minor Interrogations and sometimes patrolling; not used for many situations that might occur.
APEX: An Advanced Division, a version of High Command that works as internal affairs; available at 02+
NOTE: All of these Divisions will require Division Specific Training, and might differ from the original Training Protocol that was listed before.
<:: 4B; Ranking System ::>
[Work in Progress]
After the training section of your day, you will receive ranks if you have proved yourself worthy of the position. They are listed from the lowest to highest rank.
RcT- Pretty much a citizen in a uniform. These Units have next to no experience whatsoever of using violence or proper etiquette. Pretty much scared of anything, even a small necrotic. These units are disposable.
05- Slightly better trained than the Recruit, with still next to no knowledge or skills to do anything useful for the CCA nor the UU. These units are disposable.
04- Better trained then both the units previously listed combined, able to use their skills for small situations that will occasionally flare up. They are slightly more hardened then the other units as well, able to withstand a small more amount of pressure and pain then them. These units are disposable.
03- Congratulations, you're not disposable anymore. You are now of worth to the CCA and your death would be an emergency. You are now able to handle mediocre situations if you were trained correctly and are now stronger then all the units previously listed combined. You may now command units under your rank.
02- You're nearly the highest ranking field unit in the CCA, good job. You are now of high value to the CCA and your death would also pose to be an emergency. Your overall skills and strength are are matched with all of the previously listed units combined. You can now command units under your rank. You are nearly a hard ass.
01- You're now the highest ranking field unit in the CCA and are of a higher value to the CCA as well as the UU. You now have command over every unit under your rank. You can handle dangerous situations throughout the city and your skills are, as stated before, higher than all of the previous units combined.
ElU- You are now an elite unit in your field, congrats! You don't take shit from anyone except your superiors.
SqL- Congrats, you're nearly there. You are now a Squad Leader, able to have a squad of 2-3 Units picked for you by your Divisional Leader. You have the power to completely rule anyone in your squad and units of a lower rank
CmD- You are now the 2nd in command of the entire CCA Force in the city, You have full control of every unit in any division available. There's not much to explain about this except for the fact that you are not to be argued to; you won't take kindly to it. A limited number of 2 Commanders may be in power at a time.
<:: 5A: CWU; Ranks/Levels of Authority ::>
As a Unit, you will encounter some citizens that are more loyal than the rest that crowd the streets. These Citizens have applied and have been accepted into the Civil Worker's Union and are loyalists, no doubt. As a CWU Worker, their responsibilities are to distribute UU-Branded Consumables/Articles of Clothing/Etc to the general public. Here are the "Divisions" and "ranks" they have in their organizations.
<:: BUSINESS ::>
CWU Shop Worker: The base rank, these citizens have a very low level of power and only do mediocre tasks
CWU Shop Apprentice: Slightly higher rank than the CWU Worker, but still around the same level of authority. These citizens don't do much than clean their designated shops or put some items of shelves.
CWU Shop Salesman: A step down from the Market Owner, but still at a high position of power and authority over the previously listed Positions in the Business Section. These citizens have the power to sell all items in the shop, just as everyone else but are more effecient at this task then others.
CWU Store Owner: A higher level of authority and power over the ranks below this. This citizen owns a shop that is designated to them and make sure that there are no inconveniences to citizens who might squander in at any time.
CWU Market Owner: The head of the CWU Business Section, excluding the Manager. This Citizen has control over the economy and all the shops already open. They have the power to say what's sold or not and can only be overuled by the Manager his/herself.
CWU Business Manager: The highest rank in the Business "division". They do pretty much nothing besides keep a watchful eye over their workers and manage the funds of Shops.
<:: INDUSTRIAL ::>
CWU Industrial Worker: Same as the CWU Worker, for the exception of them building minor things such as lamp-posts or newspaper containers.
CWU Experienced Industrial Worker: Nearly the same as CWU Shop Apprentice for, yet again, they do Industrial work such as Benches and furnishing buildings.
CWU Industrial Overseer: Again, similar to the Shop Owner except they stand at a higher point and keep an eye over the Citizens below his rank as they wander about and construct.
CWU Industrial Foreman: The head rank of this Division, they pretty much are the CWU Manager except they have authority over the Industrial Workers, Experienced Workers and Overseer.
<:: MEDICAL ::>
CWU Nurse: The lowest rank in the Medical division of the CWU, they have no authority and do minor tasks such as keeping the Hospital Lobby clean.
CWU Medical Specialist: Slightly higher than the Nurse, they are authorized to do minor surgeries and treat minor wounds.
CWU Doctor/Surgeon: A high ranking official in the Medical Branch of the CWU; they have the power to do any kind of surgery as well as treat any level of injury/wounding.
CWU Field Doctor/Surgeon: Sounds like a higher rank than the normal Doctor/Surgeon, but it isn't. It's simply the same people who are put out onto the streets during times of emergency to aid wounded Civillians or Units. Be wary, you have risk of being caught in the crossfire.
CWU Minister of Health: The highest ranking official with a high level of authority in the Medical Branch in the CWU. They mainly just keep watch over their workers and rarely do any medical work themselves.
<:: HIGH RANKING CWU ::>
CWU Administrator: The rank higher than any of the CWU Managers/Industrial Foreman/Minister of Health. These are the citizens who had skills that surpassed the requirements and managed to reach this point.
CWU Head Administrator: The Overall highest rank in the entirety of the CWU. This lone citizen has full power to do anything he or she wants to do with the CWU.
<:: 5B: Loyalist; Ranks/Privileges ::>
5 Loyalty Points: No special rewards
10 Loyalty Points: Rewarded a small amount of tokens. (Red Armband given), and is given the title HPC, or High Priority Citizen.
15 Loyalty Points: Authorized to apply for CWU. Rewarded small amount of tokens
25 Loyalty Points: Authorized for extra ration package at RDT: Slightly larger amount of tokens rewarded (Blue Armband given)
35 Loyalty Points: Authorized for two extra ration packages at RDT: Slightly larger amount of tokens rewarded; PRIVELEGES TO ACCESS UCH CHARLIE GRANTED (Orange Armband given)
45 Loyalty Points: Authorized for three extra ration packages at RDT: Large amount of tokens rewarded (Purple Armband given)
60 Loyalty Points: Authorized for four extra ration packages at RDT: Authorized to apply for Administrator's Secretary; Large amount of tokens rewarded; PRIVELEGES TO NON-MECHANICAL REPRODUCTION SIMULATION ARE GRANTED (Brown armband rewarded)
85 Loyalty Points: Authorized for five extra ration packages at RDT: Very large amount of tokens rewarded; Authorized to access CA's Office with security to speak with CA.(White Armband given);
100 Loyalty Points: Authorized for six ration packages at RDT; Very large amount of tokens rewarded; Authorized to access CA's Office with security to speak with CA. (Black Armband given)
<:: SECTION BEGIN; SYNTHETIC/MECHANICAL UNITS ::>
<:: 7A; MECHANICAL UNITS ::>
As a Unit you will come across a number of Mechanical Units; these are more common when you're in the GRID Division. These Units are just mechanically operated by the GRID Division and are sent for either patrol or for assaulting housing blocks.
Scanner (Unit ID Example: CCA.C17-SCN.19892): These Units are basically a chunk of metal with valuable components attached to it. All scanners are equipped with four metal plates on the frontal region of the Scanner to provide needed protection for the camera. The camera is just a small prong sticking out of the top part of the Scanner. In the center, there's a slightly larger orange eye that is used to navigate throughout the city without crashing into every light-post and wall you see. On the back is a altitude converter which allows the scanner to change the height at which is flies. Inside is a maneuverability core which allows them to turn and face other directions. This also keeps the scanner flying by continuously powering it. On the sides are the stabilizers which are just small metal shards that keep the scanner from flying up-side down.
APC (Unit ID Example: CCA.C17-APC.47278): These Units are an armored Personnel Carrier. They pretty much are the equivalent of a tank. The armor is very thick and durable which will reflect almost any firing-rounds such as 7.62, and even Dark Energy Rounds from an Ar2. APC's are equipped with the highest grade of weaponry, such as the inner core of it which holds dozens of Laser-Guided rockets. On-top of the APC is a Pulse-Cannon usually found on Hunter-Choppers except with a slower fire-rate but more power. They also have Bullet-Proof tires with metal sheets that cover the top half of the tire to prevent gun-fire, despite them being bullet-proof.
Turret (Unit ID Example: CCA.C17-TURRET.28748): These Units are just a meter-tall piece of metal with defensive components attached. On the top, there is a small pulse-cannon that is capable of retracting in and out of the metal body of the Turret. On the side opposite of the cannon is a Laser. If anything walks in front of the turret who doesn't have a CCA Bio-signal the turret will extract and the laser will guide it to shoot the target. On the side of the main body is a Universal Union symbol which signifies it's faction. On the bottom, there are three metal prongs which keep it stabilizes it and keeps the turret upright.
Camera (No Unit ID): This Unit is basically a pre-built Unit that is attached to ceilings and overhangs. These Units have a thick metal frame which the main camera retracts into. Between the metal frame and the camera is a thin piece of metal which maneuvers the camera around and back into the frame. The camera is similar to the frame except for a small camera attached on the end.
Ceiling Turret (No Unit ID): This unit it highly similar to the Turret, with the capabilities of the Camera, with the exception of it being on a ceiling. Looks and seems almost exact to the camera if it didn't have a small pulse-turret attached.
Hunter-Chopper (Unit ID Example: CCA.C17-CHP.29757 or OTA-VALKYRIE.CHP-29832): This Unit is exactly what it's name is. This Chopper is equipped with a large pulse-turret attached to it's underside with a fairly large armament of Hunter-Mines which are just spheres that are filled with high-explosives. It is recommended to NOT get close to one if armed. The Cockpit holds up to two pilots; both of them either OWS's or EOW's. The glass is Bullet-Proof and reflects almost all fire-arm rounds. The wings on the side are also made of a thick metal which stabilized the Chopper while in flight. The propellers however are very vulnerable and can be taken out quite easily. If a zombie happens to throw a headcrab into it's propellers, it's bye-bye for the chopper.
<:: 7B; SYNTHETIC UNITS ::>
These units are very similar, with the exception of them being alive. These Units are Biotics, which means they are very alive and fully functional. Most of the creatures in this are from different planets, possibly even Xen.
Claw Scanner (Unit ID Example: CCA.C17-CLAW.SCN-29842): This Unit has an Oval Shaped body, with a small latch on the front which allows it to open up a small hatch. Inside the main body of the Scanner is a jungle of Wires and claws. The claws on the inside hold small Hopper-Mines, which are deployed in dangerous areas. On the scanner itself, there is a small camera attached, similar to the normal scanner with the exception of it laying down mines.
Mortar Synths (Unit ID Example: UU-MORTAR.19839): These Units are highly... unique. Each of these Units are built with an almost bulbous shape, with spikes coming out here and there. Not much is known about these units except that they are armed with a highly explosive mortar launcher on their rear which can reach to far distances. Inside of it seems to be the main-core, which houses the energy and life of the Synth; which has a purplish glow emitting from the inside.
Crab Synths (Unit ID Example: UU-CRAB.28582): These Units are also not well known. These Units are heavily armored with a thick outer shelling. On it's back, it has an almost Control-Panel type structure which has a kind of screen and antennae also sticking out of the back. On it's underside, there is a small hatch; once opened, a large Pulse-Cannon is revealed, capable of firing about 50-Rounds per second. If you're in sights of this beast of a synth, you might as well say goodbye.
Hunter Synths (Unit ID Example: CCA.C17-HUNTER.83623): These Units are similar to the Strider, which will be explained in our next section. They are armed with a Hunter-Fletchette cannon which can fire a multitude of dart-like objects that glow blue upon impact and explode a matter of seconds later. Their bodies have three, flexible legs emerging from it's underside. The end of the legs have a flat, almost horse-like hoof on the end; mainly used to kick nearby hostiles. Directly under it's abdomen in the center holds what seems to be the arms of a praying mantis; with a slight twist. These limbs are used for stabbing or jabbing into the nearby hostiles; capable of piercing through some metal armor if enough force is given. On it's frontal region, this Unit has two roundish objects, acting as it's eyes to spot enemies from close-range or from a further distance.
Striders (Unit ID Example: CCA.C17-STRIDER.84727): This Unit is by far the most feared of them all. Striders are very tall, which is highly obvious. Their legs are almost Stilt-Like, three of them with with a rosette of pine-like threads emerging from the ends of their legs. Going up the legs, we come across a pod-like mainbody, which houses the vital organs and components. Attached to the underside is the Pulse-Cannon, which is mainly used for Anti-Personnel. Next to that, is the highly feared Warp-Cannon; Capable of destroying an entire apartment complex with a single shot. On the upper part of it's body is a thick, shell-like armor which again... reflects almost all fire-arm rounds.
Gunship (Unit ID Example: CCA.C17-GUNSHIP.28736): These Units are Airborn, a large circular propeller pushing it upward to the sky. The body is Oval-Like, with a thick and hard outer-shell which protects them from a wide variety of fire-arm rounds. On it's underside lies a Warp-Cannon, the same one that the Striders are equipped with, with a slight difference. In order to fire it at a target, you need to hover directly above them and pull the trigger and that's it. Same as the strider, it also has been equipped with a pulse-cannon, used for Anti-Personnel. They are also equipped with two eyes, with hexagonal shapes in it; allowing it to see in almost every direction at once. Also equipped with motion-sensors, these units can see any motions in the nearby area through objects such as walls or boxes. They are also equipped with fin-like limbs which assist them in manuevering in flight.
Dropship (Unit ID Example: CCA.C17-DROPSHIP.68938): Very similar to the Gunship, with a few exceptions. These Units are slightly more wider and rectangular, with their weapons removed. Replacing their fire-arms, is a variety of Suction-Cup like limbs along with frontal claws to carry large loads such as Containers that are filled with either OWS's, EOW's and even Roller-mines. When carrying a Container, it almost becomes apart of the Dropship itself. Once attached to it, it has access to the mounted Pulse-Cannon; to provide either covering or suppressing fire for ground Units.
Credit to Carson McFuffins and RtBS | SFM Posters for creating this Handbook.