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Information Lancer 2: Civil Protection Informational Document

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Overwatch Socio-Politi Preservation Units
Informational Document

The purpose of this document is to inform and train new, or even already-enlisted functionaries to ensure their cohesiveness, situational awareness, and knowledge when it comes to Civil Protection duties and tasks.

The role you hold is integral to the atmosphere of the server, as Civil Protection can make or break it, so you should keep this in mind when playing, and remember that we will not hesitate to remove someone who destroys the environment of the server by holding unrealistic or meme-like characters.

Below are a series of informational guidelines for several activities a functionary may find themselves required to perform. They should all be studied thoroughly and carefully.

Note that this is mostly a guide; for everyday usage, you should utilize the Operational Compendium.
Index
  1. Preface
  2. Inventory & Equipment
  3. Communicative Protocol
  4. Radio Etiquette
  5. Ranking System
  6. Behavior
  7. Stabilization Readout
  8. Protection Teams
  9. Dispatch
  10. Overwatch Transhuman Arm
  11. Airwatch
  12. Sweeps & Raids
  13. Waivers
  14. Civil Unrest
  15. Socio-Stabilization
  16. Conscripted Biotics
  17. Training
  18. Datapads & Datafiles
  19. Workcycles
  20. General Public Service Detail
  21. Rewards
  22. Interface Terminals
  23. Viscerators
  24. Visual Uplinks
  25. Stunsticks
  26. Memory Replacement
  27. Witness Sterilization
  28. Screening & Arresting
  29. Guard Duty / Escorts
  30. Suit Modules
  31. Ministry of Civil Protection
  32. Credits
 
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Preface

As a Civil Protection officer, your duty is to maintain the Socio-Stability of the region. That is done in many different ways and tasks, most of them issued by Dispatch. To do this, you need to maintain anonymity and formality in front of all non-overwatch forces at all times. When conversing with a member of the Civic Populace, you are to remain formal at all times.

Try to remain formal and use proper radio terminology at all times. You are to always remain close to your fellow Functionaries and Overwatch Forces. Patrolling or guarding alone can result in loss of life, and equipment and can damage the Socio-Stability of your local index.

You are the eyes and the front face of the State. That means you must be in perfect shape and appearance in every possible way in front of the average citizen.

To not waste time, resources, or manpower, requests or disturbances are to be investigated by only one Protection Team at any one time unless it has to do with a Socio-Endangerment Level 1 situation. Overreacting or Over-responding can result in loss of resources, and time, and is generally a bad thing in the eyes of Dispatch.

As aforementioned, a major part of Civil Protection is complete anonymity. A team of functionaries should be indistinguishable from each other in every way, shape, and form, and a functionary that exceeds the parameters of uniformity will be deserviced, if irreversible. The uniforms are designed to provide anonymity to their users yet provide comfort and effectiveness while doing so, followed by several other tools to assist Civil Protectors in doing their jobs. Any modifications to the uniform are forbidden and any unit will be deserviced if those modifications occur.

Communication is a big part of organization: Contact with Dispatch and Overwatch functionaries is maintained by an in-built radio mounted to the helmet of the functionary for ease of access. The default stunstick is expected to be used as a tool of control and suppression, not as an actual weapon (unless necessary), their use comparable to a nightstick. If in danger or a compromising situation - a Civil Operator is free to use their weapon provided the use of the said firearm is justified.
 
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Inventory & Equipment

A functionary’s equipment should only consist of what is required for the current mission objective. Carrying excess equipment, resources or other articles may prove to be a deterrent towards Socio-Stabilization. Should they be mugged or murdered, the equipment and resources will end up in enemy hands. For this reason, a unit must only carry what is required, and nothing more.
  • A functionary should only carry what is necessary:
    • Stunstick
    • Health Vial
    • 9mm Pistol (if attained at current rank)
    • Some 9mm ammunition (if attained at current rank)
    • Datapad
    • A few zip-ties
    • A flashlight
    • A backpack, satchel, and/or pouch
  • A functionary should not carry things that they do not need; leaving them in their locker in the Nexus instead, or discard them, if applicable:
    • Excess ammunition
    • CID Card(s)
    • Relocation coupon(s)
    • Rations / Ration components
    • Excess Workforce Coupons
    • Junk or other resources
    • Other tools
    • Recreational articles (Watches, personal belongings, etc)
Carrying unnecessary equipment or excessive amounts of resources or tools of any kind may harm Socio-Stabilization and is grounds for charges.
 

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Communicative Protocol

Cohesive and efficient operation requires short, concise, and professional communication with local ground units, all while ensuring established codes and phrases are utilized. Failing to do this can result in confusion, waste of time, and even loss of resources and/or life, and can lead to charges.

Below are a couple of Examples:

“Unit is… / Officer is… / Callsign is…” - I am
“Officer is 11-99” - I need help.
“Affirmative / Positive” - Yes.
“Negative” - No.
“10-4 / Copy / Roger” - Understood.

Additionally, when describing things, you should be as clear and concise as you can while using radio codes and terminology to avoid flooding the radio channels with unneeded traffic.

Examples:

BAD: “I just made a citizen pick up some garbage here in the apartments.”
GOOD: “Reporting citizen summoned into T94-322, my 10-20 is Residential Block 1.”

BAD: “I see headcrabs at the plaza!”
GOOD: “Loose parasitics, control section two.”

BAD: “Anyone else see that loitering guy over there?”
GOOD: “Unit has 10-25 on possible 17N in progress at Control Section 2, anyone else confirm?”

Ensure you practice good radio cohesion for the immersion and the accuracy of Half-Life 2. You and your cohorts will be thankful. If you need some inspiration or further examples on how to appropriately speak, many videos on YouTube provide that sort of thing.
 

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Radio Etiquette

The radio is one of the strongest weapons a functionary can have at their disposal. It is a major part of the process of preserving the Socio-Stability of a location and is used for a multitude of purposes. From providing status reports to requesting reinforcements, knowing the correct usage of the Total Access Communication system is vital for a cohesive duty.

There are several rules of thumb that each unit should follow when it comes to TAC and how to use it cohesively.
  • Provide status reports at regular intervals.
    • This does include (but is not limited to) the following:
      • Beginning or ending a patrol commission
        • Specific locations should be mentioned when announcing the start of a patrol commission.
      • Beginning or ending a revitalization period
      • Beginning or ending a supervision duty
        • General Public Service Detail
        • Workcycles
      • Protection-Team Activity
        • Joining a PT
        • Leaving a PT
        • (Re)assigning a PT Lead
      • Injecting locations
        • Residential Blocks
        • Production Blocks
        • Stabilization Jurisdictions
        • External Jurisdictions
        • Distribution Blocks
    • This does not include (but is also not limited to) the following:
      • Injecting into a new location during a patrol commission
        • Eg: Control-Sections or other locations that were pre-disclosed when the patrol commission was announced.
      • A citizen asking a question or occupying only a tiny fraction of your time
  • Report suspicious activity
  • Report when you are occupying yourself with a task of any kind
Failing to use the radio in a cohesive manner or the complete lack of its usage may harm the Socio-Stabilization and is grounds for charges. A functionary is allowed to utilize non-cohesive TAC communication to get a message across the radio quickly if they are in danger, however, although Dispatch may not acknowledge.

Furthermore, most functionaries have access to two auxiliary TAC channels besides TAC-1: TAC-2 and TAC-4. TAC-1 is the primary channel and should be the default for all situations. Do not switch to another TAC channel unless specified otherwise by a Rank Leader or Dispatch.

Note that, should you wish to transmit non-critical information or information only related to your Protection Team, you may use the /PTRadio command to only transmit to your Protection Team. Note that PT channels are monitored like normal TAC channels, and full TAC cohesion is expected when communicating in them.
 
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Ranking System

Civil Protection has a simple yet powerful ranking system that ensures optimal cohesion on the field. Below are all active ranks in the organization:
  • Recruits
    • Recruits are the newly enlisted functionaries of the force. Be it out of sheer desperation, attractiveness to the rewards that come with the job, or genuine sympathy for the Combine. They are under constant training and are, in essence, just a citizen in a uniform.
  • Integrity 5
    • Integrity 5 are functionaries who have passed basic training and are now considered a proper ground unit of the Overwatch. They still lack a lot of knowledge that is necessary for the job, however, and are considered very low-hanging fruit. Essentially a trained citizen in a uniform.
  • Integrity 4
    • Integrity 4 are functionaries who have performed well in the field and have obtained the necessary training for their rank. They are slowly starting to get better at their job and performing various Civil Protection related tasks.
  • Integrity 3
    • Integrity 3 functionaries are considered the ‘middle-point’ of a CP unit’s career within the Civil Protection. They can do their job cohesively and effectively, as is expected of them.
  • Integrity 2
    • Integrity 2 functionaries are units that have outperformed their peers and can do their job exceptionally well. They are considered a senior unit in the force and often lead their peers in operations and general day-to-day tasks.
  • Integrity 1
    • Integrity 1 functionaries are units that have gone above and beyond in their field. They are one of the most senior members of the force and are recognized professionals at their jobs. Integrity 1 functionaries may lead their peers in operations or handle training and similar matters.
  • Officers
    • Officers are the second highest rank within a district. They are the top brass of the force. As far as anyone is concerned, their word is law. Officers are exceptionally experienced in their job and often lead or plan operations, handle training, and promotions or demotions of other units.
  • Rank Leaders
    • Rank Leaders are the highest-ranking functionaries in a district, and they control everything CP-related inside their district. They are similar to Officers, except that they handle more admin-related matters, such as logistics, promotions, training, investigations, interrogations, etc. They do not go to the field often and instead stay within the Nexus.
  • Monitors
    • Monitors are City-level overseers of the Civil Protection. Their presence is somewhat rare, but they sometimes visit districts to settle disputes or handle other matters such as relaying commands or messages to district leadership.
  • Auditor
    • The Auditor is the highest rank within the Civil Protection in the local sector. The Auditor handles all matters related to the organization, for every city and Combine post in the sector. The Auditor’s presence is exceptionally rare, and a lot of things have to go wrong to warrant it.
 

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Behavior

The behavior of a functionary is integral to the overall goal of preserving the Socio-Stability of a region. For this reason, strict, specific behavior is to be enforced at all times, to not only maintain cohesion but also uniformity, and anonymity, among other things.

Another important note that should be made is a functionary’s relationship with civilians. Under NO circumstances is a unit to distinguish themselves from their cohorts in any way, shape, or form.

Furthermore, from an OOC perspective, Civil Protection is almost always considered to be the front face of a server. This means that new players will oftentimes judge a server based on the behavior of Civil Protection units. Too edgy/serious or unserious/borderline-mingy are things that will make players not take you seriously and lower the overall quality of the server. You are allowed to make jokes and mess around at times; we’re all here to have fun. However, if you fail to read the room and act seriously when required, you will be promptly removed from the faction, sometimes without warning.

Now, obviously, you have the freedom to make your character unique. You will not be forced to act or roleplay in any specific way; these are merely guidelines that you should try to follow. If you plan to have your character act in a way that contradicts any of these guidelines and need advice or have questions, please do not hesitate to communicate with a Faction Leader or even a member of the Event or Administration Team.

In short, CPs should be strict, scary, and oppressive. There are many ways to go about doing this, but it is important to get a good balance and avoid becoming a Robocop or detracting from other people's roleplay. That is not what we want out of CPs - nobody does. We want you to have emotions, thoughts, and opinions, but we want to make the Combine scary. We want to make them oppressive and believable. Immersive, and most importantly, fun. Many servers tend to go to either one end of the spectrum or the other. Either CPs are 'friendly' and nobody dislikes them or is scared of them, or they become so strict and oppressive that it becomes unfun and just takes away from the experience. We want to find a good balance between the two.

One way that we've thought of to achieve this would be to make people actually scared of CPs, just as seen in Half-Life 2. In HL2RP people usually have no issues with approaching CPs and talking to them, but in HL2, citizens actively avoid them. We don't actually want people to avoid Civil Protection, but instead have second thoughts when they approach and talk to one of them, out of fear of bringing unnecessary attention to themselves, or such.

Another thing that we really haven’t seen is apartment searches and interrogations from infractions. Obviously, minor violations like most ACA 6 ones don’t really need any of this, but let’s say someone stole some item from someone else. Normally you’d beat them up, document the violation, and return the stolen item, right? No. Do a raid on their apartment, and search it. Other people live there? Question them. Do they know the suspect? How long have they been living there? Interrogate any others who were seen with him in the past. Does he frequently visit a specific store? Ask the store staff about him. Make people hate (read: your character), as well as the person who committed the crime for getting them flagged as possible accomplices.

There are probably many other possible ways to accomplish what we want that we haven’t even thought of yet. The key is to be creative, unique, and fun. Hopefully, these behavioral guidelines help to establish a more oppressive environment on the server and make the Combine the scary entity that they deserve to be.
 
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Stabilization Readout

The Stabilization Readout is a very important tool used to maintain the Socio-Stability. Almost anything and everything that is connected to the Overwatch Network will log its activity there. From ration dispensers, payroll machines, and Containment Fields, to Restrictor Locks and more, the majority of the union technology is linked to it.

The Stabilization Readout can be used to maintain situational awareness across a district. You know when the ration dispenser was used, when it was locked or unlocked, know when and where each Restrictor Lock was toggled, you know when there is Protection-Team activity, among many other things. Paying attention to it and knowing how to use the information it provides is integral to doing your job correctly.

There are many direct and indirect uses for the Stabilization Readout. Some of them are the following:
  • Camera Alerts
  • Visual Uplink creations
  • Overwatch manifest updates
  • Airwatch manifest updates
  • Containment Field usage
  • Restrictor Lock usage
  • Biosignal losses
  • Datafile updates
 

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Protection Teams

A Protection Team is a group of two or more functionaries who have interlocked together and are operating as a group as opposed to operating separately. Protection Teams are extremely important when it comes to preserving the Socio-Stability of a region, and each functionary must be versed when it comes to them.

Protection Teams strengthen the power of the Overwatch forces by grouping them, resulting in higher chances of success when carrying out a specific task, be it supervising a shift, engaging enemy combatants, and everything in between.

As it stands currently, only units of integrity four and above are capable of assembling a Protection Team. However, any unit ranked above Recruit may interlock in a Protection Team.

If not already in a Protection Team, a unit should look into interlocking with an existing one or establishing its own, if possible. Operating at an individual level, while possible, is highly discouraged for a multitude of reasons, ranging from protection to certain non-interlocked unit restrictions such as not injecting into residential blocks, stores, or other such areas alone. Not to mention the possible effects that it may entail towards the Socio-Stability such a unit fails to interlock into a Protection Team.

When in a Protection Team, more often than not, only the Protection-Team Leader is to respond or use the radio regarding Protection-Team affairs such as providing status updates or replying when the Protection Team is addressed by another Protection Team Leader, a non-interlocked unit, or Dispatch. This is to keep the TAC traffic to a minimum and ensure cohesive and understandable chatter at all times. The only exception to this is an emergency that needs to be broadcasted immediately, such as 34s’ or suddenly getting engaged in combat with an aggressive assailant.

To create a Protection Team, use the /ptcreate command. To join a Protection Team, use the /ptjoin command. Keep in mind that you still need to radio in the creation of the PT or you joining/leaving the PT, regardless if you use the command or not.
 

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Dispatch

Dispatch, sometimes also referred to as Overwatch, is a centralized Artificial Intelligence system ranging across the entire globe that is tasked with overlooking the operations of all the branches of the Overwatch forces.

Dispatch has the same aim as Civil Protection - that is, to preserve the Socio-Stability of the region. It does this in many ways, the most prominent of which being the Overwatch Socio-Politi Preservation Units, otherwise known as Civil Protection. You are Dispatch’s tools that it uses to preserve Socio-Stability. For this reason, each functionary is obligated to always follow its orders without question or hesitation.

Failing to follow orders received from Dispatch will lead to heavy charges, and in some cases, even Autonomous Status, subsequently followed by the unit’s removal from service without citizenship amnesty, otherwise known as Deservicement.

On the field, your primary interactions with Dispatch will mainly be receiving and giving information, either through an Airwatch unit or otherwise, receiving orders, being administered Sterilized Credits, or being charged for doing something wrong.

Dispatch may also often utilize the local broadcast system to transfer orders to ground units or address the Populus directly, usually for inspections, locating an individual, or simply broadcasting reminders and notices.

An important note that should be made is Dispatch’s communication and terminology that is used with Ground Units. Overwatch sees Urban Centers as ‘bodies’, with everyone inside them being a ‘cell’, in a way, similar to how there are blood cells, antibodies, etc, inside the human body. Because of this, Dispatch may often use terminology of medical origin or phrases that would otherwise not be utilized for military or paramilitary purposes. For this reason, functionaries should become familiar with all the terminology utilized by not only themselves but also Dispatch in order to ensure a cohesive and efficient performance in the field.
 

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Overwatch Transhuman Arm

The Overwatch Transhuman Arm is part of the Ground Units branch of the Overwatch, serving as the primary military force that the state has at its disposal used to combat insurgencies, protecting high-value individuals or locations, among other, more classified tasks.

Having extensive tactical training under their belt along with several physical and genetic augmentations, along with extensive memory replacements, their operations should not be interfered with at any time, due to their critical importance towards preserving Socio-Stability.

Overwatch Socio-Politi Preservation Units are highly unlikely to find themselves ever interacting with an Overwatch Delegate due to the nature of their work, however, should the case ever be otherwise, functionaries are to not interfere with the operations of the Transhuman Arm and only address them in times of emergency or when directly addressed to.
 

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Airwatch

The Overwatch Aviation Branch, also known as Airwatch, consists of all the air forces operating under the Overwatch.
  • Overwatch Aviatic Assault Branch
    • The Overwatch Aviatic Assault Branch consists of several different bio-mechanical devices and vehicles that are often used in overwatch assault operations to establish or preserve control over a region.
      • Skyshield
        • Assault Helicopters
          • Assault Helicopters are attack choppers the design of which has human origins and are heavily altered for operational efficiency in the field. They feature a powerful mini-gun, search spotlights, and bombs.
        • Gunships
          • Gunships are biomechanical creatures reproduced by the Combine for integration into their assault ranks. They feature a powerful pulse minigun and a powerful energy beam.
      • Boomers / Winders
        • Dropships
          • Dropships are biomechanical creatures reproduced for transportation and tactical assault purposes. They can hold heavy cargo, the most common of which is a large container that can carry armed personnel or other assault devices. It is armed with a rapid pulse minigun utilized to cover the deployment or departure of its armed personnel.
  • Overwatch Surveillance Branch
    • The Overwatch Surveillance Branch consists of several equipment and devices that are used for surveillance and intelligence-gathering for utilization by the Overwatch and its armed forces.
      • Urban Scanners
        • Urban Scanners, otherwise known as City Scanners or simply scanners are mechanical devices that are controlled directly by Dispatch/Overwatch and utilized for surveillance purposes in Urban Centers.
      • Shield Scanners
        • Shield Scanners, unofficially known also as Claw Scanners are fairly similar to Urban Scanners but biomechanical in nature. They too are controlled directly by Dispatch/Overwatch and are used for surveillance purposes, but their distinctive feature is the large claw stored inside them that is capable of deploying an anti-personnel mine for use against enemy insurgents.
 

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Sweeps & Raids

There come times when, regardless of the efforts of Overwatch and its armed forces, the enemy may gain access to weapons or equipment that can be utilized to harm and deter Socio-Stability. When this becomes the case, elevated security may be put in place, however, even with that, attacks against the overwatch and its agents are inevitable. For this reason, sweeps and tactical raids may be conducted to deter the ability of the enemy to exercise attacks against the state.

Sweeps typically refer to the injection of areas that are normally prohibited for overwatch forces, such as the Storm System and Terminal Restriction Zone. During a SS or TRZ injection, the present Protection Team(s) may be tasked with intelligence-gathering, search-and-destroy missions, capture missions, or other objectives of a similar nature. However, these areas are often open to citizens of Non-Upper-Class citizenship who are not members of an External Union Organization, such as the Civil Workers’ Union, Amaria Healthcare, etc. Therefore, unless explicitly stated otherwise, functionaries should first confirm that their target meets the criteria above or other criteria that may have been specified before the mission started before engaging, should they come in contact with a Non-Overwatch-Functionary.

Raids typically refer to the injection of Residential Blocks followed by the mass screening of the citizens residing within them. Residential Block Raids are conducted for several reasons, ranging from intelligence-gathering, search-and-destroy missions, capture missions, or other objectives of similar nature. Raids are typically conducted during a deterred Socio-Stability, however, they can be conducted at any time, should Dispatch deem it necessary.
 
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Waivers

There come times when the Socio-Stabilization has been fractured to the point where specific procedures need to be put in place to prevent its fracture from escalating further. These procedures are called ‘Waivers’ and are only utilized when absolutely necessary, due to the disturbance that they tend to cause to the peace of the region.

Currently, there are three waivers. Curfews, Judgement Waivers, and Autonomous Judgement Waivers.

Curfews are useful for getting people off of the streets and allow Ground Units to carry out important tasks without interruptions. For example, a Curfew may be put into effect if there is an active threat towards Socio-Stability in the region, such as an armed enemy combatant. Another example is if an extremely High-Value Target needs escorting, and the streets are too populated, or if an extraordinarily important shipment is being imported from another Urban Center or facility.
During a Curfew, citizens are relocated and forced into Residential Blocks or any other closed Union-Controlled spaces; anywhere but outside and on the streets. Starting immediately with a Curfew, being outside and on any of the Politi-Control-Sections warrants a 603; Unlawful Entry charge, the verdict of which may be administered when seen fit subsequently to a short inquiry if deemed necessary.

Judgement Waivers are similar to Curfews but considerably escalated. During a Judgement Waiver, control of the city is lost up to the point in which there exists a requirement to extend the jurisdiction of ground units, lifting some major restrictions.
Beginning immediately with a Judgement Waiver, citizens are relocated into Residential Blocks or any other closed Union-Controlled spaces and screened. Being outside and on any of the Politi-Control-Sections warrants a 63; Criminal Trespass charge, which may be administered on the spot at will. Malcompliant subjects may be met with instant lethal force. Overwatch Transhuman Arm delegates may be on stand-by within the Nexus or any Overwatch-Controlled facilities to deploy in an instant if required, or if the situation escalates to an Autonomous Judgement Waiver.

Autonomous Judgement Waivers are utilized when all control of the city has been completely lost. During an Autonomous Judgement Waiver, Dispatch refrains from issuing orders to ground units and instead acts as a provider for logistical information, if so requested.
Ground Units operate completely autonomously during such a waiver, with no action leading to Autonomous Tags other than the assault of other Protection Teams, Stabilization Delegates, or the mass genocide of other Civic Entities (eg killing every citizen on sight).
Dispatch loses all jurisdiction during Autonomous Judgement Waivers, with the only exception being to disable it.
 

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Civil Unrest

Despite the efforts of Overwatch to keep the population in check, either through force and fear or through adequate treatment, there come times when problematic members of the community come together and begin causing Civil Unrest.

While 404; Riot falls under immediate amputation, amputating a large amount of the Workforce from the Civic Body would hurt the immediate production and labor operations in the region, not to mention would suck from an OOC perspective.

For these reasons, certain measures to combat this behavior have been put in place. More specifically, Anti-Riot Practices. Specific procedures and tactics are used to split the mob apart and get them to disperse, effectively stopping the riot.

The objective is simple: to dispel a large, violent group of activists and dissidents. The response to this may vary, however, the most common practices are the following:
  • Kettling / Zone Control
    • Zone Control is when rioting civilians are herded into one specific area by closing off adjacent areas via hardpoints, manpower, or Armed Personnel Carriers. When the area where the unrest takes place has been considered controlled, the riot itself can subsequently be controlled with ease, and any ringleaders, violent protesters, or other important figureheads in the riot may be subdued.
  • Snatching
    • Snatching refers to an offensive/pre-emptive maneuver conducted by local officers. A group of three to five Riot Control Units charge in a wedge formation to grab a particularly aggressive individual and pull them back behind the front line, where they can then be detained by Prosecution Units.
 

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Socio-Stabilization

The primary task of all operations conducted by the Overwatch and its agents will always remain to contain any events that may result in sociocide or the deterioration of Socio-Stability. Socio-stability refers to the overall order and control that Overwatch has over a specific region. Similar to the DEFCON system once utilized by the United States, the Socio-Stabilization has five different states, with each state having to meet specific requirements to be defined. Escalated Socio-Stabilizations also lift certain weapon restrictions for functionaries.

Nominal Socio-Stability
  • Present threats have been eliminated.
  • A threat has evaded capture and other units were unable to locate it after a period longer than thirty minutes.
  • Things have returned to their generic, nominal state.
  • Control has been restored after Socio-Stability has been in its disrupted state.
Disrupted Socio-Stability
  • Multiple instances of refusal to cooperate, or regular breaches of the peace.
  • Large disruptions that may be easily dispersed.
  • The general ‘heat’ level of the region is high.
  • Control has been restored after Socio-Stability has been in its fractured state.
Fractured Socio-Stability
  • Any sort of Overwatch Functionary has been attacked but has not died.
  • An Overwatch Non-Functionary has been destroyed (eg. a scanner or a camera).
  • Control has been restored after Socio-Stability has been in its marginal state.
Marginal Socio-Stability
  • An Overwatch Functionary has been deserviced during an attack.
  • An Overwatch Functionary has been kidnapped.
  • An Overwatch Functionary has gone rogue.
  • A High-Value Target has been attacked.
  • Multiple, consistent attacks on Overwatch Functionaries.
  • A biotic has broken custody.
  • There is little/absent control over the events within the city.
  • Control has been restored after Socio-Stability has been in its lost state.
Lost Socio-Stability
  • Extremely large amounts of Overwatch Functionaries or Stabilization Delegates have been deserviced during attacks.
  • Dispatch goes offline or becomes unable to effectively command units in any capacity.
  • Conditions have deteriorated enough for enemy combatants to show an active presence around the region.
  • The region is overrun.
  • Multiple HVTs have been killed whilst under the protection of Overwatch delegates.
 

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Conscripted Biotics

Outland Biotics that have been captured and repurposed for labor/workforce to the state, mainly for cleaning detail and/or objectives deemed too easy or useless for ordinary citizens are called Conscript Biotics, or simply Biotics.

Conscript Biotics are suppressed from their powers using shackles infused into their body, rendering them harmless when it comes to their powers.

There are several types of Conscript Biotics, each having its different purpose.
  • General Labour Biotic (GLB)
    • This is an ordinary Conscript Biotic - the most common type. General Labour Biotics are tasked with relatively simple and common objectives, such as:
      • Cleaning corpses of deceased individuals.
      • Cleaning junk, stains, or other dirt from the street and other public areas.
  • Interim Global Authority Biotic (IGA)
    • This is a Conscript Biotic that has been specifically assigned to the Interim Global Authority. IGA Biotics have a few tasks that may range in variety. Some may be:
      • Cleaning the Offices.
      • Handling paperwork.
  • Civil Workers’ Union Biotic (CWU)
    • This is a Conscript Biotic that has been specifically assigned to the Civil Workers’ Union organization. CWU Biotics have several different tasks, all ranging in variety and difficulty, being completely up to the Civil Workers’ Union. Some common tasks may be:
      • Cleaning the HQ or the warehouses.
      • Acting as an assistant to Civil Workers during Work Cycles.
      • Manage warehouse or HQ stock.
      • Handling paperwork.
      • Acquiring supplies.
  • Amaria Healthcare Biotic (AMH)
    • This is a Conscript Biotic that has been specifically assigned to the Amaria Healthcare organization. AMH Biotics have several different tasks, all ranging in variety and difficulty, being completely up to Amaria Healthcare. Some common tasks may be:
      • Cleaning the Clinic.
      • Acting as an assistant to doctors and nurses.
      • Handling paperwork.
 
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Vanguard

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Training

While all units receive basic training once they are first enlisted into the Civil Protection, there exist several advanced training procedures that need to take place before the unit in question is capable of acquiring advanced weaponry or taking part in advanced tactical procedures.

These training sessions will be conducted by a Rank Leader or an authorized Training Officer at a pre-announced time every few weeks when seen fit. A list of them is as follows:
  • Induction Training
    • Induction Training is the first and most basic level of training a Civil Protection unit can receive. It is required to fully enlist into the ranks.
  • Fire & Manoeuvre
    • This course is intended to inform and educate functionaries on how to maneuver as a team whilst in a combat scenario.
  • Close Quarters Combat
    • This course teaches functionaries how to operate cohesively and effectively within a Close Quarters Combat scenario (eg buildings).
  • Unrest Procedure
    • This course teaches units how to operate during unrest and how to quell riots/large-scale disturbances effectively. It is required to participate in unrest procedures.
  • Vehicular Usage
    • This course teaches all that is needed to know for the operation of ground combat and transportation vehicles, such as the APC. It is required to operate the APC.
  • Protection Team Lead
    • This course is intended to educate functionaries on how to effectively lead a Protection Team on the field. It is required to assume PT leadership.
  • 9mm Sidearm
    • This course covers the basics of operation and usage of the 9mm Sidearm and is required to acquire said firearm.
  • SMG Primary
    • This course covers the basics of operation and usage of the SMG Primary and is required to acquire said firearm.
  • Classification Shoot
    • Classification Shoot is more of an exam than a training course and is required to maintain firearm authority.
  • Operational Reintegration
    • This course is designed to help adapt and reintegrate any units that have faced challenges or shortcomings in the line of duty and need their skills ‘recalibrated’ to ensure cohesion.
 

Vanguard

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Datapads & Datafiles

A datafile is a list of basic information regarding the individual in question, such as their current occupation, their citizenship status, their past crimes, and more. Knowing how to utilize the Datapads and the Datafiles themselves is in a functionary’s best interest to perform their duties properly. While the more advanced features of the Datafiles are reserved for Rank Leaders and Dispatch itself, units should at least know their basic functions and how to operate them properly.

Documenting is the act of updating a citizen's datafile with new information, be it Social Merits or otherwise. Social Merit administration is up to the individual functionary unit, but they are usually administered for showing outstanding loyalty to the Union, by greatly assisting the Union's goals through one's actions, preserving vital resources (eg saving a functionary's or other important individual's life), etc. Alternatively, 1 SM may be redeemed in exchange for 10 WorkForce Coupons.

There are several functions to datafiles, each serving its unique purpose.
  • Notes
    • Notes can be made at any time by any unit for almost any reason regarding a citizen, be it to note down suspicious behavior, interest in enlisting into the ranks, or otherwise.
  • Civil Record
    • A citizen’s Civil Record is a precise list of all the ‘good’ and ‘bad’ things that they’ve done since their relocation.
    • A simple and precise description is required when administering or deducting Social Merits, with no specific details. For example:
      • “Assisted in the capture of a 603; Criminal Trespass suspect.”
      • “62; Alarms.”
    • A unit may notice that Civil Records registered by Overwatch may differ a bit in format; that is to distinguish them from functionary-registered Civil Records clearer, and it should not affect the format utilized by a normal unit.
  • Medical Record
    • The Medical Record field is primarily utilized by Amaria Healthcare to register treatments that were administered or other notes such as prescriptions and such.
    • Under normal circumstances, a functionary would not have to register a Medical Record for a citizen.
  • Housing Allocation
    • The Housing Allocation field is used to display and manage where a citizen resides.
    • The Apartment Block is chosen automatically based on the subject’s Civil Status.
      • Working Class -> Residential Block 3
      • Middle Class -> Residential Block 1
      • Upper Class -> Residential Block 2
  • Employment
    • The Employment field of the Datafiles displays the current occupation of an individual. There are several possible occupations for this field, those being:
      • Civil Protection
      • Interim Global Authority
      • Civil Workers’ Union
      • Amaria Healthcare
      • Citizen
  • BOL
    • The BOL field of the Datafiles displays whether an individual is on the ‘Be on the Lookout’ list. This is used when a citizen is wanted for inquiry or has committed a crime and has not yet been located by Civil Protection units.
  • Anti-Citizen
    • The Anti-Citizen field of the Datafiles displays whether an individual is classed as an ‘Anti-Citizen’. This shows as ‘Autonomous’ for units.
 
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Vanguard

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Workcycles

Workcycles, also known as Workshifts are organized group work assignments with the primary aim of benefiting the state in some way.

Civil Protection functionaries are expected to maintain stability during Workcycles and always respond to supervise them if they are not already preoccupied with something else.

While there can be many types of Workcycles, the two most common ones, and essentially the two only ones that house several different sub-categories of Workcycles are the following:
  • Labour Shift
    • A Labour Shift can range from cleaning up the street to repairing, constructing, or renovating buildings or other infrastructure outside of designated warehouses.
    • During Labour Shifts, citizens may have tools that may fracture Socio-Stability should they be used incorrectly or with malicious intent. Caution is recommended & advised.
  • Production Shift
    • Production Shifts are the most common type of shifts, essentially producing items and goods such as rations, tools, consumables, and other commodities either for direct use by the city or for exporting.

Workcycles are primarily mandatory, thus, units are permitted to force citizens into participating. However, there are a few limitations to this:
  • Middle-class citizens may skip the shift in exchange for one Workforce Coupon.
  • Upper-class citizens are not obligated to participate, but may still do so if they wish.

After a Workcycle is completed, Working-Class and Middle-Class citizens are to be rewarded with one Workforce Coupon,, generated by a nearby terminal. Furthermore, depending on the performance of the citizens, they may receive more Workforce Coupons or even none. No Social Merits are to be awarded unless stated otherwise by the active Dispatcher.
 
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