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City 26 Metropolice Protocol

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City 26 Metropolice Protocol Empty City 26 Metropolice Protocol

Post by NuggetandSkull Thu Mar 27, 2014 7:16 pm

<:: Loading datapad page "MPF prot. V1.243"
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Load successful, displaying page ::>

<:: Introduction ::>

Welcome to the Metropolitan Police Force, or MPF for short. This guide will help you understand your duties and expectations as a member of the MPF. It will explain everything from divisions to equipment all the way to emergency protocols. You are expected to be neutral while on-duty when it comes to civilians, though it is not against protocol to converse with them for short points at a time (though if you do, remain formal). You represent the progress of the Universal Union and will be held to high standards. Meet these standards and you will be rewarded. Fail to meet these standards and you will be punished.

<:: Divisions ::>

Customary
The standard division. Recruits start in Customary and, after their training, will become an 04. After reaching the rank of 04 they can request a transfer to the other divisions. Customary handles a majority of the patrols in the city and are the most commonly seen division. Along with standard patrols they also cover standard interrogation (questioning and torture). Also found in Customary are the medical units. They will have a M before their rank to show they are a medic (MPF-CUSTOMARY.M.04.1672).

Torch
The engineering division. Torch covers everything from repair, to upgrading, to salvage. They are not commonly seen in interrogations, their patrols are limited to where Combine tech may need repairs, and they aren't required to be combat savvy.

Shadow
The elite squad. The very best of the Civil Protection units. Rarely seen on patrol, usually their presence is caused by a major unrest. They can be commonly seen walking the fence of the train station checkpoint to keep citizens at bay and out during riots. They tend to handle the more painful interrogations. Usually advanced torture followed by a slow, painful death.

<:: Ranks ::>
Non-UU/Non-human staff
Conscript- Though not officially part of the MPF, they are assets used by them. They have no power, regardless of the previous rank they had in their respective militaries, and are not permitted to leave their housing unless called upon by an 02 or up. Their gear is a combination of salvaged or repaired gear and they are not permitted to carry a weapon unless given one by the MPF that called upon them. After their mission has been accomplished, they return their weapon to their commander.

SCN- If you see SCN on your active duty roster, this means a city scanner is active. Scanners can be set on an automated path or piloted manually by an on-duty unit from a remote position. They are capable of capturing high fidelity photographs as well as sharing them with dispatch so you may be informed of either a high risk civilian or a crime as it occurs. Only Torch units are permitted to remotely control a scanner.

BIOTIC- This is a term to denote a xeno worker, most commonly the Vortigaunts. They are to be guided and escorted to their appropriate duties and then supervised until they are finished so they may return to holding. This is not entirely limited to Voritgaunts however, and may also include Stalkers and Cremators.
E- Used to denote a Vortigaunt.
S- Used to denote a Stalker.
C- Used to denote a Cremator.

MPF

RCT- Entry rank. Recruits are expected to obey all orders given to them within reason and to adhere to all protocols without question. They are required to attend all training sessions.

04- The rank above recruit. You have more freedoms and basic responsibilities. You are no longer required to await permission before you patrol.

03- The rank above 04. You are now permitted to make a small patrol team of up to three maximum units should the slums be open.

02- The rank above 03. You are now permitted to give orders to Conscripts and you patrol teams may have a maximum of four units should the slums be open.

01- The rank above 02. Many areas are open for patrol now. You are permitted to have patrol teams of up to five units should the slums be open.

OfC- The rank above 01. Your duties are to check on active units and mark down all odd behaviors. In this context, odd could mean breach of protocol or units acting commendably. You answer directly to the DvL before and after your patrol sessions.

EPU- The rank above 01. Your duties are similar to that of an OfC, except you are only expected to be active during intense situations. Much like the rest of the Shadow division, you are not expected to patrol openly and are required to stay within the Nexus to hone your abilities.

DvL- The rank above OfC and EPU. You are mostly free to do as you please. You are not expected to patrol in the field. You are permitted to promote or demote units as you see fit and you may organize training sessions for units.

SeC- The head of the MPF in the city. This unit has no restrictions and they are expected to lead the MPF in a way that best benefits the Union and guides the city. They hold ultimate say and may start inquiries into divisions to root out corruption.

Universal union

OWS- This is an Overwatch Transhuman Arm soldier. They are heavily augmented and trained with advanced gear coming standard. They are to be found in the Outlands or in stasis within the Nexus. Their presence or activation within a city is normally indicative of great unrest. They are permitted to carry any and all weapons.

EOW- This is the Elite Overwatch Soldier. Though they equally equipped when compared to their lower ranks, they have proven themselves as very capable leaders and quick thinkers. They are the head of any squad, have the strongest armor that can be made, and are oftentimes the guards of a CA or part of an anti-riot team. OTA units will take orders directly from them.

<:: Transfer Protocol ::>

In order to be transfered to the other divisions, you must fit certain criteria as well as pass a training exercise led by the current highest ranking member of the division. Due to the drastically different divisions you may enter, different pre-transfer research must be considered in-order to succed

Prerequisites: You must be an 04 before you can request a transfer. This is mandatory and any recruit requesting transfers will be denied. In the case of medics, you must remain in Customary and pass a hands on test as given by the divisional.

Torch- To be a member of Torch, you must be proficient in engineering. This can be general repairs to structures, though it is preferable that technology or even software is your specialty. It is advised you either specialize in a singular field or generalize, though skill progression is expected if you seek promotion.

Shadow- To be a member of Shadow, you must understand a wide variety of combat and crowd control methods. You are not required to have them mastered at transfer request, but the more proficient you are across a wider range of styles, the greater your chances at success. You are expected to be on-call at any moment as you do not patrol like Customary does. Your duties include self-betterment, off-duty observation, and riot control as well as advanced interrogation.

WARNING: Transferring to Shadow requires you to check in regularly when you can do so without arousing suspicion. If need be, the Union may provide a false arrest to ensure you are brought in safely.

<:: Promotion Protocol ::>

The only unit able to promote units is the DvL of the division the unit belongs to. Should there not be a DvL for the division, the SeC may promote a unit, though this is rare. Commendations may be offered by your peers, though only OfC has official commendation ability in-regards to streamlining a unit's promotion. A DvL's expectations are not set by the protocol and therefore you must always be prepared to better yourself in any to way earn promotions.

Should you be promoted, please report to the high security prison (via escort if below 02) and join the units being promoted that day. A short congratulatory ceremony will be held for you and your peers.

<:: Uniform Protocol ::>
After reaching the locker room to head on-duty, the most important step is the condition of your uniform. Though certain ranks and divisions will have different uniforms, the beginning steps of it are similar enough.


  1. Remove most civilian clothing.
  2. Dress in thermal undershirt and leggings.
  3. Put on uniform pants and padded coat.
  4. Put on leather boots.
  5. Equip belt and all equipment meant for belt.
  6. Equip bulletproof vest.
  7. Equip base of helmet and then lock mask in place.


In no instance are you permitted to remove your mask outside of the Nexus or in the presence of a civilian UNLESS the civilian is in the Nexus and they are known to be part of the MPF or permission from a DvL. Removing your mask in any other instance will be met with a reprimand.

<:: Equipment List ::>

Collapsed for size conservation; select to open:

<:: Weapon Protocol ::>

As a member of the MPF, you will be assigned a weapon, often referred to as a lethal. As a recruit, you must have permission before equipping it, but outside of that there are few requirements outside of rank to use a lethal. Your responsibility is to use your weapon carefully and cautiously. Due to some civilians having a desire to kill or maim other civilians and MPF officers, it is imperative that you keep a tight hold on your weapon, both physically and metaphorically. However, should you lose your lethal at any time, report it immediately. This is a critical situation and any delay could mean harm to anyone. You will not be issued a new weapon unless your former lethal was found or it cannot be found but has not come up in the hands of a civilian. Failure to report the loss of a lethal will be met with a reprimand and potentially a blackmark to your name.

NuggetandSkull
NuggetandSkull
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City 26 Metropolice Protocol Empty Re: City 26 Metropolice Protocol

Post by NuggetandSkull Sun Jun 01, 2014 10:45 pm

<:: Patrolling and Exit Protocol ::>
Upon suiting up, you are permitted to leave the Nexus, but not using the plaza elevator, which is reserved for riot reaction and elite unit injections. It is recommended you do not patrol on the catwalks if you are below 04 without permission from an 04 or higher. To return to the Nexus, use either the patrol entrance near the plaza elevator or enter through the lobby.
Exiting the MPF headquarters follows a strict protocol. The doors must remain locked until entry or exit is absolutely required. Lock all doors with a Combine lock as soon as they are closed. Leaving the MPF HQ then takes you to the plaza elevator hub. You are not permitted to exit into the plaza with the elevator unless under riot circumstances. You must use the Nexus lobby or the patrol entrance to enter the city.

Sector 1 - This is the sector directly outside of the train station. It encompasses the area near the checkpoint labeled 2 that leads into the plaza as well as the street running parallel to it, the sector ending upon reaching the entrance to sector 3.
Sector 2 - This is the sector directly in front of the Nexus. Due to its size, this area may have the most units on patrol at a time. It is best to look upwards at times to view the catwalks to ensure civilians do no use them.
Sector 3 - This is the sector that follows the road leading from the theater to the checkpoint at its top. The buildings here are either UCN or Union Worker property, but patrolling it is still important as it runs along a few slum entrances. At most, four (4) units may be in this sector at a time.
Catwalks - This sector is any and all of the catwalk floors, including the Conscript building. Do not unlock the Conscript door for any reason unless they are needed by an 02 or higher for an operation. Any civilian on the catwalks must be immediately reported to dispatch and then arrested for questioning.
Conscript Building- As this building is required to be locked at all times, no unit may enter it unless it is to deliver supplies or other basic amenities. If you believe a search of their premises is required, a OfC may grant permission to search.
Ghast - This sector is any restricted area that is not under Union protection, currently including the slums and outlying city areas. You must not enter this area alone, regardless of rank. Any civilian found in this area is to be detained and then administered a level 1 punishment followed by questioning. The area size and locations may change as necrotics are dealt with.
Sewers - Due to the dangerous nature of the sewers beneath the city, any unit found within it is to be captured and questioned after being punished while any civilian found is to be captured, questioned, followed by amputation. Only units given permission by a DvL or higher and are accompanied by another unit that is at least 04 or higher may enter the sewers.
Outskirts - Due to the dangerous nature of the outskirts of the city, no unit or civilian are permitted outside of the city at any time. Anyone outside is to be captured for questioning if possible. If the risk is too great, amputate them and then search them when a chance arises. Only units with permission from a DvL or higher and are accompanied by an 04 or higher may enter this area.

When on patrol, if you are a recruit, you must either patrol with a fellow recruit, another unit of varying rank, or receive permission from the current highest rank active to patrol alone. Unless ordered to by a higher ranking unit, recruits must not carry their pistols while on patrol. You are permitted to carry your firearm after you reach 04.

<:: Interacting with Biotics ::>
Throughout your time in service to the Union, you may require the assistance of a specialized support worker. At your disposal are Cremators, Stalkers, and Vortigaunts, all under the blanket term of a 'Biotic'. They each have individual restrictions and situations in which they may be used, but this list shall help clarify it.

Vortigaunts- Vortigaunts are to be deployed with no less than two units present with them at all times. They are a powerful being that are restricted to allow them to learn to grow with those around them. They are to be used should an area be cleaned, but no civilian be permitted within the area. They are free to roam portions of the Nexus to clean, but anywhere in a public area they must be escorted in. Only an 02 and up may give permission to use them.

Stalkers- Stalkers are rarely outside of the Nexus and are usually dedicated to working terminals that require near constant attention. They are equipped with a skull mounted repair laser used to handle simple repairs at the request of the Torch division. Only Torch units may request a Stalker. 03 and up may give permission for their use.

Cremators- These are simple constructs of both mechanical and biological design. Their job is to clean en masse. Should a necrotic or exogen breach occur, their job is to essentially destroy the remains rapidly. These constructs are used rarely and permission must be given by an OFC before even one may be used.

<:: Biotic permitted areas ::>

Due to security concerns raised by having servants within the Nexus, it is important to know where and why certain Biotics may be located.

Vortigaunts- Vortigaunts are permitted to be on the ground floor of the Nexus as well as the first floor of the Hub. Without escort or permission, they may not go to the basement level of the Nexus or the Stalker floor of the Hub. They are to clean any portion of the Nexus that is within their reach and may request momentary reprieves if they feel their job has been done at a satisfactory level. They are not permitted to sleep during work hours.

Stalkers- Stalkers are confined to their floor and the SeC's floor. They do not require escort unless needed in a non-standard area. As they handle repetitive technical chores, it is advised you do not interrupt their duties with idle chatter. Any unit found to be mistreating Stalkers will be met with a reprimand and potentially a blackmark on their record.

Cremators- Cremators are not found within the city and are railed in via the Nexus train system. They may only be requested if large masses of detritus or DB's must be eradicated for health reasons. As they are mostly autonomous, orders are given via the datapad. Do not interrupt as Cremator during its duties. Should a Cremator be railed into the city, they will be housed in the garage of the Nexus until given a route to their destination. A single Cremator may be escorted, but any team of more than one Cremator must be taken through an area that is unpopulated.

<:: Handling Preferred Citizens ::>
Due to the Union's inclusion of the United Citizen's Network as well as the Union Worker class, there are multiple different responses and reactions expected to standard behavior. Though no open preferential behavior must be given, you must consider UCN and UW as top priority when it comes to civilian related cases, such as rations or apartment sweeps.

Civilians- As the help from the UU is not always welcome or supported by this class, always be wary of them. Do not outright distrust them but certainly do not expect them to the a moral deed. They may receive a UCN ration if they have recently done a commendable deed, such as helping during a medical emergency or preventing harm from befalling a unit.

Anti-citizens/Sub-citizens- These individuals are to be captured and detained. In the case of the anti-citizen, they are to be amputated, but in the case of the sub-citizen, you need not provide them rations during distribution if you feel they do not deserve them.

Off-duty units- These individuals are not to be given any special treatment unless members of the UCN, in which defer to the protocol below. To prevent exposing them, treat them as you would any citizen, regardless of their on-duty rank.

UCN- These are the proven loyalists and can be well trusted. They are expected to follow laws and, as they have willingly given up their privacy, can be seen as the ideal citizen. Unless they have recently broken a moderate to minor law, they are to receive UCN rations without question.

UW- It does not take too much to belong to the UW, but these are individuals who are more capable in manual labor and can be seen as a good civilian. Though they do not receive UCN rations regularly during distribution, always reward them for a job well done.

Conscripts- These are not civilians and should never be outside of their complex unless escorted out for a mission. If seen outside of their complex, quickly return them to it and chastise them for breaking protocol.

<:: Handling Rogue Union Elements ::>

While it takes dedication and loyalty to enter the Union, it does not take much to lose hold in the mental struggle that is duty and the concept of classic morality. Your duty as an officer is to ensure the civility of the populace and protect them from harm. However, it is not entirely unheard of (though remarkably uncommon) for Union elements to go rogue. To handle these situations requires the utmost care and caution.

Rogue Biotic- Due to the dangerous nature of Biotics, any that has gone rogue has lost its mental capacity for morality and, if unrestricted, will go out and attack you and civilians. Amputate immediately, though capture if the perfect opportunity arrives.

Rogue Units- These are members of the MPF and OTA forces that have gone insane and attempt to hinder the Union. Do not believe anything they may tell you as they have gone against their promised duties and, when labeled rogue, have been cleared for amputation on sight.

Rogue Conscripts- Though the threat of this is low, always take into consideration Conscripts were trained as soldiers prior to the Union's arrival. They have been loyal since their induction, but it is not unheard of for them to turn against you and their peers on what they have described as 'reawakening', which is in truth them simply losing their mind. Capture if possible, amputate if not.

<:: City Laws ::>


This is a comprehensive list of laws civilians must adhere to. This links to a different page so it is written with a different audience in-mind. Memorize them for the most efficient interactions.

Link to City Laws page; select to open page here:

<:: Patrol Behavior ::>
Depending on the situation, a unit must be prepared to alter behavior and actions to best suit what is happening. However, there is a protocol to follow and this portion of your guide will help you have a framework of decisions to use in the face of clear situations.

Standard Patrol- During your standard patrol, if the sector you are in is calm and complacent, you may have only your stun baton away from your belt. Simply follow a patrol area that covers most of the sector before informing dispatch over radio that you have finished your cycle and whether you will do another cycle or move to another sector. At maximum, you may do three cycles in any sector at a time.

Investigating Buildings- To allow civilians a place to rest, investigating buildings is only permitted under a set of circumstances. An owned or residential building may not be entered unless you stay in the lobby after receiving permission from an 03 or higher. An unowned building allows for entrance without permission being required. Should a disturbance be occurring, inform dispatch over radio and then wait for orders. If permission is given to investigate, do so with caution. If a violent situation occurs, wait for backup before continuing unless immediate intervention is needed.

Patrolling Ghast or sewer sectors- Due to the danger these sectors provide, all units below 01 require permission from an OfC or higher before being allowed to patrol and even then, will require a partner to do so. Considering the danger these sectors provide, no recruit is allowed to patrol them and all units within them must give constant updates. Caution is advised.

Patrolling catwalks- Permission is not needed to patrol the catwalks of the city, though it is required you make it known that is where you are going. If you find any lock unlocked, inform dispatch and then re-engage its lock. No civilian is allowed on the catwalks and UCN require permission and escort before being allowed on them. Should you come across a civilian or unescorted UCN member, refer to the Detaining and Apprehension portion of your guide.

Patrolling the Nexus- As portions of the Nexus are completely sealed off from citizens, patrolling it is not completely necessary. You do not need permission to patrol the Nexus, but portions may be off-limits to you, depending on your rank.
MPF HQ- This area is open to all ranks. This includes division offices, the armory, firing range, med-bay, and the locker room. If you patrol this area, do not do it for more than one cycle.
Nexus Lobby- This includes the lobby, the lobby control area, and either of the two primary hallways that can be entered from the lobby. This area may have a single stationary patrol if there are three units to cover the city patrol and permission is given from an 01 or higher.
Ration distribution- Unless rations are being distributed at the time, you may only enter the control area or the ration area to either prepare for distribution or to ensure that the ration packages are stocked to their fullest potential. No stationary watch or patrol is needed or permitted while no distribution is occurring.
Central Hub- This area includes the ground floor ascent and any floor up. Due to the high security past this point, no patrols under 03 are permitted and entering the City Administrator or SeC’s office is strictly forbidden without direct permission from them and them alone.
Interrogation hall- This area is to remain locked at all times unless it is under use. At no time are you to unlock the doors unless you use it to leave or enter the Nexus through the patrol entrance.
Temporary holding cell area- This contains the temporary holding cell, the mobile pod hub, and the entrance to the high security prison. This area may have a maximum of two units.
High security prison- This area may have two units on stationary watch if occupied by any civilian being detained. If an anti-citizen is present, no unit below 02 may be present under any circumstance unless given permission by an OfC. Due to the risk posited in this area, the cells must be locked at all times, regardless if in use or not. The isolation cells must not be used to hold anyone unless under orders from a DvL or higher.

Nexus Garage- This area may be entered by any unit so long as another unit accompanies them. Primarily this is the Torch working area and must be treated with care. Should a Torch unit be working on a project, such as repairing the APC or a City Scanner, then allow them to work unless you require their skills at that moment. Keep the garage door closed at all times and at no point is it to be used as an entrance or exit to the city.

<:: Apartment Search Protocol ::>
In some cases, the time comes that civilian apartments must be searched. This is a city-wide event that must be either called by a DvL or by an OfC with permission from the SeC. This is not an aggressive procedure at its core and certain protocols must be followed to ensure a quick and clean finish.

MPF units informed- After it has been decided a sweep must be conducted, all units are to be called to the plaza. The information must not be shared with any civilians as to what is happening.

The sweep is announced- After all units have been gathered, dispatch is to announce the sweep. In this instance, the MPF team(s) must head to the apartments deemed in need of search.

Lockdown of apartments- As all civilians must be present for the sweep, you must lock the apartments and then station a unit at the locked main door to allow for any stragglers to come in.

Door to door searching- Each floor that is searched must have, at minimum, three units. One to block off the exit from the floor, another to search the room, and a final to search the civilian(s) present. Civilians must be requested to face the wall to be tied for your safety and their safety. Once they are searched, have them wait until their rooms are searched. Afterwards, untie them and move on to the next apartment.

Repeat- Do these steps until all apartment complexes are searched, Ghast apartments excluded.

Breach protocol- Should a civilian refuse entrance to an apartment, the highest ranking unit in a search team will radio it in. Permission is required to breach. If permission is give, follow the protocol below.
Unit positions- From here, three units are required. One to either place a door breach or to shoot the door's lock, another to sweep into the apartment to the right, and another to the left. The unit dealing with the breach will block the doorframe after the other two enter.
Procedure- Unit must position themselves on either side of the doorframe, ensuring the breacher has a quick route to step back to allow the sweepers entrance. Once in position, the breacher will count down to their breach so the other may hear them. Once the door is breached, one unit enters and clears the room to their right while another clears the room to their left. State your intent and if they have weapons, seek to disarm them. Killing them is not preferable. Forcefully arrest and detain them. After they have been arrested, search their room thoroughly and without concern for property damage. Search them and then bring them back to the Nexus for questioning and punishment.
Aftermath- After the breach is complete, ensure no other civilians are hiding in the apartment and then continue the sweep.

<:: Arrest and Release Procedure ::>
When arresting or releasing a civilian, it is imperative to know the exact procedure. Your job is not to terrify them, but simply to bring them to the Nexus for their punishment.


  1. Verify visual contact with a law breaker.
  2. Immediately inform all active units and Dispatch of the situation before moving in to intervene.
  3. Prevent them from continuing their uncivil behavior and force them to face the wall with hands behind their backs.
  4. Tie their wrists together using a zip-tie.
  5. Force them to apply and adjust their record accordingly.
  6. Order them to assume a search position (straight posture and feet spread).
  7. Frisk them thoroughly and remove any potentially dangerous items from their person.
  8. Escort them to the Nexus. Should you have access to back-up, request it. Should you be alone, keep a tight hold on the civilian at all times, though causing pain during the escort is advised against.
  9. Once within the Nexus, determine the next course of action.
    a. Bring them to the temporary holding cell if you need time to prepare.
    b. Question them only if they were in restricted areas, possess any forms of contraband, have been charged with obstruction, or abusing Union provided resources for citizens (IE: request device).
    c. Punish them within the temporary cell or questioning room
    d. Should long term detainment be considered, you are required to ensure they are safely locked away. You are not required to be with them throughout their detainment, but it is allowed.
  10. After their punishment has been completed and they have served their time, begin release procedure.
  11. Ensure they are fully conscious and not suffering from a potential wound. You are not required to tend to wounds gained prior to the arrest.
  12. Escort the civilian to an area within the Nexus where you have control should something go awry (IE: the patrol exit or the Nexus lobby).
  13. Once they have been escorted, order them to face away from you and then cut their ties with your utility knife (Shadow units and units allowed to use them are not allowed to use combat knives to cut ties)
  14. Ensure the citizen leaves the premises.
  15. Return to active duty.


<:: Punishments and the Datapad ::>
Contained as part of standard equipment, every unit will have a datapad with which they are able to look up and update the information for citizens. It is to be used when a citizen has broken a law and their record must be updated or they have completed a task worthy of note, such as cleaning the streets without being ordered to do so. These add up criminal and loyalty notices. The tier of which the crime is committed determines the number of black marks that must be added to their record. Tier one adds a single black mark, tier two adds two black marks, tier three adds three black marks, while tier four leads to amputation. Should a civilian have a black mark record that reaches ten or greater, they are to be considered anti-citizen and brought to the Nexus to be amputated. In contrast to this, cases of good deeds being committed add to the loyalty marks. There is no official guide to determine what deed merits how many marks can be added, but anyone below 03 may not add marks without permission from a higher rank and, at most, only three marks maximum for civil deeds may be added unless under special circumstances. In either instance, follow the format provided in the datapad when a citizen's information is to be changed. There is an example datapad entry that can be easily disregarded and, once viewed, removed.

Should a civilian be found breaking a law, you are required to have them apply. If the law is of minor note, such as loitering, and their record is clean simply give them a warning. If they have committed prior crimes or the law they have broken has any severity to it, detain them. To arrest, simply request they face the nearest wall, zip-tie their wrists together, and then frisk them before moving them to the temporary holding cell in the Nexus. Should they resist, firmly state that resisting will add a Malcompliance verdict to their record. If they continue to resist, do whatever is needed to arrest and move to the Nexus. Avoid creating a public scene if possible. From here, punishments must be considered.
Level 3- In this case, the civilian has either a clear record or committed a tier one crime with a record containing three or fewer black marks prior to this arrest. You must decide where a short isolation is suitable or a mild (3 – 5 strikes with your stun baton) punishment is sufficient. A level 3 punishment must not contain both.
Level 2- In this case, the civilian has either broken a tier two law or has a black mark record between 3 to 6 marks. Protocol dictates that both isolation and a moderate punishment (5 – 10 strikes with your stun baton) are permitted.
Level 1- In this case, the civilian has either broken a tier one law or has a black mark record between 6 and 9. The punishment is prolonged isolation followed by a severe punishment (10+ strikes with your stun baton, medicate as needed to prevent death) are permitted.
Level 0/Amputation- In this case, the civilian has broken a tier four law or their black mark record is 10+ upon arrest. This leads to intense questioning, a psyche evaluation, and then amputation.
Questioning a civilian is not entirely needed, but if they have done something that could lead to them planning future harm of either a fellow civilian or a member of the MPF, it is mandatory you question them. Torture is a last resort unless a tier four law has been broken, in which a Shadow unit is called in and all questioning restrictions removed. It is best to have a medical unit on call should a moderate to severe punishment occur.

An important section of a citizen's data worthy of note is the Citizenship line. This line helps you understand the citizen's status in society without entirely being connected to their record. A standard citizen is known as a Benignant. These are simply citizens without major records or interactions with other units. A step below that is a Malignant. This citizen isn't necessarily someone who has broken laws, but is rather just untrustworthy in-general. Do not take their statements as seriously as you would a Benignant. A step up from Benignant is Beneficiary. These citizens are trustworthy and are usually connected to the UCN or MPF. Their statements can be taken more seriously as they have proven themselves multiple times. You may not change a citizen's status without permission from an OfC or higher.

<:: Radio Protocol ::>
While on patrol, you may be required to relay information back to your superiors or Dispatch. To prevent classified details from being overheard, you are required to use certain code phrases in order to relay information quickly and efficiently. These are in no specific order:
Entry collapsed to conserve space; select to expand:
These terms may be used in tandem with one another, some left unused, and others saved for contextual situations. This being the case however, it is imperative you do not openly repeat orders you have been given or use names of units. These codes are here to allow for quick information transfer. Use them accordingly.

In the event you learn that the radio frequency has been compromised, immediately inform a superior. Any situation where you or another unit lose a radio, a civilian can be heard talking over the radio without using appropriate password to signify they are part of the Union, or you hear MPF radio chatter over a civilian radio (which is contraband) must immediately be reported and the appropriate steps taken to change the frequency and discretely to prevent further tapping.

<:: Command Unit Protocol ::>

This portion of the guide is useful for refreshing yourself on your duties as a command unit.

OfC- As an officer, you are the right hand of the DvL. When the DvL is off-duty, you act in their stead. Your primary duty is to observe the lower ranking units and record their activities. Should they breach protocol in minor ways, report to the DvL of your division or to the active DvL of any division. If the unit is making a major breach, handle the situation yourself accordingly. A unit going above and beyond their expected duties is to be watched further. Should you believe they deserve a commendation, bring this topic to the DvL of their division. You are permitted to distribute weapons in a crisis if no higher rank is on-duty but you are responsible for knowing who has received what and then responsible for retrieving the weapons after the crisis has passed. You may host basic training if you are the highest ranking unit active.

EpU- Unless an extreme situation has come about, EpU are not permitted to patrol. However, if an EpU is on-duty, they are permitted to run riot control training with anyone on-duty as needed. You may not call the practice without permission from an OfC or DvL and to hold the practice without permission will result in a reprimand. You may only distribute weapons to members of Shadow with similar restrictions to the OfC.

DvL- You are to lead a division with your wisdom and skill. Promotions and demotions are entirely up to you without need of permission from the SeC, though making these actions are not to be made simply. You may call training sessions for any circumstance, ranging from basic training all the way up to riot control. You may give special permission to units to carry weapons permanently, though you are required to leave a note on their data profile stating that you have given them permission to carry it. It is requested you do not patrol often as your skills are best utilized organizing Union rosters and ledgers, but this is not protocol and you may patrol as you see fit.

SeC- <:: INFORMATION RESTRICTED. ::>

<:: Judgment/Autonomous Waiver ::>
There may come a time where control over your assigned city is nigh impossible and extreme measures must be taken in-order to ensure civility among the populace. This is where a Judgment Waiver comes into play.

The Waiver is called- This order is rarely given as it is when something grim has occurred. It is understandable if you are confused or even nervous during the call as it is uncommon at best. When a Judgment Waiver is called, all units regardless of rank are to report to the Nexus immediately for briefing. Disregard all citizens unless they are committing a tier four crime.

Briefing and equipping- Upon reaching the Nexus, the highest ranked units on-duty will begin briefing. If there are multiple of the high ranks on-duty, the y will defer to the unit with the most riot experience or a Shadow unit. If there are multiple DvLs, they will act together. In this case, units will be divided into teams and then equipped appropriately. Most units will not receive a weapon above MP7 in clearance, but should there be given permission to use it there will be no issue in doing so.

Fanning out- This point is where the city in its entirety must be searched thoroughly, including Ghast and sewer. No building is to be left unsearched and no alley must be left uninspected. Civilians are to be in their apartments or homes during this. If a civilian is found outside, immediately and firmly tell them to fall a wall or lay on their stomach, zip-tie their hands together, and send one unit to quickly move them to the Nexus. If you are off-duty, quickly inform the MPF units of your rank, unit numbers, and CID. Once they clear you, immediately return to the Nexus and suit up, though wait an appropriate time before going active to avoid losing your cover.

Sector shutdowns- Though not part of every Judgment Waiver, sectors may be locked down using terminals throughout the Nexus. This enables teams to search independently while also preventing anti-citizens from escaping sectors. It is advised that the fence checkpoint located between sector 1 and sector 3 be used as a sort of interim point should a unit need to reach any major point in the city. Sector shutdowns may only be ordered by team leaders or by DvLs. The City Administrator may advise them or request them, but during the waiver the Administrator has no say in what is happening and is to be protected by their OTA guards.

Arrested civilians- After following sweep protocol and breach protocol as needed, you now potentially have arrested civilians. These individuals are to be questioned thoroughly, given a lengthy detainment, and if needed they are to be punished. If they prove to have been outside at the wrong time, no punishment is required and they are permitted to leave. If they stayed outside for any reason other than utter confusion (of which they can prove), follow up with a punishment.

Clean up and return to normal- This is the final step of the waiver. Once the city has been swept in its entirety, end all sector lockdowns and then end the waiver, announcing it clearly through dispatch. Due to waivers being called either for dangerous anti-citizens or out of control situations, it is not to be discussed with civilians whatsoever.

Autonomous waiver- This waiver is almost never called but should it be called, follow similar rules to that of the Judgment Waiver, but with a few modifications. Should it be called, the locked section below will unlock.

This entry is locked until an Autonomous Waiver is called:
NuggetandSkull
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