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CCA handbook

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CCA handbook Empty CCA handbook

Post  DIABLO258 Mon Jul 30, 2012 12:11 am

KEY

CHAPTER 1
Section 1A - All things CCA Units must wear.
Section 1B - All things CCA code, code names, code numbers.
Section 1C - All things CCA ranks. Privilages. Rank numbers, meanings, weapons.
Section 1D - All things CCA radio


CHAPTER 2
Section 2A - All things loyalist
Section 2B - All things Contraband
Section 2C - All things beyond contraband, including Anti-Citizen ranks and punishments. 
Section 2D - All things DataPad 


CHAPTER 3
Section 3A - All things Union Cards






CHAPTER 1

Section 1A - All things CCA Units must wear.

1 Kevlar Vest, protection from standardised firearms rounds.
1 Flak Jacket, vulcanized rubber.
1 Slacks, made from polyester
1 Hardened plastic mask, provides protection from gas and bacteria and includes a vo-coder.
1 Vulcanized rubber gloves
1 Vulcanized rubber boots, with steel toe reinforcement.

1 Divisional armband, which includes your Division's logo and colour.
1 Rank badge, which includes your rank, medal be awarded for distinguished service.



Section 1B - All things CCA code, code names, code numbers.

Standard Codes and Terminologies

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.
Breach: Remove obstacle or defenses.
Clamp: Seal off a specific area.
Clear: Erase current orders. (Commonly used as a way to tell fellow combine that an area has no immediate threats. 'All Clear' or 'C-E' is the proper way to send such a message.)Do not get mixed up with cleaned
Cleaned: Entity is normal. (I.e. No contraband/threats, room is clear of contraband, citizens, and threats.)
Contact: Enemy unit(s) spotted and engaging.
Contain: Prevent forces or situation from spreading beyond it's current location.
Deserviced: Unit down.
Deploy: See Inject. Either can be used.
Diagnose: Determine threat level and situation.
Divisive: Having a quality that divides or seperates. (I.e. Rebellious attitude that seperates the citizens obedience to the combine.)
Examine: If applied to an organic entity, it may also mean to pat-down or frisk.
Exogen: Antlion.
Expose: Flush suspects/situation out from cover/structure.
Extract: Evacuate.
Hold: Maintain position/location defensively immediately.
Holding: Maintaining and guarding position.
Infected: Unfriendly. (I.e. Zombine.)
Infestation: High parasite activity.
Inject (To Formerly Deploy): Teams assemble at designated rally points.
Innoculate: To protect or safeguard from a threat.
Intercede: Directly control/mediate key enemy activity. (I.e. By means of ambush/manipulation.)
In position: Ready to perform orders.
Isolate: To detain a(n) (anti-)citizen and cut them off from all contact with the populace.
Line: Form solid defence/barricade defense.
Malignant: High dangerous and contagious.
Midnight: Cut all radio communications until further notice.
Necrotic: Zombie.
Outbreak: Last remaining unit in a group.
Outland: Foreign.
Pacify: To handle a situation or detain an anti-citizen - Non-lethally if possible.
Parasitic: Headcrab.
Polistability/Polistabilization: Stabilization of a political order.
Prosecute: Administer ordered citation. (Administer ordered punishment, in simpler terms.)
Restrict: Prevent access to that area or position.
Restrictor: Thumper.
Ripcord: Fall back to/move back or away unless a location is specified.
R.O.E: Rules of Engagement as authorized by any unit OfC+ (Only fire upon an individual if they fire upon you first.)
Room!: All Units in Room stand to salute superior officer (Only Indoors)
Sociocide/Sociocidal: Attempted disruption of the social order.
Stand by: Await orders.
Stabilize: Restore order through any means required, verbally or otherwise. (Non-leathally unless required.)
Sterilize: Free area/situation of.
Unlawful Procreative Activity (UPA): Engaging in relationships. (I.e. Attempting to have sex.)
Unrest: Riot or Rebellion.
Valence: The capacity of one person or thing to react with or affect another in some special way, as by attraction or facilitation of a function or activity. (I.e. This can mean anything from some passing drugs to someone, or a rally for anti-citizens.)
Virome: Poison/Fast Headcrab.
Viscerator: Manhack.


ADW: Assault with a deadly weapon
BOL: Be on the lookout
DB: Dead-body
UTL: Unable-to-locate
OID: Officer in Distress
POI: Point of Interest


Code 21: Complaint
Code 27: Attempted Crime
Code 28: Inciting a felony
Code 29: Death
Code 30: Homicide
Code 30S: Homicide by shooting
Code 34S: Shooting
Code 51B: Bomb Threat
Code 52E: Explosives
Code 94: Illegal discharge of a weapon
Code 95: Illegal carrying of a weapon
Code 187: Homicide
Code 603: Unlawful entry
Code 647A: Vagrant loitering in a public place


Communication Codes:


10-0: Caution
10-2: Good Reception
10-3: Stop transmitting
10-4: Roger/OK/Affirmative
10-7: Off Duty/Out Of Service
10-8: On Duty/ Back in service
10-12: Standby
10-13: Weather/Road Conditions
10-20: Specify Location
10-22: Disregard
10-23: Arrived on Scene
10-40: Run Silent
10-54: Negative
10-76: En Route
10-84: Advise ETA
10-85: Arrival Delayed to ____
10-87: Pickup at _____




Describing a Suspect:


10-14: Suspicious Suspect
10-32: Armed Suspect
10-37: Suspicious Vehicle
10-45: Fatality
10-55: Intoxicated Driver
10-56: Intoxicated Pedestrian
10-64: Suspect Wanted
10-77: Suspect Apprehended
10-104: Suicidal Suspect


Describing a Situation:


10-10: Fight in Progress
10-15: Civil (Public) Disturbance
10-16: Domestic (Private) Disturbance
10-31: Crime in Progress
10-34: Riot
10-53: Road Block
10-57: Hit n Run
10-59: Escort
10-80: Pursuit in Progress
10-81: Traffic Stop
10-90: Alarm Sounding
10-94: Street Racing
10-95: Abandoned Vehicle
10-97: Traffic Hazard
10-99: Officer being followed
10-101: Set up roadblock
10-103: Bomb Threat
10-105: Suicide


Describing a Fire Related Situation:


11-61: Advise Nature of Fire
11-62: Report Progress on Fire
11-63: Smoke Report
11-70: Fire Alarm
11-71: Fire


Describing a Medical Situation:


11-40: Advise if Ambulance Needed
11-45: Fatality
11-50: Accident
11-52: Ambulance Needed
11-42: No Ambulance is needed
11-80: Accident - Major Injuries
11-81: Accident - Minor Injuries
11-82: Accident - No Injuries
11-83: Accident - Unknown Information
11-102: Dead on Arrival
11-105: Suicide


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


Section 1C - All things CCA ranks. Privilages. Rank numbers, meanings, weapons.

Standard rules:
CCA are allowed to hit a citizen with thier stunstick once if the citizen is to close, or doing something illegal. The CCA does not need to /me for the first hit. After the hit has been made, it is up to the citizen if it shall become a roll situation or not.

If there are 3 CCA and one citizen, they are allowed to PG.

CCA are feared. So make sure the citizen fear you. Citizens should cower when they see high ranked officers patrolling.

CCA still follow simple rules, like Audio Violation. But they can do what they please.

_________________________________________________________

CCA Rank privileges

Recruit (RCT) - None. Basicly a citizen with a CCA uniform and Data Pad.
Able to unlock and open CCA doors, but not allowed to leave Nexus or touch a weapon without permission from an OfC or higher.
RCT brainwash percentage: 0%


05 - Detain citizens, and move freely through the city.
-05 brainwash percentage: 10%

04 - Same as the 05, but is still most likely not going to amputate, but you may do a first torture at this rank.
-04 brainwash percentage: 25%

03 - Now able to equip the SMG, and a
ble to wield non lethal grenades. The 03 has probably made his first amputation, and a few tortures, so he's slowly getting used to them. The 03 can now host ration events.
-03 brainwash percentage: 50%

02 - Able to wield non lethal grenades. Used to amputations and torture, but you don't like to be too harsh in torture, and you don't like amputating innocent civilians much. Can now use the Shotgun.
-02 brainwash percentage: 75% (Unable to go rouge at this point)

01 - Able to wield the shotgun and non-lethal grenades. The 01 is the scariest Enlisted. Citizens cower when an 01 is present. He knows how to amputate on sight, torture when ready, and wants to get any information out of anyone he can. The 01 can now lead CAH raids and searches. He must alarm the judgement waiver. He must let a CCA High Commanding Unit know of his plans, or a DvL is no one is available. Able to use the OICW.
-01 brainwash percentage: 100%

EpU - Able to do everything the 01 can. The EpU is tougher, stronger, and even scarier to be around. They are filled with the want to kill and wouldn't question why they had a gun to a citizens head. They would only pull the trigger. EpU's still fall under a division, and must obey their DvL. The EpU can order low ranking Enlisted around, 05-03. Once you gain the rank of EpU, the OTA Faction is unlocked. Ask any SA to whitelist you. Able to use Lethal grenades. Able to use the OICW.
EpU brainwash percentage: 100%

OfC - The OfC is a CORE only rank. This rank allows you to train RCT's. You still fall under the Core DvL's leader ship, yet you fall to the same power as other DvL's. You gain the Trench coat model. You may order around all Core Units. Able to use Ar2.
OfC brainwash percentage: 100%

DvL - The Divisional Leader is meant to lead his/her division. With upgraded augmentations, the DvL may give permission for their units to enter District 6. They may begin a ration cycle. They are allowed to begin a judgment waiver and search the CAH. The DvL is commanded by CmD+ units. If none are online, the Core DvL acts as a leader to them. They may order any Unit around, as long as they are within their division. Able to use Ar2.
DvL brainwash percentage: 100%

CmD - The Commander has the honor to command all Units below him/her. They may begin rations, judgement waivers of any kind, and can train new recruits. The CmD is known for planning out District 6 sweeps and recon missions. He/she is also counted on for creating new strike plans and information gathering missions, using Ghost units. The CmD is very threatening, and many citizens would run if the CmD made eye contact.

SeC - The Sector Commander takes the Administrators place when he is away. The SeC is seen as the one true leader of the City, controlling anything and all he/she wants. With the most powerful of all augmentations, and all the information the CCA has to offer the SeC takes pride in commanding all of their Units if the time arises. The SeC reads reports and determines who will get promotions during either ceremonies or just on their own time. The SeC is feared by all, including CCA units.
_________________________________________________________

CCA Division's

Upon the rank of 03, and only 03, your Unit is allowed to choose between specific divisions. These divisions decide the special traits or attributes your character will achieve when under that divisions control.
When choosing a division, you must not change back unless you contact a CCA High commanding Unit.

Division listing:

Core Combat Unit - Specialty in agility, fire fights, and weapons.
Helix Medical Division - Specialty in medical knowledge and medical devices.
Nova Technical experts - Specialty in anything electrical.
Ghost Recon Special Forces - Specialty in Stealth and is able to be sent in as a recon unit before Sweeps are engaged. -Invitation only

_________________________________________________________

Division S-Trait listing:


WARNING: READ - You can only chose one of the special S-Traits for a division. You cannot have an S-Trait that belongs to a division other than your own. You may chose any of the S-Traits from your division. You cannot change to a different S-Trait, and still contain the knowledge of your last S-Trait.


Section 1D - All things CCA radio

CCA Radio Frequency: 115.5
CCA Emergency radio Frequency: 114.1

The CCA Hand Held Radio Device is meant to communicate with your fellow Units. Sending Information between each other. When your first go online with your Unit, be sure to announce your status over the radio. Also, be sure to look at Section 1B to see codes for quick radio communication.


Section 1E - All things CCA etiquette

The Combine Civil Authority have a few unwritten rules within their system. Fortunetly enough, these unwritten rules are now being written.

-CCA Units must salute to all CCA High Commanding Units, including their specific divisional leader.
-CCA Units patrol on the sidewalks. They only enter the streets when interacting with another Unit, or a citizen.
-CCA Units stand straight, rarely relaxing in case of a High Commanding Unit or DvL seeing them.
-CCA Units Generally dislike Vortigaunts. They can treat them as Citizens, but nothing more, or they are seen as strange by CCA etiquette.
-CCA Units enjoy the idea of them being of a higher power than citizens. They like to test their skill on them and just treat them like lower grade human beings.
-CCA Units like making a big deal out of things. The more attention they recieve, the more likely they are to be noticed by a High Commanding Unit.
-CCA Units will not admit they are wrong. They will break their own rules to see a citizen's day get ruined.



CHAPTER 2

Section 2A - All things loyalist

Loyalist points and rank system

Loyalist points are Negative Numbers given to citizens who are seen as noble and loyal to the Universal Union. Each deed a citizen does have an amount of points worth to its name.

CONTRABAND
----------
Illegal Books: -0.2 (EACH)

Light Weapons: -4

Medium Weapons: -6

Heavy Weapons: -10

CLEANING
--------
Trash Pickup (10 Items): -0.5

Window Cleaning (1-3): -0.5

Window Cleaning (4-9): -1

Blood Cleanup: -0.5

Misc Cleaning: -0.1

CRIME SPOTTING
--------------
(See section 2C, Civil Offences and Punishments)
Level 1: -1

Level 2: -2

Level 3: -4

Level 4: -6

Level 5: -8

Level 6: -15

Work Sales
--------------

Selling 1 Item in any store: -2

(Ask the guard to give you your points)


RANKS
--------------

-10: Level 1 loyalist badge

-20: Level 2 Loyalist badge

-40: Level 3 Loyalist badge

-60: Level 4 Loyalist badge

-80: Level 5 Loyalist badge

_________________________________________________________

RANK GIFTS FROM THE UNION

Loyalists get more respect from all CCA Units. More trust. More compassion.
The higher your level, the more respect you get.

Bonus'
Level 5 Loyalist: Aquire CWU faction whitelist.


_________________________________________________________

The Citizen Loyalty System
Each and every member of the Civil Populace belongs to a certain civilised order.

Civil Worker's Union member - Loyalists who take a more direct route in helping the CCA with manual tasks. They are allowed non-standard clothing, and are the regulators of all CETA stores and factories.
Loyalist - A Citizen who has proven his or her loyalty to the Union, often recognized by a orange Loyalism armband.
Citizen - The bulk of the populace belong this group, they show neither loyalty nor disrespect.
Rebellious Citizen - A citizen who openly opposes the CCA and UU authorities.
Anti-Citizen - An individual who has had their citizen status revoked. Detain, or possibly execute, on sight.
Anti-Citizen One - The largest threat to Civilised Society at the given moment.


_________________________________________________________





Section 2B - All things Contraband

Standard Contraband Levels

GRADE FOUR CONTRABAND
Non-Standard Clothing, items of clothing other than the standard Citizen uniform, including jackets, hats, etc.
Paracetamol, a simple painkiller. Note that if the person in possesion has a medical licence or a written perscription it is allowed
Steroids, simple steroids. Note that if the person in possesion has a medical licence or a written perscription it is allowed
Anti-Depressants, simple anti-depressants. Note that if the person in possesion has a medical licence or a written perscription it is allowed

GRADE THREE CONTRABAND
Unauthorized Writings, Any book other than the Zen of the Union or Human Anatomy Leaflet.
Propaganda, Anti-Union propaganda
Unauthorized Technology, Anti-Union propaganda
Medical Vials, Universal Union Bio-gel containers

GRADE TWO CONTRABAND
Communications Technology, Handheld and Stationary radios, and unauthorized Request Devices
Unauthorized Weaponry Weapons such as axes, hammers, bats and crowbars
Mechanical Devices Any device other than a single small TV monitor
Union Zipties Ties that are used by the CCA to search and detain Citizens
Firearms ammunition, Ammunition for any weapon
Resistance Uniforms A uniform worn by various Anti-Citizens

GRADE ONE CONTRABAND
Unauthorized Light Firearms Pistols that use a standard 9mm round, and flash and smoke grenades
Unauthorized Medium Firearms Common weaponry such as MP7s and pistols that use a round other than a standard 9mm round
Unauthorized Heavy Firearms Rarer weaponry such as sniper rifles, M4A1s and AK47's
Unauthorized Super-Heavy Firearms Weaponry such as RPGs and the OTA AR2
Nova Prospekt Codes A code book used by the Nova Prospekt Wardens
Combine Lock A lock that can be activated by CCA, OTA, or UU members
CCA Datapad/PDA A PDA containing information on the Citizens, and City, as well as other CCA Units

GRADE ZERO CONTRABAND
CityWatch Uplink A direct feed to the CityWatch, or knowledge of CCA Radio Frequencies
Union Vehicles Possesion of any CCA/OTA vehicle, such as an APC



Section 2C - All things beyond contraband, including Anti-Citizen ranks and punishments.

Criminal and Anti-Civil activities

GRADE THREE
Running or jumping, any uncivillized way of self-transportation
Audio-violations, including swearing or derogatory comment on a Union Offical or the Union itself
Non-standard clothing, items not issued by the CCA or UU
Civil Inaction, Failure to notify the CCA of uncivil activites
Assault, Assault on a Citizen or CCA Unit
UPA, Unlawful pro-creative activities

GRADE TWO
Anti-Union proaganda, the act of posting of, or being in possesion of, distasteful propaganda
Class B vandalisim, damaging property, such as stores
Intoxication, Intoxication from alcoholic beverages, and possesion of alcohol
Armed Assault, Assault with a melee weapon

GRADE ONE
Class A vandalisim, damaging Union property, such as scanners
Indentification Failure, failure to attend a Block Indentification Check
Civil Misconduct, distributing contraband throughout the Civillian Populace
Unlawful Amputation, attempted, threatened or actual amputation of a CCA Unit or Civillian

GRADE ZERO
Political Assasination, attempted, threatened or actual amputation of a City Administrator
Breach of City Safety, attempted, threatened or actual creation of entrances into and out of the City

In addition, illegal goods, also known as contraband, belong to a grade.

_________________________________________________________

Civil Offences and Punishments

Level 1
Running.
Jumping.
Climbing.
Loitering.
Any other minor un-civil acts.
Punishment: Warning and/or light beating. Continuous acts will be classed as Level 2.

Level 2
Level 2 contraband (Extra ration(s), Flashlight (without permit), Unauthorized books etc).
Audio Violation (Vulgar or otherwise foul language).
Wasting an officer's time.
Speaking in an unofficial language.
Punishment: Detainment for 1 cycle (5 minutes) and confiscation of any contraband. (+1/2 points)

Level 3
Tresspassing.
Sharing a room without a permit.

Carrying a Union Card without the correct amount of Loyalty points.
Level 3 contraband (Unauthorized technology, such as radios and minor UU equipment)
Failure to apply.
Failure to co-operate with CCA and UU officials.

Punishment: Detainment for 2 cycles (10 minutes) and possible interrogation if found with contraband. Contraband confiscated and inspected by NOVA. (+4 points)

Level 4

Level 4 contraband (Ammunition for firearm, Advance UU technology).
Theft.
Assault.
Vandalism.
Tampering with unconsious or terminated citizens.
Resisting arrest.
Suspected spreading of Anti-UU propaganda (Immediate interrogation/torture)
Carrying out major uncivil acts (Sex etc)

Punishment: Detainment for 3 cycles. Interrogation. All contraband is confiscated and checked by NOVA. Report directly to Sectorial Commander after contraband analysis. (+6 points)

Level 5

Level 5 contraband ( Firearms, Explosives)
Assaulting a CCA unit.
Disregarding judgement waiver.
Lying in an interrogation.
Holding other citizens hostage.
Spreading anti-UU propaganda.

Punishment: Confiscation of all contraband. Interrogation/torture. Detainment for 4 cycles (20 minutes). Report directly to Sectorial Commander.

Level 6

Assaulting an OfC/DvL or higher.
Caught attempting to use a firearm or explosives.
Recruiting citizens into anti-UU groups
Plotting treason, assassination or other high terrorist acts

Punishment: Immediate torture and interrogation. Permanent detainment until sufficient information is extracted. Possible deportation to Nova Prospekt. Termination after torture/interrogation.





Section 2D - All things DataPad

The data pad format should look like this:

NAME:
CID:
RATIONS: Approved/denied
LOYALIST POINTS:
------------------------------------
Logs:

(In here you place all the events they have recorded. +2 running, -2 cleaning, etc...)

------------------------------------
Permits:

(Flashlight, room mate, stuff like that)





CHAPTER 3




Section 3A - All things Union Card


Union Cards are to be handed out to CWU workers only. CWU Workers must have -80 points to acquire the card. The card must only be served at Ration Distribution Centers.


Any Citizen with -79 points or less found carrying a Union Card is to be arrested and the Card to be confiscated.
It is a Level 3 Civil Offence to be caught with one without the right amount of points. See section 2C for punishments.


Last edited by DIABLO258 on Tue Jun 18, 2013 12:30 pm; edited 18 times in total
DIABLO258
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CCA handbook Empty Re: CCA handbook

Post  DIABLO258 Wed Apr 24, 2013 11:34 pm

Updated with Datapad format: Section 2D
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Post  DIABLO258 Sat Jun 15, 2013 11:04 pm

Updated with the Union Card.
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Post  DIABLO258 Sun Jun 16, 2013 11:40 am

Updated with Plexi's code's.
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