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CCA How to play as a Combine Civil Authority Unit

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CCA How to play as a Combine Civil Authority Unit Empty CCA How to play as a Combine Civil Authority Unit

Post  DIABLO258 Sun Jun 16, 2013 11:38 am

Civil Protection Field Guide
Written by Dude



<::SUSPECT PREPARE TO RECEIVE CIVIL JUDGEMENT!

Introduction

Civil Protection, is the foundation that all other roleplay builds upon. Whether other factions thrive or isolate themselves; depends on the efficiency of Civil Protection. For Example: The CCA directly regulates the activity of Resistance groups. If Civil Protection is efficient in their protocols and conduct, Civil Protection will prevent the abduction and murdering of it's members. As well as minimizing the choices Resistance members and Anti-Citizens have to disrupt, attack, or harass Civil Protection. It's imperative that the CCA allows no citizens the opportunity to escape their watchful eyes.

What is it exactly, that the CCA does?

The CCA, despite being known for their generally violent responses sets small goals to display their control and might with the following actions.....




    - Establishing checkpoints to prevent citizens with a background of anti-citizen activity from going into areas with less control, as well as cordoning off confirmed areas of Resistance activity.

    - Patrolling in pairs or teams to minimize the chance of abductions or murders.

    - Forming teams to sweep areas of suspected Resistance Activity

    - Using force as a means to hold influence over citizens

    - Retaliating on the Citizen populace so as to build hate and resentment for the Resistance and their actions.

    - Separating friends and family to dismantle moral and physical courage.

    - Showing false sympathy and gratitude (I.E. Ration Rewards)

    - Making public examples out of offenders.


And so on and so forth, citizens are beaten and blo- <:: CENSORED. With their- <::CENSORED Hanging out of their- <:: CENSORED Until they are completely loyal to the Universal Union and it's honorable goals. Counter acting local social infections and insurgencies, are based within the citizen populace itself.

Patrolling

It is important to familiarize yourself with the combine radio codes and terminology.

For the sake of convenience, I will summarize all codes that are important to have with muscle memory.


    10-4: Roger/OK/Affirmative
    10-7: Off Duty/Out Of Service
    10-8: On Duty/ Back in service
    10-14: Suspicious Suspect
    10-20: Specify Location
    10-26: Detaining Suspect
    10-32: Armed Suspect

    RIPCORD - Return to Nexus
    DB- Corpse found
    BOL- Be on lookout

    Administer: Carry out orders.
    Amputate: Execute/Destroy.
    Anti-Citizen: Criminal.
    Bio-signal: Life monitoring or signs of life. Also a system in suits that monitors heart beats.
    Biotic: Non-naturalized alien species. (I.e. Vortigaunts.)
    Bouncer: Enemy Grenade.
    Clamp: Seal off a specific area.
    Cleaned: Entity is normal. (I.e. No contraband/threats, room is clear of contraband, citizens, and threats.)
    Contact: Enemy unit(s) spotted and engaging.
    Exogen: Antlion.
    Inject: Breach and sweep/engage
    Midnight: Cut all radio communications until further notice.
    Necrotic: Zombie.
    Stabilize: Restore order through any means required, verbally or otherwise. (Non-leathally unless required.)
    Sterilize: Free area/situation of.


EQUIPMENT

This extends to actual NEEDED OOC/IC items


    Zipties x15 (So you don;t run out and shit some out in the open)
    Health kits x5
    Health Vials x2
    Rations x2 (To reward loyalists for reports)
    9mm x1
    9mm Ammunition x5
    Radio x1


CCA How to play as a Combine Civil Authority Unit Abfc68158146f15ce60f6e21c442c3cd

JUDGEMENT WAIVERS, SWEEPS, AND STABILIZATION

Immediately after a judgement waiver is called, or a sweep is being ordered, immediately try to group up with any other units in the area as you carry out your orders. As the judgement waiver being called signifies a SERIOUS danger within the community. An Anti-Citizen could have you dead in his sights when it is being called. Or even before then. If there is no immediate information on the sweep or Judgement waiver immediately move to the nearest hardpoint and radio your status, location, and that you are standing by. IT is also important, even before a sweep or Judgement waiver is called, to give constant updates when one of the following occurs.


    - A new higher ranking high command unit assumes command, or comes on duty.

    - You enter a new district

    - You enter a area reported to have lots of Anti-civil activity.

    - You investigate a report

    - You capture a fleeing suspect

    - You are clamping and five to fifteen minutes have passed

    - You form a patrol team

    - You clamp a previously unoccupied hardpoint

    - You enter a block



If you are asking, "Why would I have to report my status and location so often?" It is because if you are patrolling and an Anti-Citizen jumps out at you and shoots to disable, mugs you, kills you, maims you, rapes you, or captures you. The rest of Civil Protection knows at least what district you were in when you lost contact with them. And can at least cordon off whatever area they deem the anti-citizen could potentially be in.

CCA How to play as a Combine Civil Authority Unit Civil_protection_raiding_some_beetches_by_superninjanub-d4pwmlt

Searches

The distinction between searches and sweeps is this; in a sweep, you EXPECT hostiles and an engagement. Where as in a search, although you are looking for a specific suspect, you do not expect things to escalate into a firefight, at most. A struggle. Searches are commonly conducted on citizens who have committed low offenses and reside within a secure area where Civil Protection's influence is strong. It is expected that a search will most likely be led and conducted by ground units under orders from a High Command. Searches are necessary, in that they instill fear in the occupants of Combine Civil Housing blocks, and are a risk free show of force.

As shown in the picture, a raid will need a minimal team of two units to serve the following roles of Breacher, and Pointman.
The breacher, he or she sets up on the door near the handle, ensuring his or her team is prepared before injecting, and typically charges in after the pointman. The pointman, obviously goes first and pacifies any immediate potential threats. 



DIVISIONS

CCA How to play as a Combine Civil Authority Unit Halflife-2
NOVA

NOVA, well taught in the means of technology. They are often used for developing augmentations and AI Scanners. They can also hack through doors, hack into systems to gain information, and re-wire systems built by rebels.

CCA How to play as a Combine Civil Authority Unit 6681BC38CF6BF180E76E3158DC69C0AF43533A2A


HELIX
HELIX division are the medical officers within the Combine Civil Authority. Their role is to accompany CCA squads when they are out on patrol and provide any medical assistance that is required at any time. HELIX are also in charge of installing augmentations in higher ranking CCA units. HELIX units are also the medical scientists of the CCA, processing re-education and researching other medical technology. 


CCA How to play as a Combine Civil Authority Unit Cop

GHOST
GHOST division are the recon units within the CCA. They provide sniper assistance during attacks and gather intel on resistance threats. GHOST units tend to remain hidden when outside of the Nexus. GHOST also head any special operations that are required. (I wasn't quite sure about this one. Just assuming.)

CCA How to play as a Combine Civil Authority Unit Beating_2
CORE
The base division for the entire Combine Civil Authority. CORE's role it to carry out all of the basic CCA objectives such as Patrol, Ration deployment, Contraband detection and Area clamping. (I was assuming this would be the starter division.)

{Thanks to Plexi for showing me this}
DIABLO258
DIABLO258
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