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Universal Union Civil Authority: Field Book and Mega Guide
Da kaiwii
This guide is meant to teach people in an IC way how to be a proper Civil Protection Unit. It was orginally written by myself, and then reimagined and written again with myself, and a freind of mine. Feel free to use this guide, and distribute it to whomever. As long as you give proper credit.

I want to note that yes, it is a big guide, if you don't want to read the whole thing, feel free to skip to the chapter you would like to read. Also, yes, this guide is meant for my server Blue Castle Network; we try to stay to lore as much as possible, but we do have a very small amount of custom lore as well. It's not to much to learn, or to overwhelming. Just keep this in mind before you jump in the comments to correct me on anything :)

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Chapter One: Introduction to the UUCA

Welcome to the Universal Union Civil Authority! You have chosen, or been chosen to do the greatest duty as a Citizen, and prove yourself to the Universal Union. You are no longer an average Citizen, you have increased benefits, as well as a higher standard of living. Let's not forget what you must do though, you must do your duty! Not just as a Civil Protection Officer, but as a Citizen of earth, a Citizen of the Universal Union.

If you are reading this you have passed basic training, and your ready to start learning what it really means to be part of the Civil Protection team. This book is convienetly ordered in sections, and has a neat Table of Contents, so if you want to skip to a certain section, or you need to reference someting, you can easily do so.

Shout out to Doctor MD for radio codes.
Chapter Two: Radio Codes (10-0 to 10-2000)
Time to bring your radio up, and learn the radio codes. These are one of the most important things you can learn in the UUCA, and they will most liekly end up being your best friend. A unit who doesn't know there radio codes is as good as dead, best study up!

10-0: Officer Down, All Patrols Respond.
10-0A: 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.

Chapter Two (B): Radio Codes (11-9 to 11-99)
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.
Chapter Three: Radio Codewords
Now that you know the radio codes, you need to learn how to apply them with certain codewoards. They're easy to learn, and make perfect senese. Read this over so you knkow what you're talking about on the field.

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 a individual non-lethally.
Clamp - Restrict residential access to a certain are ; Deploy standard
Clamps - To restrict activityprovide protection.
Unlawful Procreative Activity (UPA) - Attempting to perform 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!) Mostly used however for detaining someone. (Most servers don't want you to yell this at crowds.)
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.
BT - Baisic Training
PT - PLacement Training
Ripcord - Fall back to move back or away.
Diagnose - Determine an 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!
SociocideSociocidal - 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 nectroticparasitic 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.
GREEN - Clear
YELLOW - Danger that is unmediated
RED - Danger
Chapter Four: UUCA Ranking Ladder
The UUCA is set up in a very specific ranking system, it's not to hard to learn, and it's very important. Think of it as a feudal system, a pyramid if you must. There is a large amount of low ranking units that make up the bulk of the force, they are the lowest rank you can be. Eventually, through your amazinf efforts, and dedication to the Universal Union, you will be promoted, and thus, moved up the pyramid.

Recruit

The RCT (or Recruit) is the rank you will be given when you join the CCA. A recruit is a basic unit with little or no training. A recruit has access to: Stunsticks, and Pistols with Rubber Rounds.

Oh-Five Ground Units

The 05 (or O-Five) is the first real rank of the CCA, you are officially out of the Recruit stage, and start following direct orders from High Command and doing your duty as an CCA Unit. These units have access to: Anything the above rank has, and Pistols.

Oh-Four Ground Units

The 04 is the same as an 05 but you have slightly more power and respect from other units. These Units have access to: (see 05).

Oh-Three Ground Units

You have reached a high enough rank that you have earned yourself the right to carry bigger guns! You are still quite powerless in the long run, but you can command the 04's and 05's. These Units have access to: Anything the above rank has, and light weight SMG's.

Oh-Two Ground Unit

Similar to an 03 but you can carry a higher quality SMG. These units have access to: Anything the above rank has, and medium weight SMG's.

Oh-One Ground Unit

An 01 is the same as an 02 but you can carry any SMG of your choice. These Units have access to: Anything the above rank has, and any SMG.

Elite Protection Unit

The EpU (or Elite Protection Unit) is a rank that you earn when you have made it passed 01. The EpU's are trained in elite tactics and are the showboats of the division, inly the best of the best belong here. There's Units have access to: Anything the above rank has, Light Sci-Fi weaponry.

Drill Officer

The DrO (or Drill Officer) is the head of training for their Division. So they train all the recruits and host training sessions. These units have access to: Anything the above rank has, and Standard Issue Pulse Rifles.

Officer

The OfC (or Officer)Is the right hand man of the Divisional, they have the right to carry a shotgun, and they have elite training. These units have access to: Anything the above rank has, and a shotgun.

Divisional Leaders

The DvL (or Divisional Leader) leads their entire division with an iron fist. They can command anyone below them and makes decisions for their group. These Units have access to: Anything the above rank has.

High Command

High Command is for the most elite units. These units are the ones who lead squads, train units, and perform office jobs. These Units have recived ver special trainign to make them advanced in every way, from their reflexes, to their mental capacity. The HIgh Command units gnerally use Shotguns, or OSIPR's (On rare occasions). The ranks within the High Command tree are: EpU, OfC, and DvL.

Universal Union

The Universal Union is a very tight fit program, where only the best, and most loyal can fit. Little is know, and revelaed about the Universal Union, but it is the ultimate honour to be accepted in. The ranks inside the Universal Union goes as folowed: EAFM, EAMO, CmD, SeC, CA.

Recap / Rank Tree

To refresh your memoery, this is the order that the ranks go in:

-RCT
-05
-04
-03
-02
-01
-EpU (Elite Protectionary Unit)
-OfC (Officer)
-DvL (Divisional Leader)
-EAFM (Earth Internal Affiars Manager)
-EAMO (Earth Internal Affairs Officer)
-CmD (Sector Commander)
-SeC (Sectorial Commander)
-CA (City Administrator)
Chapter Five: Ground Divisions
The following chapter explains the various Metropolitan Police Force divisions, in which each specialize in a specific field, and different techniques.

Ground Protection Divisions (For regular units) Include:

UNION - Citizen control, and minimizing the Unrest Structure.
JURY - Interrogation, and Civil Prosecution.
GRID - City Maintenance, and Airwatch deployment/manufacturing.
HELIX - Doctor, and Field Medic for ground units.





Elite Protection Divisions (handpicked by DvL) Include:

SWORD - Elite variant of UNION.
JUDGE - Elite variant of JURY.
ANVIL - Elite variant of GRID.
APEX - Elite variant of HELIX.


Specialty Protection (handpicked by CmD) Divisions Include:




GHOST - Undercover units, meant to blend in with Citizens, and report Anti-Civil behavior.








SPEAR - Emergency Response Units, dealing with pandemics, mass socio-stabilization loss, infections, outbreaks, hazardous materials, and fires.









RAZOR - Trained specially in torturing and collecting information. Usually used to interrogate Anti-Citizen Ones, and Sub-Primes.
Chapter Six: Standardized Company System
The UUCA works with a Company system, so you can learn to work easier, and consistantly with another group of familliar faces. When you first join you will be put into a Company, and you will stay in that Company for the rest of your carreer. There are Twenty Six company's, all part of the formly Iternational Radiotelephony Spelling Alphabet.

Alfa
Bravo
Charlie
Delta
Echo
Foxtrot
Golf
Hotel
India
Julliet
Kilo
Lima
Mike
November
Oscar
Papa
Quebec
Romeo
Sierra
Tango
Uniform
Victor
Whiskey
X-Ray
Yankee
Zulu

The members of your squad will be your brothers and sisters in arms, get to know them, become thier friends. You will fight, breath, eat, sleep, and live with them.

Feel free to refer to this section if you need to know the Phonic form, morse code, or any of the following formats on the graph to the right.
Chapter Seven: Equipment and You!

Now that you are in the Civil Protection force, you may find yourself with an overwhelming amount of gear, more then you're used to at least. It may seem, or feel a bit overwhelming, but have no fear, that's why there is a section for it!

Below you will find a list of equipment, and what it may or may not be used for.

Heckler & Koch Match USP

The USP is a semi-automatic pistol with a mechanically locked breech using the short recoil method of operation. This rather conventional lock-up system has a large rectangular lug over the barrel’s chamber that rides into and engages the ejection port cut-out in the slide. When a cartridge is fired, pressures generated by the ignited powder drive the cartridge casing back against the breech face on the slide, driving back both the barrel and slide as they remain locked together in the manner described above. After 3 mm (0.12 in) of unrestricted rearward travel, the projectile has left the barrel and gas pressures have dropped to a safe level. A shaped lug on the underside of the barrel chamber comes into contact with a hooked locking block at the end of the steel recoil spring guide rod, lowering the rear end of the barrel and stopping the barrel's rearward movement. The recoil spring assembly is held in place by the slide stop lever’s axis pin.

Heckler & Koch MP7

The MP7 is a German Personal Defence Weapon (PDW) manufactured by Heckler & Koch (H&K) and chambered for the HK 4.6×30mm cartridge. It was designed with the new cartridge to meet NATO requirements published in 1989, as these requirements call for a personal defense weapon (PDW) class firearm, with a greater ability to defeat body armor than current weapons limited to conventional pistol cartridges. The MP7 went into production in 2001. And is now heavily distributed as the main assault weapon for the Civil Protection Officers.

Franchi SPAS-12

The Franchi SPAS-12 is a combat shotgun manufactured by Italian firearms company Franchi from 1979 to 2000. Production stopped fully in the year 2000 in favour of the newer, enhanced version, the SPAS-15. Today, it is used as the point man weapon of a CP Team.

Overwatch Standard Issue Pulse Rifle

The Overwatch Standard Issue Pulse Rifle (OSIPR),[1] also known as Pulse Rifle or AR2, is a Dark Energy/pulse-powered assault rifle manufactured by the Combine. The OSIPR is essentially a Combine variant of current assault rifles, commonly issued to Overwatch Soldiers and Overwatch Elites.

CPI Black Combat Knife

A carbon steel blade, meant for utility use, as well as for combat use. Distributed to every Civil Protection Unit, it is made widely available. The handle is black, and the blade itself resembles a carbon colour, and reaches out at about 8" long.

V9F-B Stunstick

The small electrical device contained within the tip is used to electrocute anyone hit with the baton. When activated, the tip emits an electrical blue glow. It will stun citizens for a few seconds, causing pain and confusion. The baton is approximately 22 inches long and is manufactured from a gray metal. The V9F-B Stunstick is used for Citizen Control, and Interrogation.

Single-Filter PMG Gasmask

The mask has two flat circular glass eye pieces, which can fit anti-fog inserts, to aid in the use of optical equipment. There is a speech diaphragm located under a removable cover on the front of the mask, and a doubled exhalation valve located towards the bottom of the mask, under the diaphragm. The mask takes a GOST-compliant filter to the side, in a thread unusually made from rubber. The PMG has a strap at the back of the mask, but the purpose isn't clear, as the mask is secure on the head without its use being employed. The PMG is now widely distributed to the CP teams, with a built in Vo-Coder.

Black Cut-Tex PPSS Slash Resistant Jumpsuit

The Slash resistant jumpsuit is used not only to prevent bodily harm from sharp edge, but to be used as a durable underwear, and for Urban camo. The suit could be described as a pure, carbon coloured, baggy jumpsuit with grey accents. IT covers everywhere but the head (at about the top of the neck), both hands (at about the wrists), and either of the feet (at about the ankles).

KAZAK 4 Military-Grade Kevlar Vest

Coderzhat soft armor elements fabric Twaron Microfilament with special treatment that exceeds the number of parameters fabric. These vests securely retain the protective properties even after being under water, not afraid of rain and snow, sweat secretions.

TurtleSkin ChemBio Police Riot Gloves

Slick, tight black combat gloves completely resistant to light slashes, and punctures. Aramid knit shell for cut, tear, and abrasion protection. Inner butyl liner for biological and chemical defense. Autoclave to sterilize, puncture resistant to 502 grams of force, Cut resistant to 3022 grams of force, provides a high level of dexterity, and wash ability in machines.

Bates 8" Tactical Sport Zipper Boot

Full grain leather and 1680 ballistic nylon upper, with breathable PK lining. Black, the branding colour of the Civil Protection.

Standard Issue CP Utility Belt Black

Heavy duty Nylon construction throughout, ribbing count on pouch flaps, and 1.5 inch custom nylon blaster belt with velcro backing, and adjustable waist — up to a 50in waist. Pouches feature two flaps with velcro, which attach to the belt and to each other, so as to keep the pouches firmly in place on belt.
Chapter Eight: Citizen Violations
When Citizens break the rules we discipline them based on their 'Violation Level'. Their Violation Level is based off the laws they break, and their past offenses. You give Citizen a Level 1, 2, 3, etc Violation and then punish them (usually this is done by a JURY, but if none is around any unit is able to do it).

LEVEL 1 VIOLATIONS

-Running.
-Jumping.
-Scaling.
-Yelling.
-Uncivil Behavior.
-Loitering.
-Audio Violation.

LEVEL 2 VIOLATIONS

-Discrimination.
-Talking to a Civil Protection Officer (usually C3-A1 is fine).
-Breaking a Violation shortly after breaking another one.
-Possession of Emerald Marked Contraband.
-Wasting a Civil Protection Officers time.
-Not speaking an official language.
-Not wearing UU authorized clothing.
-UPA (romantic activities).

LEVEL 3 VIOLATIONS

-Resisting Arrest.
-Refusing to Apply.
-Citizen In-Action.
-Not Complying or not Following Orders.
-Fighting (verbally)
-Theft.
-ID Fraud.

LEVEL 4 VIOLATIONS

-Trespassing.
-Token Theft.
-Direct Unit Harassment (verbally).
-Fighting (physically).
-Tampering with bodies.
-Vandalism.

LEVEL 5 VIOLATIONS

-Direct Unit Harassment (physical).
-Attempted Policide.
-Light Propaganda.
-Ignoring Overwatch.
-Possession of Gold Marked Contraband.
-Lying.

LEVEL 6 VIOLATIONS

-Trespassing in UUCA or UU property.
-UPA (sexual activities).
-Vandalism of UUCA or UU property.
-Mental Imperfection.
-Homicide.
-Hostaging.

LEVEL 7 VIOLATIONS

-Possession of Ruby Marked Contraband.
-Kidnapping.
-Entry of High Command zones.
-Rebel Conspiracy.

All level violations should be punished properly. Usually, a JURY unit will be avaialbe to judge what violations have been broken, and how to prosecute the Citizen. If none are available, you are free to determine this yourself, and use this guide to help you properly discipline them.

Level 1 Violations - Punishable by Re-Education Level One, or Level Two
Level 2 Violations - Punishable by Re-Education, Level Three, or a single detainment cycle.
Level 3 Violations - Punishable by two-four cycles of detainment.
Level 4 Violations - Punishable by five-ten cycles of detainment.
Level 5 Violations - Punishable by fifteen cycles of detainment, and loyalty check.
Level 6 Violations - Punishable by off-world relocation.
Level 7 Violations - Punishable by amputation.
Chapter Nine: Protection Violations
Sometimes it's not Citizens that can break the rules, it could be you, or a buddy! Though, your Divisional will likely punish you in a way they see fit, there is a loose guideline on what your punishment may look like.

LEVEL 1 VIOLATIONS

-Ignoring orders.
-Reckless behaviour on or off duty.
-Showing signs of being unprofessional.
-Showing or exposing emotion (accident or not).
-Uncivil behaviour in the presence of Citizens.
-Audio Violations in public.
-Audio Violations in private.

LEVEL 2 VIOLATIONS

-Negligence of duty.
-Injuring another Unit.
-Injuring a Citizen.
-Threatening another Unit.
-Detaining Citizens for no reason.
-Performing another Unit's/Division's tasks, objectives, or commands.
-Entering areas you are restricted from.

LEVEL 3 VIOLATIONS

-Unauthorized use of deadly force.
-Assigning useless Loyalist/Criminal points.
-Torturing an innocent Citizen.
-Major insubordination.
-Sexual assault.
-Equipping yourself with unauthorized equipment.
-Breaking protocal shortly after breaking protocol.

LEVEL 4 VIOLATIONS

-Lying to another unit.
-Lying to the City Administrator.
-Entering the City Administrator's office without reason.
-Disobeying direct orders from HC.
-Policide.
-Directly insulting a HC unit.

LEVEL 5 VIOLATIONS

-Mass Policide.
-Spreading uncivil propaganda.
-Going rouge/deserting the UUCA.
-Insulting or otherwise assaulting (mentally or physically) the City Administrator.

Any and all punishments will be decided upon by the Divisional, or the highest HC unit available!
Chapter Ten: Criminal Points
The Criminal Point system is effective, and simple. Every time a Citizen breaks a set rule, they will gain a certain amount of Criminal Points, based on the specific rule/guideline broken. Once a certain amount of Criminal Points is reached, the Citizen is either amputated, or sent to Nova Prospekt.




Note On Nova Prospekt

Nova Prospekt is always the preferable option to Amputation; for the Citizen him/her self, as well as the Universal Union. You are forbidden to order an Amputation on a captured Citizen if they have a status higher then 'Anti-Citizen'. If an immediate transport to Nova Prospekt is not available for an Anti-Citizen, then an Amputation (~egg) may be required. Please contact your CMD or EAFM Unit in your sector for more details.

Criminal Point Standards

For the specified Level of Violation broken, administer said amount of Criminal Points. If a Citizen has over twenty five Criminal Points, they are to be put on trial for Amputation.
Chapter Eleven: Training Guidelines
Your training is important to not only you, but to the Universal Union! Ill training could be the downfall as your career as a unit, and may harm others in the process. If you aren't being trained strictly by the guidelines below, then please file a report to the CMD or EAFM unit in your sector, immediately.

Citizen Recruits

  • What is the UUCA?
  • Addressing Authroity.
  • Knowing how to use your baisic equipment.
  • Handling your firearm, and weapon safety.
  • Addressing Citizens, Malcomplient Citizens, Loyalists, and CRA Members.
  • Baisic grasp on Divisions and Ranks.

05-04

  • Going on patrols.
  • Knowing your place as a ground unit.
  • Dealing with Cycles, Criminal Points, and Loyalist Points.
  • Addressing the High Command, and the Universal Union
  • Knowing how to use your advanced equipment.
  • Cleaning your gear, and keeping your station tidy.
  • Understanding of most radio-codes and code-words.

03-01

  • Knowing your place as an advanced ground unit.
  • Grasping advanced Division training.
  • Writing good and descriptive reports.
  • Re-Education, and Stabilization Restoration skills.
  • Handling Anti-Citizens, and Non-Citizens.
  • Fear and scare tactics.
  • Advanced interogation techniques.

Elite Protection Units

  • Working with High Command.
  • Baisic grasp on commanding, and leading units.
  • Heavy weapon training.
  • Brutalization tactics.
  • Mercy training.
  • Advanced Physical training, and Augmentation tests.
  • Dealing with a priority Anti-Citizen One, Sub-Prime, or Anti-Citizen.

Officers

  • Taking and following orders from High Command.
  • Understanding all radio-codes and code-words.
  • Understanding breaching techniques.
  • Knowing how all your gear is properly used, and applied.
  • Using your augments in and out of combat.

Divisionals

  • Passing and abolishing Divisional laws.
  • Confronting and dealing with Units.
  • Understanding what it is to be High Command.
  • Taking and following orders directly from the UUHC (Universal Union Highest Command).
  • Advanced weapon training.
  • Advanced augemntaions.
  • Reaping all benifeits from the Universal Union.
  • Directing an entire Division.
Chapter Twelve: OC.DsP (Dispatch) and OC.SkS (Sky Shield)
Dispatch is the all seeing eye of the Universal Union. Dispatch is not human, and has no KNOWN physical form. Dispatch keeps an eye on all of Earth, making sure that all units, Citizens, and workings on Earth proceed smoothly. Dispatch can be directly with Sky Sheild, which can be usde to physically rain energy beams from the Earth's atmosphere, below. Sky controls the Suppresion Field, and anything airbourne.

Shield

Though both Sky Shield, and Dispatch are airbourne, and have no physical form, they can be controlled manually from the Citadel. Tampering with either could lead to an immidiate amputation.

A Level 7 Perm card is required to access the OC (Outter Control) terminal.




Dispatch is known for broadcasting across the City, with various messages. Although all messages are live, and not recorded, each one follows a certain structure. Often, the message is begins by brining attention to a certain group of people, "Attention please." for addressing every one, "Attention ground units." for addressing Civil Protection Teams, "Attention Community." for addressing the Citizen community as a whole, "Attention Citizens." for addressing Citizens, "Attention Occupants." for addressing Citizens in a specific sector, and, "Attention Overwatch." for addressing the Overwatch Transhuman Arm, or Nova Prospekt sterilization teams.



Common Dispatch Broadcasts

"Alert, community, ground protection units, local unrest structure detected. Assemble, administer, pacify." - Alerting the community that Un-Civil behaviour has been duely noted, and action will be immdiatley taken.

"Attention all ground protection teams, judgment waiver is now in effect. Capital prosecution is discretionary." - Brining attention to local Protection teams that a Judgement Waiver is in effect. get all Citizens in doors, and detain anyone refusing to move to a designated UCH building

"Citizen notice. Failure to co-operate will result in permanent off-world relocation." - Reminding Citizens that being malcomplience leads to either Aputation, or FOWR (Forced Off-Word Rehabilitation).
Chapter Thirteen: The CMB Database
The CMB Database is a combined bank of information on Citizens. Every Citizen, Unit, or Soldier has a Database. It is completley wired with Dispatch, and can be accessed to view a Citiezens current standing, and status with the Universal Union.

An example of a Citizens Data from a Units data-pad will be shown below. Data can be directly edited, and changed from here. Dispatch can monitor any and all changes to a Citizens data.

Standard Citizen Example




Loyalist Citizen Example


Accesing the Database is simple, you pull up your Datapad, and hold your finger on the 'powerup' button. You will be brought to a section where you enter your Unit ID, and your Database Password (changed hourly). Once inside the Database, it's simple enough to search a Citizen's name, and CID; when you find a match, you will be redirected to their specific Database.
Chapter Fourteen: Loyalists
Overview

What is a Loyalist? How do you become Loyal? Loyalist Points? All these questions will be ansqered in this Chapter; let's start with the mose basic quesion, what is a loyalist? A Loyalist is a Citizen who has proved the undying Loyalty to the Combine, and the Universal Union, by completeing tasks, and proving useful to the Union.

Loyalist Points

Loyalist points are points that are awarded for performing simple tasks. A task could be as small as picking up some trash, or even saving a Unit's life.

  • Cleaning (1 Point)
  • Spreading positive thoughts about the Union (1 Point)
  • Being positive (1 Point)
  • Reporting a small crime (2 Point/s)
  • Reporting a big crime (3 Point/s)
  • Reporting a catastrophe (5 Point/s)
  • Bringing an injured citizen to the CMU (5 Point/s)
  • Reporting an injured unit (5 Point/s)
  • Assisting an injured unit (10 Point/s)
  • Turning in Yellow+ Contraband (10 Point/s)

The list can be expanded upon, if you think someone deserves Loyalist Point's, then you should administer them.

Loyalist Ranks - Based on total points

Brown Loyalist - 25

New armband.
Two Ration units during handouts.

Green Loyalist - 50

New armband.

Indigo Loyalist - 75

New armband.
Right to purchase a permit.

Blue Loyalist - 100

New armband.
Free CWW or CMU enrollment.

Teal Loyalist - 125

New armband.

Yellow Loyalist - 150

New armband.
Business rights.

Orange Loyalist - 175

New armband.
Free request device.

Red Loyalist - 200

New armband.
Right to a bodyguard.
Three Rations at handouts.

Violet Loyalist - 250

New armband.
Approval for Tazer.

Purple Loyalist - 300

New armband.
Approval for Fancy Clothing.

Black Loyalist - 450

New armband.
Access to Affairs Management account.

Gold Loyalist - 700

New armband.
Right to enrollment to UU.
City pass.
High protection card.
Right to 9mm pistol.
Chapter Fifteen: The Earth Financing and Resource Office
The Earth Financing and Resource Office.

Overview

The Earth Financing and Resource Office (EFR for short) is a small branch of UU Officers who deal with Sector wide Financing, and Resource Deployment. They also play a big role in Politics, defining the line between the Combine and the Humans of Earth.

The Political Office

The PO branch plays a heavy hand in Politics. As a Political UU Officer (UU.S**.EFR-PO.***), you will be undergoing tasks such as:

• Running a political party / campaign.
• Managing a group of followers.
• Keeping the interest of Citizens.
• Making change in the laws, acts, and quotas of your Sector.

The Affairs Management Office

The EAFM office deals with the Financing of UU funded projects, and buildings. They also handle any and all resources that are applied to projects. As an Internal Affairs officer (UU.S**.EFR-EAFM.***), you will be performing jobs such as:

• Financing UU Projects.
• Overseeing plans, and economics of a Sector/City.
• Managing applied resources that are imported to your Sector/City.

The Combine Health and Structural Well-Being Office

The CHSM Office deals specifically with the health of any, and all Combine structures / buildings within the specified City/Sector. As a Health Officer (UU.S**.EFR-CHSM.***), you will be doing the following duties:

• Inspecting Combine buildings / structures, routinely.
• Overseeing development and research of Combine Technology.
• Ensuring the maintenence of Combine property and buildings.
• Ensuring a stable Citadel, and Nexus for work of UUCA units.

Final Notes

None of the offices are to be labelled in an order that gives an office a higher rank then another office.

This form can and will change, please make sure the Manager of your office updates your EFR notebook weekly.

Please contact your the manager of your office if you have any questions, or concerns.

This guide is made available by Dylan Sjöberg (Dr. Dylan Linterne).
Chapter Sixteen: Augmentations and Enchancments
Augmentation

Augmentations refer to physical 'upgrades' on your body. An augmentation can range from extra strength, to completely synthetic armour skin.

Enchancment

Enchancments refer you Mental 'upgrades' to your mind, and brain. An enchancment can range from memory wipes, to being able to solve complicated equations in an instant.

Augmentation Availability List

RCT-04Optional (light) Memory Replacement, Optional Xen Flu Shot.
03-01 (light) Memory Replacement, Xen Flu Shot, Agility Augmentation.
EpU-DvLXen Flu Shot, Battle Enchancments, Strength Augments (arms), Strength Augments (legs), Loyalization Sym.
18 commenti
kaiwii  [autore] 22 apr 2020, ore 14:52 
The picture is not mine, so I can't give you permission. If you are looking for permission because of licencing concerns, you should reverse search the image and try to speak with the original creator. Best of luck! :8bitheart:
Mister Smirnov 22 apr 2020, ore 8:41 
Hey, can I, please, use the poster on the front cover in my little mod? Thanks in advance
What the Raiden Shogma 3 apr 2020, ore 14:22 
"LEVEL 6 VIOLATIONS: MENTAL IMPERFECTIONS."

The special kids be like:
kaiwii  [autore] 1 apr 2018, ore 20:07 
CW: Half-Life 2 RP
walter 1 apr 2018, ore 19:53 
What is this gamemode is this for?
Moxy 7 ott 2017, ore 4:06 
BTW, Can I use part of this guide for an RP guide im making?
Moxy 22 set 2017, ore 11:04 
Unrest structure should prob be coordinated riots
Moxy 22 set 2017, ore 11:00 
UPA is Unathorized Procreative Activity, i think PDA is romantic since its public display of affection ^^
NastyLasagna 15 giu 2016, ore 8:15 
Your Welcome, you deserve it!
kaiwii  [autore] 14 giu 2016, ore 10:14 
Thanks Lewis :)

I'm still not sure it's done yet I add changeless as I add more and more.