Post by Strategic_CHIEF on Mar 7, 2015 2:51:03 GMT
Contraband:
Level Five Contraband: Med-kits, zip-ties, electronic parts, books, emergency radios, tools, computer equipment, unregistered energy generators
A citizen can be given permission to carry Level Five Contraband by an -04 or higher. If there are any hints of using the contraband for illegal purposes, these privileges may be taken away by any officer. Any Labor Union Worker or High-Priority Citizen may have these freely. Officers may hold these.
Level Four Contraband: Any variant of the Overwatch drug, drug lab equipment, any Non-UU approved alcoholic beverage, medical equipment
A citizen cannot be given permission to carry these. A Labor Union Worker must ask permission from a Squad Leader, while a High-Priority Citizen may carry these without permission. An officer may hold these with Squad Leader permission.
Level Three Contraband: Melee weapons, crowbars, shivs or any improvised sharp weapons, combat knives, modified stun-batons, etc.
A citizen cannot be given permission to carry these. A Labor Union Worker cannot have these in their possession, but High-Priority Citizens can be given these with Squad Leader permissions. Any -05 or higher may hold these.
Level Two Contraband: Small side-arms such as pistols, small fire-arms such as SMG's, small rifles, shotguns, crossbows, improvised fire-arms, small-arms ammunition
A citizen cannot be given permission to carry these. A Labor Union Worker cannot have these, while High-Priority Citizens can have these if they are given permission to by a Squad Leader. It is expected for an -05 or higher to have a fire-arm.
Level One Contraband: Large fire-arms, assault rifles, sniper-rifles, rocket-launchers, grenades, mines, stolen UU devices, heavy weapons, improvised explosive devices (IED's), Antlion Pheromones
A citizen cannot be given permission to carry these. A Labor Union Worker cannot have these, while a High-Priority Citizen can with City Administrator permission. Units are not expected to have these, but can with Squad Leader permission.
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Interrogation:
Level-Five Interrogation: A small interrogation that can be carried out by any officer. It can be carried out anywhere, at anytime. Weapons should be out, but not raised.
Level-Four Interrogation: A slightly larger interrogation, it is recommended to be held at the Nexus, however, it can be held in any deserted room. Beatings are authorized, and can be used at anytime. Threats to use fire-arms can be used, but they should not be deliberately fired into the offender. There should be a minimum of two officers during the length of the interrogation.
Level-Three Interrogation: This is most likely the most common form of interrogation in City 45. It is to be held at the Nexus, with a minimum of two officers. The officers may use Low-level Torture techniques at their disposal in order to get information, however, they should NOT be killed until the information is received. It is recommended that a medic be on-site to prevent pre-mature death.
Level-Two Interrogation: This interrogation is to be held at the Nexus. Mid-level Torture is authorized to be used. An -04 or higher should be conducting the interrogation, and a medic should be on-site.
Level-One Interrogation: This interrogation is to be held at the Nexus. High-level Torture is authorized to be used. A SqL should be overseeing the interrogation, and an 0-4 or higher should be conducting it. A medic should be on-site. The prisoner should be hooked up to an IV, and life-support should be used whenever necessary. The prisoner should be kept alive as long as possible.
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Torture Types and Techniques:
Low-Level Torture: In low-level torture, a unit may use bludgeons and sharp instruments to get information from the prisoner. Fire-arms can be threatened, but not used directly on the prisoner. A field-medic should be on-site, and should be ready to bandage any wounds.
Mid-Level Torture: In mid-level torture, a unit may use bludgeons, sharp instruments, and small-arms fire to get information from the prisoner. Arms and legs being broken are common-place. Threats to use larger, more brutal methods of torture can be issued, but not followed through unless authorized. A field-medic should be on-site, and the prisoner should be hooked up to an IV.
High-Level Torture: In high-level torture, a unit may use ANYTHING at their disposal to get the information needed. It is recommended to use one of five common large-scale torture methods: The laser, water-boarding, synthetic parasites, the disposal chamber, or the butchering of appendages. A field-medic should be on-site, and the prisoner should be hooked up to an IV or any other life-support device.
________________________________________
Anti-Citizens and Anti-Civil Groups
Anti-Citizens are citizens who, through anti-civil activity, have had their citizenship revoked. They are to be amputated on sight.
Special Anti-Citizen codes are assigned to Anti-Citizens who have found their way to the top of the CCA most-wanted database.
Anti-Civil Groups are basically Anti-Citizens who have decided to group together and form fighting force. Anyone who joins a group labeled as an Anti-Civil Group is deemed an Anti-Citizen automatically, and is to be treated as such.
_________________________________________
City Districts:
District One: District One, or D-1, is the name given to the main plaza area, and the buildings and shops surrounding it. It is where the Nexus is located as well, and should be the main patrol area for units.
District Two: District Two, or D-2, is the area around the Apartment Building. It is where most people should be sent during a lock-down.
District Three: District Three, or D-3, is the area around the Medical Center and second apartment building.
District Four: District Four, or D-4, is the alleyway beside D-3. Also known as the 'Slums' of City 45, it is the primary route used by anti-citizens.
District Five: District Five, or D-5, is the area beneath the city. Also known as the 'Sewers' of City 45, it is used by refugees to escape the city. It is a long and difficult place to maneuver, and is typically filled with Necrotics. Units are not allowed to enter D-5 without an -02 or higher's permission.
District Six: District Six, or D-6, is the area near D-2, and continues all the way to the canals. It is sealed off by a light barrier, which is only opened via SqL Access. Also known as the 'Canals' of City 45, it is a haven for anti-civil activity. There are many ways to get into D-6, including through D-5. Units are not allowed to enter D-6 without a SqL's permission.
_________________________________________
Socio-Status Levels
Socio-Status Green: Lowest level of the Socio-Status System; There is no evidence that danger exists. Security is lightened. Patrols are common, but lax.
Socio-Status Yellow: Danger is not apparent, but there is evidence suggesting it exists. Security is light, but is on guard for possible signs of danger. Patrols should be updated, and D-1 shops should be checked for contraband.
Socio-Status Orange: Danger is apparent. Security is heightened, and must be on guard at all times. Patrols should be going through D-4 to check for contraband, as well as D-1 shops. Patrolling officers should report any sign of anti-civil activity immediately, and if needed, APC's can be commandeered.
Socio-Status Red: Danger is imminent, and no-one is safe. A lock-down should be activated. Security is at its highest level, and all units should fire upon any Anti-Citizen spotted. Heavily-armed patrols should be going around every crack and crevice in the city. OTA should be awoken from stasis. APC's will be sent to block any and all possible exits for the Anti-Citizens. Units should push all citizens into the Apartment building, and a search should be done on every apartment. Every citizen should be tied and searched as well. If anti-citizens are found in D-5, it should be flooded with Tactical Eviscerators.
Socio-Status Blue: Anti-Citizens have overtaken the CCA, and the Nexus has fallen. At this point, all OTA should be taken out of stasis. Drop-Ships should drop off reinforcements where needed, and Gunships should be at the ready to take down any and all threats. Striders will be dispatched as well. If the OTA are successful in removing the threat, they will act as a temporary police force until the CCA can be re-established.
Socio-Status Purple: Anti-Citizens are proving a fight for the OTA, and the tide of the battle is unknown. Striders are now given the approval to use their primary cannon to remove any building with a risk of danger, no matter the loss of innocent and friendly units. Gunships will do the same from the air, removing key targets marked by GHOST snipers. The Nexus Mortar Cannon will be activated by the OTA, and will be used to fire upon multiple targets.
Socio-Status Black: Anti-Citizens have defeated the OTA and their counter-measures. The city is now deemed as lost, and all vital personnel shall be removed from the city via Drop-Ships. After the removal of vital personnel is complete, nearby ground cannons and inter-planetary cannons will begin to launch Parasite canisters into the city. It will then be cut-off from the rest of the region via blockades set-up by the OTA. When the city is approximately 95% Necrotic, a large-scale OTA force will be sent in, along with Cremators, to cleanse the Necrotic and Parasite populations. Once completed, the OTA will be used as a temporary police force until the CCA can be re-established.
_________________________________________
Terminology
Parasite- A typical headcrab/fast headcrab. Parasites can jump onto a human host and latch onto its head, slowly creating a Necrotic.
Necrotic- A typical zombie/fast zombie. Necrotics are humans who have been infected and killed by a Parasite. After the death of the host, the Parasite takes control of the surviving nerve center and a Necrotic is formed. So far, nothing can stop the infection after the Parasite successfully infiltrates the skull with its beak. If the Parasite is removed during the process, the host will immediately seize and die.
Virome- A black headcrab. The Virome is a mutated Parasite that has evolved to have sacs of a powerful, fast-acting venom that can melt through any armor. Typically roaming in packs of four to five, the Virome attacks by lunging at its victims. Once it nears its targets, a pair of retractable fangs inject the venom into the target, typically killing it instantly. Whenever possible, it is recommended to capture a Virome alive.
Virometic- A typical poison zombie. If a Virome marks the target as a host, it jumps onto its head from behind. Once it is latched on, the rest of its pack latches onto the host's back and begins to pump it with the venom. Soon, the Virometic will be bloated due to an excessive amount of the venom. It is recommended to avoid these at all costs, as the bloated tissue acts as an extra layer of protection, making the Virometic one of the most fearsome form of Necrotic.
Biotic- A vortiguant.
Insects- Typical Antlions. Nicknamed 'Bugs'.
Insect Guardian- An Antlion Guardian. Nicknamed 'Big Bugs'.
Level Five Contraband: Med-kits, zip-ties, electronic parts, books, emergency radios, tools, computer equipment, unregistered energy generators
A citizen can be given permission to carry Level Five Contraband by an -04 or higher. If there are any hints of using the contraband for illegal purposes, these privileges may be taken away by any officer. Any Labor Union Worker or High-Priority Citizen may have these freely. Officers may hold these.
Level Four Contraband: Any variant of the Overwatch drug, drug lab equipment, any Non-UU approved alcoholic beverage, medical equipment
A citizen cannot be given permission to carry these. A Labor Union Worker must ask permission from a Squad Leader, while a High-Priority Citizen may carry these without permission. An officer may hold these with Squad Leader permission.
Level Three Contraband: Melee weapons, crowbars, shivs or any improvised sharp weapons, combat knives, modified stun-batons, etc.
A citizen cannot be given permission to carry these. A Labor Union Worker cannot have these in their possession, but High-Priority Citizens can be given these with Squad Leader permissions. Any -05 or higher may hold these.
Level Two Contraband: Small side-arms such as pistols, small fire-arms such as SMG's, small rifles, shotguns, crossbows, improvised fire-arms, small-arms ammunition
A citizen cannot be given permission to carry these. A Labor Union Worker cannot have these, while High-Priority Citizens can have these if they are given permission to by a Squad Leader. It is expected for an -05 or higher to have a fire-arm.
Level One Contraband: Large fire-arms, assault rifles, sniper-rifles, rocket-launchers, grenades, mines, stolen UU devices, heavy weapons, improvised explosive devices (IED's), Antlion Pheromones
A citizen cannot be given permission to carry these. A Labor Union Worker cannot have these, while a High-Priority Citizen can with City Administrator permission. Units are not expected to have these, but can with Squad Leader permission.
________________________________________
Interrogation:
Level-Five Interrogation: A small interrogation that can be carried out by any officer. It can be carried out anywhere, at anytime. Weapons should be out, but not raised.
Level-Four Interrogation: A slightly larger interrogation, it is recommended to be held at the Nexus, however, it can be held in any deserted room. Beatings are authorized, and can be used at anytime. Threats to use fire-arms can be used, but they should not be deliberately fired into the offender. There should be a minimum of two officers during the length of the interrogation.
Level-Three Interrogation: This is most likely the most common form of interrogation in City 45. It is to be held at the Nexus, with a minimum of two officers. The officers may use Low-level Torture techniques at their disposal in order to get information, however, they should NOT be killed until the information is received. It is recommended that a medic be on-site to prevent pre-mature death.
Level-Two Interrogation: This interrogation is to be held at the Nexus. Mid-level Torture is authorized to be used. An -04 or higher should be conducting the interrogation, and a medic should be on-site.
Level-One Interrogation: This interrogation is to be held at the Nexus. High-level Torture is authorized to be used. A SqL should be overseeing the interrogation, and an 0-4 or higher should be conducting it. A medic should be on-site. The prisoner should be hooked up to an IV, and life-support should be used whenever necessary. The prisoner should be kept alive as long as possible.
-------------
Torture Types and Techniques:
Low-Level Torture: In low-level torture, a unit may use bludgeons and sharp instruments to get information from the prisoner. Fire-arms can be threatened, but not used directly on the prisoner. A field-medic should be on-site, and should be ready to bandage any wounds.
Mid-Level Torture: In mid-level torture, a unit may use bludgeons, sharp instruments, and small-arms fire to get information from the prisoner. Arms and legs being broken are common-place. Threats to use larger, more brutal methods of torture can be issued, but not followed through unless authorized. A field-medic should be on-site, and the prisoner should be hooked up to an IV.
High-Level Torture: In high-level torture, a unit may use ANYTHING at their disposal to get the information needed. It is recommended to use one of five common large-scale torture methods: The laser, water-boarding, synthetic parasites, the disposal chamber, or the butchering of appendages. A field-medic should be on-site, and the prisoner should be hooked up to an IV or any other life-support device.
________________________________________
Anti-Citizens and Anti-Civil Groups
Anti-Citizens are citizens who, through anti-civil activity, have had their citizenship revoked. They are to be amputated on sight.
Special Anti-Citizen codes are assigned to Anti-Citizens who have found their way to the top of the CCA most-wanted database.
Anti-Civil Groups are basically Anti-Citizens who have decided to group together and form fighting force. Anyone who joins a group labeled as an Anti-Civil Group is deemed an Anti-Citizen automatically, and is to be treated as such.
_________________________________________
City Districts:
District One: District One, or D-1, is the name given to the main plaza area, and the buildings and shops surrounding it. It is where the Nexus is located as well, and should be the main patrol area for units.
District Two: District Two, or D-2, is the area around the Apartment Building. It is where most people should be sent during a lock-down.
District Three: District Three, or D-3, is the area around the Medical Center and second apartment building.
District Four: District Four, or D-4, is the alleyway beside D-3. Also known as the 'Slums' of City 45, it is the primary route used by anti-citizens.
District Five: District Five, or D-5, is the area beneath the city. Also known as the 'Sewers' of City 45, it is used by refugees to escape the city. It is a long and difficult place to maneuver, and is typically filled with Necrotics. Units are not allowed to enter D-5 without an -02 or higher's permission.
District Six: District Six, or D-6, is the area near D-2, and continues all the way to the canals. It is sealed off by a light barrier, which is only opened via SqL Access. Also known as the 'Canals' of City 45, it is a haven for anti-civil activity. There are many ways to get into D-6, including through D-5. Units are not allowed to enter D-6 without a SqL's permission.
_________________________________________
Socio-Status Levels
Socio-Status Green: Lowest level of the Socio-Status System; There is no evidence that danger exists. Security is lightened. Patrols are common, but lax.
Socio-Status Yellow: Danger is not apparent, but there is evidence suggesting it exists. Security is light, but is on guard for possible signs of danger. Patrols should be updated, and D-1 shops should be checked for contraband.
Socio-Status Orange: Danger is apparent. Security is heightened, and must be on guard at all times. Patrols should be going through D-4 to check for contraband, as well as D-1 shops. Patrolling officers should report any sign of anti-civil activity immediately, and if needed, APC's can be commandeered.
Socio-Status Red: Danger is imminent, and no-one is safe. A lock-down should be activated. Security is at its highest level, and all units should fire upon any Anti-Citizen spotted. Heavily-armed patrols should be going around every crack and crevice in the city. OTA should be awoken from stasis. APC's will be sent to block any and all possible exits for the Anti-Citizens. Units should push all citizens into the Apartment building, and a search should be done on every apartment. Every citizen should be tied and searched as well. If anti-citizens are found in D-5, it should be flooded with Tactical Eviscerators.
Socio-Status Blue: Anti-Citizens have overtaken the CCA, and the Nexus has fallen. At this point, all OTA should be taken out of stasis. Drop-Ships should drop off reinforcements where needed, and Gunships should be at the ready to take down any and all threats. Striders will be dispatched as well. If the OTA are successful in removing the threat, they will act as a temporary police force until the CCA can be re-established.
Socio-Status Purple: Anti-Citizens are proving a fight for the OTA, and the tide of the battle is unknown. Striders are now given the approval to use their primary cannon to remove any building with a risk of danger, no matter the loss of innocent and friendly units. Gunships will do the same from the air, removing key targets marked by GHOST snipers. The Nexus Mortar Cannon will be activated by the OTA, and will be used to fire upon multiple targets.
Socio-Status Black: Anti-Citizens have defeated the OTA and their counter-measures. The city is now deemed as lost, and all vital personnel shall be removed from the city via Drop-Ships. After the removal of vital personnel is complete, nearby ground cannons and inter-planetary cannons will begin to launch Parasite canisters into the city. It will then be cut-off from the rest of the region via blockades set-up by the OTA. When the city is approximately 95% Necrotic, a large-scale OTA force will be sent in, along with Cremators, to cleanse the Necrotic and Parasite populations. Once completed, the OTA will be used as a temporary police force until the CCA can be re-established.
_________________________________________
Terminology
Parasite- A typical headcrab/fast headcrab. Parasites can jump onto a human host and latch onto its head, slowly creating a Necrotic.
Necrotic- A typical zombie/fast zombie. Necrotics are humans who have been infected and killed by a Parasite. After the death of the host, the Parasite takes control of the surviving nerve center and a Necrotic is formed. So far, nothing can stop the infection after the Parasite successfully infiltrates the skull with its beak. If the Parasite is removed during the process, the host will immediately seize and die.
Virome- A black headcrab. The Virome is a mutated Parasite that has evolved to have sacs of a powerful, fast-acting venom that can melt through any armor. Typically roaming in packs of four to five, the Virome attacks by lunging at its victims. Once it nears its targets, a pair of retractable fangs inject the venom into the target, typically killing it instantly. Whenever possible, it is recommended to capture a Virome alive.
Virometic- A typical poison zombie. If a Virome marks the target as a host, it jumps onto its head from behind. Once it is latched on, the rest of its pack latches onto the host's back and begins to pump it with the venom. Soon, the Virometic will be bloated due to an excessive amount of the venom. It is recommended to avoid these at all costs, as the bloated tissue acts as an extra layer of protection, making the Virometic one of the most fearsome form of Necrotic.
Biotic- A vortiguant.
Insects- Typical Antlions. Nicknamed 'Bugs'.
Insect Guardian- An Antlion Guardian. Nicknamed 'Big Bugs'.