Welcome!

By registering with us, you'll be able to discuss, share and private message with other members of our community.

SignUp Now!

Guide for Stabilization Delegates

Status
Not open for further replies.

Eviction Notice

Radio Bob Approved
Joined
Jul 9, 2021
Messages
261
1684796184683.png

Overwatch Transhuman Arm
Guide for Stabilization Delegates

1 | Introduction
2 | Behavior
3 | Ranking Structure
4 | Communication
5 | Equipment
6 | OCIN Protocols
7 | Credits



5keEPWV.png


INTRODUCTION

Congratulations! You made it into the faction, and you are now ready to power-trip over people, but before that happens, there are things that you are required to know, else your stay in the faction will be shorter than your wait for the application to get reviewed. First things first, this faction requires maturity and competent people; we expect the best behaviour out of you while you are a part of us. Rule-breaks, toxicity, and or whitelist abuse will get you blacklisted, so behave yourself.

Overwatch Transhuman Arm is, in short, a Combine military composed out of transhuman soldiers that have undergone heavy modifications, both biologically and mentally, both yielding amazing results when it comes to performing their duties. They are known for their deadly efficiency and exemplary obedience. However, they are expensive to produce; therefore, you see Civil Protection officers being on the streets instead. Transhumans are generally reserved for two main tasks: Guarding important regions or people and combat. However, the latter is reserved for more critical issues.




Overseer_Stasiuk_cocosign.png

BEHAVIOR

Flagging on your character is discretionary; you can do so if you wish to maintain appearance within the nexus or simply AFK somewhere out of sight (mainly the deployment area). DIscord comms are no longer allowed meaning that most communication will be spent via IC radio, the only exceptions to the discord rule is Idle guarding (nothing is happening), training, simulation, faction meetings and so forth. You won't be performing any tasks other than guarding or sweeping.

While on your Transhuman Soldier, the way you talk is a bit restricted. You are a soldier that is forced to show exemplary behaviour similar to honorary guards (like British royal guards). In the presence of anyone who is not a transhuman, do not speak unless spoken to or about to issue an order. Further on, you may inform/issue orders to people you are escorting via whisper or normal chat (Dependant on situational circumstance). The way you speak to non-transhuman personnel is limited to basic commands and information. Here are examples:

"We are getting reports of anti-citizen activity within the local district; your escort needs to be terminated."
"Anti-Citizen readings within local district, escort terminated."

"You shouldn't go inside. It's dangerous."
"Location deemed Hazardous; entrance is not advised."

"Step aside, Citizen"
"Move it!"

"I heard we are getting new stun-sticks this year."
"..."

Now, moving further into this, speech regulation will be lifted for mission briefings if they were IC. That being said, any wording necessary to explain a plan to your fellow soldiers while on a mission briefing is authorized.

In ANY dialogue, you must be direct. Any filler or emotional tells must be cut out. Good examples of dialogue straight from the game can be listened to here. The segmented speech seen in regular gameplay IS NOT REPRESENTATIVE of good dialogue.

To sum it up, you speak like a transhuman soldier from a mix of HL:A and HL2. You are granted more freedom in speech compared to the generic soldier setup of HL2RP and thus may communicate in a more human manner. However, do not behave like bad cop from entropy zero or a pure grunt from HL:A. Maintain a middle ground where you are not a robot but do not break the character of OTA and do not come across as a friendly soldier, especially in front of citizens.

The only exception to these rules are Grunts, though you are STILL indoctrinated and follow orders without question.


Another rule to follow in terms of behavior protocol - you can not be touched by anyone except for other transhuman delegates. An exception to this is a situation where your life is at danger, or a sufficiently ranked CCA (Overseers/VA/CA) is REQUIRED to do it.
In a situation where someone (for example CPs) approaches you and speaks to you in a non-mission critical form, or otherwise disturbs the naturally expected attitude towards transhuman soldiers, you are able and encouraged to utilize the /punch command while following the in-place rules for the command after giving a verbal warning. What must follow is a report to an online dispatch player. If none are online, you may document the violation yourself. This includes disturbing OOC mingery, which you must also report to staff, no matter what action you decided to take.
Ordinals are able to ascend the severity of the punishment.



OOC RULES

  • You may not leave the nexus unless escorting or sweeping.
  • You may not drop any items on the floor and leave them.
  • You may not harass people for no reason if you have nothing to do, serve as a background character.
  • Do not argue with people over things while on your transhuman; you have the final say in everything.
  • Do not engage in unnecessary OOC activites (Admin sit, LOOC debates) while on your transhuman, you are always in-character.
  • You are not a personal assistant for the CCA. They cannot order you to do anything; they can only request. (City Administrator has some exceptions)
  • You are allowed to flag up to defend the Nexus (Max 2 OTA) but make sure to let CPs deal with any disturbances ongoing outside of the NEXUS steps. However, you may intervene with anything going on past the steps.
  • Do not engage in a play-to-win mentality. This is not only against the rules, it's a show of bad faith and reflects poorly on the faction. You are largely an event character.
  • Unless you are playing an EOW, you are not to be speaking ANY alien language, imperial included.
    • EOWs may only use imperial.
  • At no point are you allowed to kill any Combine whitelist holder (Civil Protection, CCA, etc.), UNLESS your life, the life of another unit (cop or otherwise), or a member of the administration is threatened without prior authorization to kill these characters. The exemption to this is if it is authorized by the faction lead of their respective faction. No one will ever be authorized to kill a Transhuman.
  • All faction members are required to maintain appropriate behavior towards other players or staff.
  • Distributing any items of significant importance or value to members outside of the faction without having the authorization to do so will be punished with a blacklist. Some exceptions include, but are not limited to: medical items, a combine access card, ammunition, etc. (Ask a FL if you're not sure!)
  • Don't AFK on your delegates, flag off when you need to go.
  • You cannot go rogue be corrupt or generally do anything that is considered to be against the will of the Combine. You are also expected to act in-character within the confines that we as leads have outlined for you.
  • Use common sense. If you're not sure, contact a faction lead.
  • You are not permitted to own and use OTA as your singular character. You are expected to be playing other characters outside the Transhuman Arm faction as we expect faction members to maintain server activity and additional perspectives regarding the server as a whole. You may be removed at any time if you do not comply with this rule.


Physiology

Overwatch Soldiers are humans that have been surgically augmented for combative and strategical purposes. They’re all modified to fit a template that was perfected over the course of the Combine occupation. While it had reached a point that reflected the soldiers you and I know in Half-Life 2 about a full decade ago, it wasn’t until just a few months ago where the template was finalized and every garrison had to be recycled to fit this template. A few garrisons had been delayed in this endeavor considering that they were actively deployed, but eventually they all became rank and file. This section of the guide serves to highlight the physiological changes a soldier undergoes when conscripted, and should be used when describing injuries, when soldiers are dissected by curious resistance scientists, or any other scenario that would involve soldier physiology.

To start off, the Combine roots out the unreliable parts of a human, starting off with aspects of the human body itself. To ensure that all of their soldiers don’t possess the issues involved with human height, the Combine will start off by breaking bones, joints, and ligaments. Then after a combination of various treatments and surgical replacements, the soldier will reach a certain height that fits their assigned role. This treatment also reinforces their bones as they’re mixed with various alloys. These changes are visible, mainly through the mix of bone and metal, the metal being a darkish-blue color.

Additionally, whilst they administer fluids to sustain the soldier’s vitals, the fluids simultaneously target the muscles of the soldier. A series of nanobots move to replace the organic with the inorganic, capable of withstanding three times its original tensile strength, and capable of substantially increasing the strength and endurance of a soldier. Typically, these muscles aren’t overly large and are often white in color. Lastly, these synthetic muscles also improves energy efficiency, primarily in the use of energy from its host’s nutrients.

Arguably the largest changes involve the soldier’s organs. Their lungs are removed entirely, replaced with mass-produced synthetic lungs. These lungs are also white in color, and serve the same purpose that regular lungs do. However, they are improved, being able to diffuse oxygen into the bloodstream more efficiently and being able to inhale more oxygen than any normal human can. The structures of the lungs are the same. A soldier’s vocal cords are replaced entirely by a voice box, being hooked up to a soldier’s larynx that measures muscular contractions to replicate human speech. This ensures that a soldier is able to speak, even if their lungs are damaged, and standardizes their voices. Also, it simultaneously allows them to communicate over radio without any audio distortions, though externally these communications may be intentionally distorted depending on the unit speaking. The digestive system is completely removed, being replaced by a supplement bag that is hooked up to a soldier’s circulatory system. This supplies both nutrients and a specially designed immune system to combat any rejection of implants. It gradually replaces the host’s old immune system and conditions their bone marrow into replicating this new immune system. This immune system inadvertently targets melanocytes, destroying them, turning the skin bone white and leathery. A soldier’s diet is crucial as each bit of it is specially designed to support every new implant, and to sustain the soldier for weeks on a singular injection. The cardiac system is relatively untouched, besides conditioning and modifications done to the heart to support the body’s new implants. The kidneys are modified to recycle bodily fluids, rather than filter and remove. A soldier’s reproductive system is removed entirely.

The brain is relatively untouched, however, also does have its fair share of implants. Depending on their rank or role, they will possess the same implants. These implants do a few things, however, they mainly work to influence the production of certain hormones and chemicals that both serve to regulate their thoughts and emotions. These implants can also allow the soldier to receive data transmitted by Overwatch, that being mission data, tactics, or other data deemed necessary by the Combine Overwatch. Some soldiers such as Ordinals receive a thin-translucent film that’s laid over the top of the brain itself. This film coordinates with various brain implants, allowing the ordinal to process various things simultaneously such as battle formations, mission objectives, and much more. Essentially, it enables ordinals the ability to multitask, something humans cannot do. A soldier’s eyes and ears are the last to go, their ocular nerves and eyes being removed with ocular lenses in the helmet being hooked up directly to their brain. A soldier’s ears are lopped off with almost microphone-like devices being hooked up. Both of these greatly outpace human hearing or sight, allowing soldiers to hear and see better than a human ever could - along with being able to dynamically adjust or measure their sight or hearing.

Elites are the most augmented soldiers of the Combine regime. Much of their augments remain the same, however, they have received extensive reinforcement of their skeletal structure and musculature structure. This not only increases their strength above that of a normal soldier, but it also makes their bones insanely strong. Furthermore, their eyes are fitted with a singular lens, with its structure sharing similarities to compound eyes, like the eyes of a house fly or a bee. This allows the elite to have a wider field of view whilst allowing them to receive and internalize sight much quicker than any soldier or human could. Lastly, much of their brain is fitted with synthetic material, along with the original implants that a regular soldier is subject to. This material allows an elite to communicate in Imperial, and increases the cognitive function of an elite. However, as a caveat, this removes any and all emotional processing along with making them completely subservient - removing any need for refreshment and resolving.



Rules of Engagement

-Avoid unnecessary collateral damage at all times.
-Avoid unnecessary use of gunfire in public, knock the target out if doing so does not compromise the mission.
-Armed hostiles are your first priority.
-Defuse a situation if doing so will increase the chance of mission success (hostage situations).



The Punch Command

Before utilizing /punch, you must perform an emote describing the attack. You are allowed to have a bind to activate the emote line BEFORE executing the command.
The OOC restrictions on using the command are listed on the combat section here. In short, always let the other person react unless there is an emergency that requires immediate attention, in that case, you must not wait for a reaction.



GUARDING

From time to time, the CCA (Branch Leads only) can utilize your guarding services if they wish to go outside or take someone in for visitation; when it comes to that, you are to abide by the protocols mentioned below.

Guarding also includes guarding important points of interest, such as the Nexus gate, watchtowers, or critical ingress to restricted areas. If you are guarding these places, you are to take a page out of the King's Guard in England. Do not speak to anyone, do not let anyone touch you, charge you, or get into positions where they could compromise you. You are encouraged to patrol between these points of interest. You are fully within your right to remove anyone suspicious from the Nexus (if applicable) or your general vicinity.

In the Nexus, there are some special rules now that the Lower Nexus is open to the public:
  • Citizens are not allowed within the Nexus Courtyard or Lobby IF the main bulkhead gate is closed.
  • Red-tier or above violations that occur within the bounds of the Nexus will temporarily suspend free access to the Lower Nexus until further notice. Anyone engaging in red-tiered behavior is subject to immediate amputation unless it is possible to capture them.
  • Individuals engaging in orange-tier crimes in the lobby are subject to immediate ejection from the Nexus and bared for seven days. Resistance will be met with lethal force. If they are found within the bounds of the Nexus within those seven days, they will be amputated unless authorized for a special necessity.
    • You may assist Civil Protection if the violation in question occurs in the courtyard if you are:
      • Requested.
      • Civil Protection is having difficulties in containing the violator.
      • Civil Protection are ill-equipped in handling the in-progress violation or violator.
  • Yellow-tiered crimes and general disturbances will be met with ejection depending on the severity. Repeated offenders will be prosecuted according to the orange-tier policy listed.
  • Citizens are not allowed to make eye contact with you. Issue a warning, and if it persists, forcefully eject them.
    • Citizens are not allowed within a six-foot radius around you unless authorized for a special purpose.
  • Citizens are not allowed to loiter. They are in or out.
  • If a citizen is sprinting in the courtyard or lobby, generally leave it alone unless it is at you, a cop, or a restricted area. Though, if they do persist in sprinting it is encouraged you get them to stop.
  • If a citizen is found in a restricted area, capture them if possible. If they do attempt to flee or resist, you are allowed to use lethal force.
The only restricted areas in the Nexus are anywhere past a Combine biolock, or a door requiring a combine suit to open. These areas require authorization to be held prior to entering these spaces. The only unique restricted area is the Nexus gate. No one is allowed on or past the ladders up to the watchtowers.




ESCORTS

1684796008313.png
While escorting one of the CCA members, you might encounter various situations to be ready for everything. Escorting will require a minimum of two transhuman units present. You may not escort CCA members into restricted zones like Slums; they can only utilize socio-stable areas for their visitations. It is required for you to be on your full alert at all times, which means you cannot simply tab-out and watch youtube while a CCA member roams freely. If the HVT is attacked, and the attacker is pacified or killed, then NO payback sweeps are allowed. They're only authorized if the attacker escapes, or there's multiple attackers that have escaped.

- Never leave the City Admin or Vice Admin alone, unless requested during stable socio-status or inside Nexus. If they are injured, they are to NEVER be left alone.
- If you feel that something is about to happen, you reserve the full right to terminate the escort and return to the Nexus with the HVT.
- If socio-stability is fractured, you are to deny all escort requests, increase the number by one if it's not stable.
- Guns are always to be raised when escorting unless you are indoors with little to no threat present.
- Knockout citizens deemed a moderate threat. If a threat is still present after they get up, warning shots may be fired. After this, authorization to gun down nearby threats is granted if said threat persists.
-In case of an attack, the safety of the target is your main priority. Therefore, one member of the escort team should always attempt to secure the target with all means necessary (Blocking the grenade blast radius, blocking the line of fire for the attackers, and relocation of the target.).
- Every angle of your target must be covered. Do not allow for a single hole in security.
- In the case the CCA member you are escorting commits a crime in front of you, you are required to turn them into the MCP on the spot.
- If the CCA member is accused of a crime, you are not to turn over your escortee unless the sentencing is authorized and forwarded to the on-duty Overwatch members at that time. In this scenario, you are responsible for arresting the person in question.

When you are guarding the Upper Nexus entrances, make sure to check any and all citizens attempting to gain entry, even when escorted by a member of the CCA. You must check their:
- Inventory including any bags and pockets. (Make sure there is another OTA unit with you to keep you covered)
- Name and ID
- Reason for requesting entry

Civil Protection will mainly be on patrol, but if there are any nearby units, they may also perform this duty. Large groups must be lined up on a wall and may not move until all have been searched by either Overwatch or Civil Protection.

When escorting the City Administrator an EOW must be present, and he cannot be escorted with less than two transhuman units, making a total of 3.


VISITATIONS


Again, sometimes a CCA member may request a transhuman delegation to bring a civilian inside the nexus for visitation, interview, or another purpose. In that case, you are to follow the rules described below. Bear in mind that you are free to terminate or deny these requests if you deem them necessary for whatever reason. All of the visitation requests are to be denied if the socio-stabilization is fractured.

- Make sure you know the identity of the subject, and you know where to bring them.
- After making contact with the subject, confirm his identity.
- Subject requested by CCA is to be restrained by a zip-tie and searched. Any contraband found on the person is to be confiscated. Inform Civil Protection and hand him over the subject, terminate the visitation afterward.
- Bring them in for the visitation; the subject is to be restrained unless CCA wishes otherwise; if that happens, it's ultimately up to you whether to grant his wish or not.
- Release them after the visitation and return to your standard duties.

Note that you are free to terminate the meeting for whatever reason; you can also do that when you need to go, and there is no one to replace you.


SWEEPS

ota_forest.jpg

These won't happen often, but you should act properly if they do. The protocols mentioned here are to be followed. Sweeps can occur because of heavy resistance activity that cops cannot deal with or unannounced shadow sweeps that do not require a reason to happen. ORD and OW AI can only authorize sweeps; you cannot sweep if there is none of the above to authorize it.

- Sweep parties will be composed of a minimum of 1 squad led by an Ordinal and in rare cases by EOW.
- A minimum of 3 people per squad is required.
- Comms are to stay clear for Ordinals to coordinate units; only speak when you want to call out something.
- When a sweep is initiated, no one is permitted to discharge their weapon until the Ordinal tell you to do so. This lasts until the Ordinal orders a cease fire.
- Do not stay in a singular line; spread out as much as possible to avoid getting mowed down with one go.
- If someone is searching a civilian, you cover him and vice-versa.
- Shoot any civilians/targets on sight if the location (sewers)/rules require you to do so.
- Weapons are to be raised at all times.

-If a fellow soldier's chance of survival is limited and they are already knocked out/incapacitated/in bleed-out, you are to destroy the equipment they leave behind (with roleplay if it is not a combat scenario) as long as doing so does not pose a risk the operation's success. You must use explosives (Frag Grenade/Incideniary) to do this and also provide evidence (video/screenshot) of you blowing up the body.​


1684796214864.png


RANKING STRUCTURE

Three core ranks within the Transhuman Arm separate soldiers from each other. All of those serve a purpose, which will be described below.

EOW - Elite Overwatch

Elite Overwatch Units serve as the authority for commanding troops on the field, right below the Overwatch AI. Throughout extensive service, they earned their title and are considered the best out of the best. They can sometimes be given command of one or more squads. This rank is only assigned to trusted members of the Faction.

OSL - Overwatch Squad Lead

Overwatch Squad Leads are soldiers granted the authority to lead and command squads of troops into combat situations. You can think of them as sergeants. This rank is assigned to whoever decides to lead a squad. In terms of Command, Squad Leads tend to take control more often than Elites ever would. Ordinals are also squad leads, but only work with grunt teams as they are built for hazardous environments.

OWS - Overwatch Soldier

A Standard Soldier that makes up the majority of the entire Transhuman Arm. Squad Leaders usually lead them.
Includes APF and OWH.

OCS - Overwatch Containment Soldier

The Grunts and if not expensive version of cannon fodder to the Overwatch Transhuman Arm. Grunts are less armoured, less equipped, and are usually handed low-level tasks or are deployed to deal with Infestation Threats. Usually lead by ORDs.​



1684796081044.png

COMMUNICATION


CODEWORDS

Certain codewords can be used as verbs – words that describe an action you are doing or going to do. These can also be layered on top of each other for increasing complexity if you so desire.

APEX | To guard someone or something.
BOOMER | To use an aerial vehicle.
ECHO | To pass on a message.
FLATLINE | To kill something.
HELIX | To perform a medical action.
ICE | To hold a defensive position.
ION | To escort somebody.
JET | To move to a location.
KILO | To stand by, idle.
MACE | To pacify someone.
NOVA | To use a ground vehicle.
PAYBACK | To commence a retaliatory sweep.
QUICKSAND | To regroup.
RIPCORD | To fall back.
SUNDOWN | To commence a shadow sweep.
UNIFORM | To resupply.
FLASH | To rapidly assault a position.
HAMMER | To attack or destroy enemy cover.



DESIGNATIONS

Simple codewords can also describe certain people you may come into contact with, useful for quick reference.

PRIORITY | Summit 24
STAR | CA/VA + Ministers + Overseers
VAMP | Priority to Collaboration-grade loyalists and ordinary civil workers or managers.
NOMAD | Supporter-grade loyalists and other ordinary citizens.
STORM | Noncompliant citizens or unarmed non-citizens.
GHOST | Any anti-citizen.

Quick addition. If an OTA refers to someone as PRIORITY-0. This means this target is of extremely high importance/authority such as the Sector Administrator/Breen. STAR-3 refers to Overseers. Etc. The higher the number, the less important designation is.



ALERTS

There are various types of alerts and warnings that all mean different things. Many of these may not often be used (as they mostly involve combat situations), but they are present just in case.

WARNING | A typical warning to bring attention to an issue.
INCURSION WARNING | A warning to inform of the possibility of an attack of some kind.
PRIORITY WARNING | A warning of high importance, although below an alert.

ALERT | A standard alert to bring serious attention to an issue.
ALERT ONE | A high-priority ground team alert, typically used when engaged in a firefight.
SECURITY ALERT | An alert issued when internal security is threatened, e.g., citizens running around in the Nexus.
PRIORITY ALERT | An alert of higher priority that notifies an entity or event that threatens a large area like a city, e.g., exogen breach.
VITAL ALERT | An alert that threatens something on a sector's scale, e.g., multiple city uprising.




TERMINOLOGY

Transhumans make use of different kinds of military terminology – alike to Civil Protection in its surgical nature. These terms are not necessary to remember but are useful in supplementing passive roleplay and the atmosphere surrounding us.

Administer | Perform a given action.
Airwatch | The air wing of the Overwatch, from scanners to gunships.
Amp | Short for amplify/amplification. Refers to the increase of something, usually fire against a target.
Amputate | Kill something/someone.
Anti-citizen | A malignant individual.
Antiseptic | The metaphorical cure to a civil infection, i.e., through pacification or amputation.
Audibles | The volume of sound or general level of ambient sound.
Autonomous | Something that is free-roaming (in terms of soldiers) or rogue (Civil Protection).

Barrage | Covering fire.
Biotic | Any living organism.
Blackout | No contact, whether visual or audible, with something.
Bodypack | Ceramic kevlar plates inserted into the combat vest.
Boomer | Transport aircraft, e.g., dropship.
Boosters | Illegally-upgraded or acquired items, particularly in regards to attachments for firearms.
Bouncer | A grenade is thrown by an enemy or one that is dangerously close in proximity.

Cauterize | Block all possible escape routes of a location.
Charges | Tactical explosive weaponry designed to destroy containers and doors.
Clamp | Block or oversee a position; sometimes a checkpoint, sometimes a doorway.
Cleaned | Refers to an area being clear or just having killed something.
Cleansed | Refers to an area being clear of an infestation.
Closing | Moving to an area.
Cluster | Group up.
Coagulate | Spread out across an area to cover as much ground as possible.
Confiscation Field | A dark energy weapon stripper, only seen within Citadels.
Contact | Audio/visual confirmation of a target.
Contain | Apprehension of a target.
Containment Field | An energy forcefield that blocks those unregistered from entering an area.
Containment Team | A ground team, sent to contain an individual/group or, sometimes, a situation.
Contaminant | The cause of an infection, synonym for anti-citizen.
Converge | Moving to an area.

Dagger | A firearm, sometimes also refers to ammunition.
Dagger Renew | Changing magazine for a firearm.
Debride | Removal of a malignant infection.
Deploy | Bring forces into action, from ground teams to turrets.
Desist | Stop.
Diagnose | Determine the nature of a problem.
Directive | An objective.
Displace | Spread/separate, usually to some kind of cover.
Dissect | Determine the root cause of a problem.
Distribute | Spread/separate.
Duty Vacated | The death of a soldier, having been vacated from their duty.

Ended | Dead.
Exogen | Insectile alien species, e.g., antlion.
Expired | The death of something.
Expunge | Kill something/someone, harsher word than amputate.
Exterminate | Kill something/someone, a synonym for expunge.
Extirpate | Kill something/someone.
Extractor | A grenade thrown by a friendly or yourself.
Eyes On | In escorts, its an order to watch someone or something specifically. In sweeps, it tells you to enable your thermals.

Field Dressing | Temporary medical aid provided while in combat.
Field Promotion | Temporary promotion of a soldier due to the death of a superior.
Fixing Visuals | Looking for the target.
Flatline | The death of something.
Flush | Clear out.
Forward Pressure | Advance.
Full Active | Refers to the activation of a soldier.

Ghost Drop | Deployment of elite soldiers.
Ground Team | A prosecution team of soldiers deployed in the field.

Hardpoint | A fortified position to defend from.
Hotpoint | An area where combat is present.

Inbound | Moving to an area.
Incursion | An attack on something.
Infection | Anti-civil influence.
Infestation | Parasitic, necrotic, or exogen influence.
Ingress | An entry point.
Inhibited | Dead.
Inline | In position.
Isopod | Isolation pod used to transport and hold prisoners.

Lightvis | The intensity of light or general visibility in the area.
Low Value | Injured, referring to someone.

Malignant | A dangerous individual/group.
Mandate | An official order to carry out something.
Multipliers | Accomplices of a particular target.

Necrotic | An individual under the parasitic influence.
Negative Movement | No movement or actions committed to.
Non-citizen | An individual with revoked citizenship.

Ordinal | The leader of a ground team.
Outbreak | A distress call or alert sometimes indicates that an area is overrun with something.
Override Codes | Orders that override a set of previously issued orders.
Overwatch | Typically refers to the Overwatch voice but can refer to the entire forces.

Pacify | Incapacitate an individual.
Parasite | Any form of headcrab.
Perimeter | Outer areas or entry points of an area.
Political Conscripts | Archaic term used for enslaved vortigaunts.
Polyphasic | Having multiple stages.
Prime | Primary target.
Probe | Search for something.
Prosecute | Attack something, usually used when entering combat.
Provisions | Ammunition count.
Proximity Data | The location of something.
Proximity Violation | Friendly fire.

Radial | A compass direction, measured in degrees.
Realigning | Changing position.
Recalibrating | Changing target.
Recall | Return to a pre-designated location.
Red Leak | Injured, spotted blood.
Redrawing | Peeking from cover.
Reforming | Regrouping.
Regenerating | Sometimes refers to reloading
Releasing | Leaving a particular position or status.
Reserve Activation | Activation of reserve forces.
Responder | Someone who is actively responding to a situation.
Restrict | Deny access to something, a synonym for the lock.
Restrictor | A thumper used to deter antlions.
Resyk | Retrieval and recycling of deceased soldiers.
Ripcord | Retreat, tactical or otherwise.

Screen | A thorough search, e.g., block inspection.
Secondaries | Accomplices of a particular target.
Setpoint | A specific muster or form-up position.
Shade | Defensive cover.
Shadow | Defensive cover or a hiding spot.
Sharp | Engaging.
Sharp Zone | Refers to the direction/area of engagement/exchange.
Shield | Body armor.
Sightline | Line of sight, what is seen by a soldier.
Signature Imprint | Readings of life.
Skyshield | Aerial attack craft, e.g., gunship.
Solo Active | The only unit present in a ground team.
Spikes | Bullets, usually referenced when being fired.
Stabilization Team | A ground team, deployed to stabilize a situation.
Sterile | The absence of an infection.
Sterilize | Removal of something.
Sterilizer | A turret of any kind.
Stimdose | Performance-enhancing, pain-numbing drugs, e.g., morphine.
Subsumed | Absorption into something, e.g., a small team into a bigger team.
Subvector | A location, usually one that's undefined, e.g., a particular apartment block.
Suppression | Covering fire.
Suspend | Stop.
Sweeping | Searching.

Time-Limited | Injured.
Transmission | A radio message.

Vector | A location.
Virome | A poisonous headcrab.
Viscerator | A manhack.
Viscon | A visual on something.



1641336687724.png

EQUIPMENT

OCS

1x Pulse SMG - Standard
1x Ammo Pouch
4x Loaded Magazines
1x Magazine Pouch
8x Ammo Boxes
2x Frag Grenades
1x Medical Pouch
2x Health Syringe Stack
1x Adrenaline Stack
1x Disinfected Bandage Stack

10x Ziptie
2x Combine Filter
1x Armor Repair Kit
1x Large Bag
1x Small Bag
1x Containment Uniform
1x OTA Mask

OWS SMG
1x MP7A1
1x Ammo Pouch
8x Ammo Boxes
1x Magazine Pouch
6x Loaded Magazines
1x Explosive Grenades

1x Smoke
1x Incendiary or Flash Grenade
10x Zipties
2x Filter
1x Large bag
1x Small Bag
1x Soldier Uniform
1x Medical Pouch
1x Morphine Stacks
2x Health Vial Stacks

1x Armor Repair kit

OWS Rifler
1x AR2
1x Ammo Pouch
8x Ammo Boxes
1x Magazine Pouch
6x Loaded Magazines

2x Explosive Grenades
1x Smoke
1x Incendiary or Flash Grenade
10x Zipties
2x Filter
1x Large bag
1x Small Bag
1x Soldier Uniform
1x Medical Pouch
1x Morphine Stacks
2x Health Vial Stacks

1x Armor Repair kit

OSL Rifler
1x AR2
1x Ammo Pouch
8x Ammo Boxes
1x Magazine Pouch
6x Loaded Magazines

2x Explosive Grenades
1x Smoke
2x Incendiary or Flash Grenade
10x Zipties
2x Filter
1x Large bag
1x Small Bag
1x Soldier Uniform
1x Medical Pouch
2x Morphine Stacks
2x Health Vial Stacks
1x Health Kit Stacks

1x Armor Repair kit

ORD
1x SR-1
1x Ammo Pouch
8x Ammo Boxes
1x Magazine Pouch
6x Loaded Magazines

2x Explosive Grenades
1x Smoke
2x Incendiary or Flash Grenade
10x Zipties
2x Filter
1x Large bag
1x Small Bag
1x Ordinal Uniform
1x Medical Pouch
2x Morphine Stacks
2x Health Vial Stacks
1x Health Kit Stacks

1x Armor Repair kit

OWS Shotgunner
1x Spas-12 - Standard
1x Ammo Pouch
8x Ammo Boxes
1x Magazine Pouch
6x Loaded Magazines

2x Explosive Grenades
1x Smoke
1x Incendiary or Flash Grenade
2x Breaching Charge
10x Zipties
2x Filter
1x Large bag
1x Small Bag
1x Shotgunner Uniform
1x Medical Pouch
2x Morphine Stacks
3x Health Vial Stacks

1x Armor Repair kit

SPK (Spikewall)
1x SpikewallUniform
1x Heavy Shotgun
1x Ammo Pouch
8x Ammo Boxes
1x Magazine Pouch
6x Loaded Magazines

2x Morphine Stacks
1x Disinfected Bandage Stack
1x Smoke
2x Breaching Charge
1x Manhack
10x Zipties
1x Large bag
1x Small Bag
1x Repair Plating

OWH (Charger)
1x Charger Uniform
1x Heavy Shotgun
1x Ammo Pouch
8x Ammo Boxes
1x Magazine Pouch
6x Loaded Magazines

3x Morphine Stacks
1x Disinfected Bandage Stack
1x Smoke
10x Zipties
1x Large bag
1x Small Bag
1x Repair Plating

APF (Suppressor)
1x Suppressor Uniform
1x Suppressor Minigun
1x Ammo Pouch
16x Ammo Boxes
1x Magazine Pouch
6x Loaded Magazines

3x Morphine Stacks
1x Smoke
10x Zipties
1x Large bag
1x Small Bag
1x Repair Plating

OWM (Sniper)
1x OWS Uniform
1x T-5000
Leupold Mark 4
1x Ammo Pouch
4x Loaded Magazines
1x Magazine Pouch
8x Ammo Boxes
3x Morphine Stacks
10x Zipties
2x Smoke
1x Large bag
1x Small Bag
1x Repair Plating

EOW
1x AR2
1x EOW uniform
10x Zipties
1x Large bag
1x Small Bag
1x Medical Pouch
2x Morphine Stacks
3x Health Vial Stacks
2x Medkit Stacks

1x Repair Plating
A lot of ammo
2x Explosive Grenades
2x Smoke
1x Incendiary Grenade

You may take as many miscellaneous items as you'd like, such as turrets, barricades, etc. You cannot have manhacks.
Only Elites, faction leads, or the OWAI may authorize use of special kits.

Height Limit

For EOW: Between 6’2 to 6’6
For OWH/APF/OWM: Between 6'2 to 6'4
For OWS/OCS: Between 6'0 to 6'1
 

Attachments

  • Untitled-1.png
    Untitled-1.png
    76.3 KB · Views: 2,743
  • Untitled-2.png
    Untitled-2.png
    54.2 KB · Views: 2,750
  • Untitled-3.png
    Untitled-3.png
    71.1 KB · Views: 2,760
  • Untitled4.png
    Untitled4.png
    886.4 KB · Views: 2,702
  • private.png
    private.png
    17.8 KB · Views: 771
  • Untitle3.png
    Untitle3.png
    611.2 KB · Views: 2,240
  • Corporal.png
    Corporal.png
    448 bytes · Views: 746
  • Layer 1.png
    Layer 1.png
    281 bytes · Views: 737
  • Untitled-5.png
    Untitled-5.png
    430.6 KB · Views: 2,701
  • 1684795873044.png
    1684795873044.png
    1.6 MB · Views: 9
  • ota_forest.jpg
    ota_forest.jpg
    521 KB · Views: 14
  • spikewall_splash.png
    spikewall_splash.png
    361 KB · Views: 15
Last edited:
Updated a few sections of this guide.

Removed:
- LOOC rule regarding chats has been removed.
- Private taglines are no more. Your tagline is now 100% public.
- Removed a statement from behaviour encouraging the use of /punch. Its proper usage will be defined at a later date.

Added:
- A rule regarding the Nexus gate guarding duty and added a guard limit.
- A section to Guarding relating to the Nexus Gate guard duty.

Minor:
- Changed some spelling
- Fixed up some wording and grammar
- Modified all mentions of CA to CCA
- Added a small note to the Rank structure to mention the possible future introduction of Ordinals and Suppressors (More information to come soon if such goes through)

This a minor update. We decided OTA does not need to be changed too much and thus only made some minor improvements to it. There are still a few things we wish to discuss for it, but whether such will be implemented is uncertain at this time. Mainly got some considerations down. Civil Protection will be going through the same process straight after SS: The Long Haul is finished, but discussions are ongoing and on the move at last.
 
Update #2

Added:
- Empty Punch section. Needs to be discussed and worked on internally.
- Equipment page updated for information about Chargers and Suppressors

Changed:
- Default equipment is now MP7 rather than AR2. AR2 is the strongest weapon in the game... other than the AR3.
- Now requires a minimum of 3 OTA to form a squad rather than 4.
- Now only need 3 OTA or above to use AR2's/SPAS-12
- Ordinal replaces the Squad Leader with an updated description.

Minor:
- Made a few minor changes all across the guide to some wording and the general meaning of some sentences here and there.
 
Its been a bit. But the leads did one last check and this is now the final version of the guide.

OTA reforms are now marked as complete and are now officially over. From a dev standpoint, the models are still being developed. Standard weaponry is back to the good ol' MP7. Pulse SMG after doing a bit of testing looked a bit too funny and the animations and everything for it was horrible, so it is gone.
 
- Shoot any civilians/targets on sight if the location (sewers)/rules requires you to do so.
- Weapons are to be raised at all times.

-If a fellow soldier's chance of survival is limited and they are already knocked out/incapacitated/in bleed-out, you are to destroy the equipment they leave behind (with roleplay if it is not a combat scenario) as long as doing so does not pose a risk the operation's success. You must use explosives (Frag Grenade/Incideniary) to do this.
Added
 
Updated guide to remove references to Discord comms.

Mainly policy is IC comms with a given exception:
DIscord comms are no longer allowed meaning that most communication will be spent via IC radio, the only exceptions to the discord rule is Idle guarding (nothing is happening), training, simulation, faction meetings and so forth.
 
  • CA - 1 EOW + At least 3 OWS (Minimum)
  • VA - 1 Ordinal/OSL + At least 2 OWS (Minimum)
  • Overseer - At least 2 OWS (Minimum)
  • Ministers - One OWS/OSL/ORD with MP7 or CP Escort
- Death of 8 or more CP units within 30 minutes
- Heavy Infestation is present and cops cannot handle it (Ask for permission from staff/whoever is hosting that event)
- During vortigaunt escapes (Must be overseen by a staff member)

Updated
 
Deployments and Escorts

You’re allowed to deploy without faction lead’s permission during:


- Heavy Infestation is present and cops cannot handle it (Ask for permission from staff/whoever is hosting that event)

- During vortigaunt escapes (Must be overseen by a staff member)
Note: For additional clarification on Vort escapes, Civil Protection always deploy first. It is only after CPs have ripcorded or have taken on multiple casualties that OTA may deploy, which is only in the event the rebels/vorts fight back.

- Death of 10 or more CP units within 30 minutes
- Staff run events if it involves OTA directly or CCA
- Death of HVT (CA, VA, Overseer)
- The kidnapping of HVT (CA, VA, Overseer)
- Code Red | Code Black | Total Rendition
- JWs and AWs
Updated this section here. Clarified current rules on Vort escapes as per an agreement made between CP, OTA and Vort leads a few weeks back.

8 CP deaths upped to 10.

Hostage situation now requires OW Lead approval (Either CP or OTA lead, it doesn't matter which)
 
Updated

Added:
- During CWU work shifts if requested to oversee unshackled Tier 3+ vorts
  • VA - 1 Ordinal/OSL + At least 2 OWS (Minimum) or CP Escort (4+ Minimum)
  • Note: Due to over usage of OTA by the VA, it is recommended that he/she gets CP escorts unless they are doing something important. Jogging and walking around are not important.

Edited:
  • Overseer - At least 2 OWS (Minimum)
  • Ministers/Directors - CP Escort
 
LOADOUT

OWS
1x MP7 - Trial Member | 1x AR2 - Non Trial | 1x SPAS-12 - Shotgunner
2x Explosive Grenades
2x Flash
1x Smoke or Incendiary Grenade
4x Boxes of ammo (Doesn’t include loaded in ammunition)
10x Zipties
2x Filter
1x Large bag
1x Small Bag
1x Tac Grenade
1x OTA Uniform = OWS | 1x OTA Shotgunner Uniform = Shotgunners
4x Morphine
4x Biogel
1x Armor Repair kit

Note: Trial members are allowed to use only MP7.

ORD/OSL
1x SR1 or AR2
2x Explosive Grenades
2x Flash
1x Smoke or Incendiary Grenade
4x Boxes of ammo (Doesn’t include loaded in ammunition)
10x Zipties
1x Large bag
1x Small Bag
1x Tac Grenade
6x Morphine
4x Biogel
1x Medkit
1x Repair Plating

OWH (Charger)
1x Charger Uniform
1x SG1
8x Morphine
10x Zipties
1x Large bag
1x Small Bag
1x Tac Grenade
6x Morphine
4x Biogel
1x Medkit
1x Repair Plating

APF (Suppressor)
1x Suppressor Uniform
1x Pulse Minigun
8x Morphine
10x Zipties
1x Large bag
1x Small Bag
1x Tac Grenade
6x Morphine
4x Biogel
1x Medkit
1x Repair Plating
A lot of ammo

EOW
1x AR-2
2x Combine Ball (Request from staff)
1x EOW uniform
10x Zipties
1x Large bag
1x Small Bag
6x Morphine
6x Biogel
2x Medkit
1x Repair Plating
A lot of ammo
2x Smoke or Incendiary Grenade​




Deployment Waves

Wave 1

4x OWS - MP7
1x Ordinal - AR2 or SR1 or 1x OSL - AR2 or SR1
1x Shotgunner

Wave 2
4x OWS- AR2
1x Ordinal - AR2 or SR1 or 1x OSL - AR2 or SR1
1x Shotgunner

Wave 3
4x OWS - AR2
1x AFP
1x OWH
1x Ordinal

Wave 4
1x EOW
1x Ordinal
5x OWS
1x OWH (Optional)
1x AFP (Optional)
2x Shotgunner (Optional)

Wave 5
2x EOW
2x Ordinal
6x OWS
1x AFP (Optional)
1x OWH (Optional)
2x Shotgunner​
Added
 
Will be rewriting this guide over a period of the Next Month to get it updated and sorted to new changes and balancing + reformatting and ensuring only the useful info is actually here.
 
DESIGNATIONS

Simple codewords can also describe certain people you may come into contact with, useful for quick reference.

PRIORITY | Summit 24
STAR | CA/VA + Ministers + Overseers
VAMP | Priority to Collaboration-grade loyalists and ordinary civil workers or managers.
NOMAD | Supporter-grade loyalists and other ordinary citizens.
STORM | Noncompliant citizens or unarmed non-citizens.
GHOST | Any anti-citizen.

Quick addition. If an OTA refers to someone as PRIORITY-0. This means this target is of extremely high importance/authority such as the Sector Administrator/Breen. STAR-3 refers to Overseers. Etc. The higher the number, the less important designation is.
Updated Designations to represent the change that happened a few weeks ago regarding Overseers. They have been moved from PRIORITY-1 to STAR-3 just under the VA STAR-2 designation.
 
Minor edit made regarding waiting time before deploying.
 
Kits have been updated according to present-day documentation.
 
Between each wave, you must wait a period of time after the last unit dies or ripcords. This is to serve as a grace period where both sides can relax and prepare for the next assault or for the rebels to prep their escape. OTA cannot deploy directly after a Civil Protection sweep. Direct internal security (Plaza, Nexus, etc.) must be threatened before OTA can deploy. This does not apply to Vortigaunts, in the case they are spotted within public areas.
The following has been further clarified in accordance to current documentation.
 
OWS
1x MP5A3 - Trial Member | 1x AR2 or 1x Model 870 - Standard
1x Ammo Pouch
4x Loaded Magazines
1x Magazine Pouch
8x Ammo Boxes
6x Extra Loaded Magazines
6x Extra Ammo Boxes

2x Explosive Grenades
2x Flash
1x Smoke or Incendiary Grenade
10x Zipties
2x Filter
1x Large bag
1x Small Bag
1x Soldier Uniform or Shotgunner Uniform
1x Medical Pouch
1x Morphine Stacks
2x Health Vial Stacks

1x Armor Repair kit
You may take as many miscellaneous items as you'd like, such as turrets, barricades, etc. You cannot have manhacks.

Re-added the shotgunner kit, as well as clarifying the usage of other items.
 
  • Height Limit
  • For EOW: Between 6’2 to 6’6

  • For OWH/APF/OWM: Between 6'2 to 6'4

  • For OWS/OCS: Between 6'0 to 6'1
Heights have been lowered and unified to create more uniformity amongst the faction.
 
- Sweep parties will be composed of a minimum of 1 squad led by an Ordinal and in rare cases by EOW.
- A minimum of 3 people per squad is required.
- IC Radio Chatter is mandatory. Chatter enabled in settings is also required.
- Comms are to stay clear for Ordinals to coordinate units; only speak when you want to call out something.
- Do not stay in a singular line; spread out as much as possible to avoid getting mowed down with one go.
- If someone is searching a civilian, you cover him and vice-versa.
- Shoot any civilians/targets on sight if the location (sewers)/rules require you to do so.
- Weapons are to be raised at all times.
- All sweeps are to be announced via Dispatch.
The following has been changed.
 
Status
Not open for further replies.
Back
Top