Project Revival CCA Guide

Written By

QIncarnate

Ollie Garner

Doughnut

DRD

All footnotes are OOC. The rest of the guide is IC.


Table of Contents

Table of Contents        1

Overview        4

Structure        4

Ranking        4

Ranks        5

Rollout        9

Quartermasters        13

Rank Groupings        14

Ground Unit        14

Rank Leader        15

Command        15

High Command        15

Promotions        15

Overwatch Jurisdiction        16

Divisions        16

UNION        16

Extra Rollout        17

GRID        17

Entry        18

Extra Rollout        19

HELIX        19

Entry        20

Extra Rollout        21

JUDGE        21

Entry        21

Violations        22

Violation List        22

Contraband        24

Punishment        25

Trial for Amputation        26

Reeducation        26

Detainment        27

Amputation        27

Political Conscription        27

Civil Status        28

Loyalist Points        28

Civil Status List        28

Loyal Acts        29

Loyalist Tiers        30

Operations & Status        31

Operating Codes        31

Procedures        34

Sociostatus        39

Data Management        40

General Information        40

Processing Transfers        42

Loyal Acts and Violations        43

Citizen Engagement        43

Assigning Activities        44

Possible Activities        44

Terminology        45

Radio Codes        45

10 Codes        45

11 Codes        47

Code Words        48

Number Codes        50

Combat        51

Combat Strategy        51

Breaching        52

Genelocks        52

Basic Transhumanism        53

Unionwashing        53

Memory Replacement        53

Augmentations        54

Protocol Breaches        54

Blackmarks        54

Punishment        55

Training        55

Procedure        55

Work Cycles        56

Locations        57

Glossary        57

Sector 17, City 17, Precinct 29        57


Overview

The Combine Civil Authority, abbreviated as the CCA, is the organization responsible for taking care of the Universal Union’s cities. They keep the citizen populus obedient and civil, keeping them safe from themselves and their resistance to change. Their regular duties consist of patrolling, administering punishments to violators of the law, and quelling anti-civil activity. They manage every aspect of civilian life, including but not limited to, giving out rations, assigning apartments, and managing work cycles. This handbook and its sections cover every aspect of the CCA and its duties in detail.

Structure

Ranking

The CCA is different from the police officers of the old world for many reasons, one of them being their ranking system. Instead of having such titles as “sergeant” or “lieutenant”, they have ranks represented by 2-3 letter long codes. Designations for CCA units are listed below.

For ranks i5-DvL:

CCA.[AREA CODE]-[DIVISION].[RANK].#####

For Quartermasters:

CCA.[AREA CODE]-QrM.#####

For High Command:

UU-[RANK].[SECTOR]

[AREA CODE]: The shortened designation for the area the unit is stationed to. For the CCA, the area code always follows the format of C##, where ## is the number of the city the unit is stationed in.

[DIVISION]: The unit’s division.

[RANK]: The unit’s abbreviated rank name.

[SECTOR]: The sector the unit is assigned to.

#####: The unit’s numerical designation, ranging from 00001-99999. This number is unique to the precinct the unit is stationed in. It is not chronological, meaning that the first unit to be stationed at a precinct was not designated 00001, and the second was not designated 00002.

Ranks

Below is a list of all CCA ranks and information about them. This includes their abbreviated names, duties, special permissions, and brief descriptions.

Name

Abbreviated Name

Description

Recruit

RCT

Recruits are only technically members of the CCA. Emotionally, they are a citizen in a suit of armor. They may not leave the secure interior of the nexus unless accompanied by an i1 or someone of higher rank.

i5

i5

i5 units are among the most common ranks found in the city. In combat, they are typically first man in, last man out.

Special Permissions:

  • None

i4

i4

i4 units are glorified i5 units, showing only enough superiority and skill to be slightly recognized. They are typically seen among i5 units, and are also the first ones in and last ones out when entering combat.

Special Permissions:

  • None

i3

i3

i3 units are of notably more importance to the CCA, as they are the beginning of the more skilled and distinguished ranks in the CCA. Aside from their primary weapons, however, they are still similar in importance and treatment to i5s and i4s.

Special Permissions:

  • May call a nexus breach.
  • May drive an APC.

i2

i2

i2 units are very similar to i3 units, but more skilled in combat, and of more general importance to the CCA.

Special Permissions:

  • May authorize movement to sociostatus yellow.
  • May call miscount procedure.
  • May call anti-citizen procedure.
  • May authorize transfer to Nova Prospekt.
  • May authorize APC deployment.

i1

i1

i1 units are among the more important units within the CCA, and the final step before becoming a rank leader unit. Their orders should be treated with as much obedience and respect as any commanding unit in the CCA.

Special Permissions:

  • May call unrest procedure.
  • May authorize a ration cycle.
  • May call a work cycle.

Elite Protection Unit

EpU

EpU is the beginning of the rank leader ranks. They are the bridge between more reserved units and units fully dedicated to patrol and combat. They receive their notable mask and along with it, more responsibility than all other ground units.

Special Permissions:

  • May call manifest validation.
  • May call a priority identification check.
  • May call status evasion.
  • May call malcompliant evasion.
  • May call UPI code.
  • May call potential civil infection.
  • May train recruits.
  • May formally recommend a unit for transfer into the OTA.
  • May authorize immediate amputation.

Squad Leader

SqL

Squad leader is the first of the more reserved units, but despite this, are still tasked with patrolling and put into combat situations. They are, effectively, a more skilled Elite Protection Unit with more responsibility. Their death is a fairly significant event, and typically warrants some nonstandard procedure or code.

They also manage the CCA roster and keep it up to date.

Special Permissions:

  • May call unrest structure code.
  • May call a judgement waiver.
  • May call a ration cycle override.
  • May schedule a sewer sweep.
  • May give orders to OHZ units unless specified otherwise by a higher ranking unit.
  • May authorize minor anti-citizen raids.

Officer

OfC

Officer is the first rank of the command grouping, and as such, do not typically patrol or enter combat. They are the second in command to divisional leaders. They also manage the CCA roster and keep it up to date.

Special Permissions:

  • May authorize movement to sociostatus red.
  • May call autonomous judgment within the sewers.
  • May call and manage CCA applications.
  • May authorize OTA transfer for any unit with two or more formal transfer recommendations.
  • May call an immediate sewer sweep.
  • May authorize transfer into their respective division.
  • May give orders to OWS, OSS, and EOS units unless specified otherwise by a higher ranking unit.

Division Leader

DvL

Divisional is the last non-Universal Union rank in the CCA. There is only one per division per city. They have absolute control over a division, and carry some of the most authority of all the CCA ranks. They are very rarely seen outside of the nexus, and almost exclusively do planning and logistics work. Their death is a major event, and typically warrants citywide judgment waiver. They also manage the CCA roster and keep it up to date.

Special Permissions:

  • May issue citywide curfews.
  • May freely enter the high command portion of the nexus.
  • May authorize transfer to quartermaster.
  • May give orders to ORD and EOA units unless specified otherwise by a higher ranking unit.
  • May authorize major anti-citizen raids.

Commander

CmD

Commanders are the leader of a city’s CCA presence as well as various parts of its military presence, including but not limited to Overwatch and the Human Earth Military. There is only one commander for every city. They correspond directly with the benefactors. They also manage the CCA roster and keep it up to date.

Special Permissions:

  • May authorize movement to sociostatus black.
  • May call sociostatus black.
  • May call citywide autonomous judgement.
  • May call autonomous handoff[1].

Sectorial

SeC

The Sectorial is the highest rank achievable in the CCA. Sectorials command an entire sector, almost exclusively as a military leader. There is one Sectorial for every sector. They command their sector, which includes both the city within that sector and the outlands and Combine facilities surrounding the outside of the city. They are to be escorted by at least 2 members of the OTA if ever out of the nexus, otherwise they will at all times stay inside the compound. They work alongside people such as the benefactors, and civil administrator of the city. They also manage the CCA roster and keep it up to date.

Special Permissions:

  • May authorize essentially anything, and have unrestricted access, aside from a very small amount of special cases.

Rollout

Below is equipment rollout for all CCA units. The table, while full, does not cover special rollouts based on a unit’s division. To see any special rollout for a particular division, see the Divisions section. On the table below, sidearms are written in green, and primaries in crimson. A unit may only have one sidearm and primary, if such is authorized, on their person at all times. Carrying more than one of either is a protocol breach. Grenades are marked in blue. A unit may only have a maximum of two grenades on their person at all times, lethal or nonlethal. Having more than two grenades is also a protocol breach.

Abbreviated Name

Rollout

RCT

  • Standard Mask and Suit
  • Rappel Harness
  • Inbuilt Athletic Cup
  • Tier I Kevlar Vest
  • Flashlight
  • Stunstick
  • Combat Knife

i5

  • Standard Mask and Suit
  • Rappel Harness
  • Inbuilt Athletic Cup
  • Tier II-A Kevlar Vest
  • Flashlight
  • Stunstick
  • 1x Bandage
  • H&K USP Match

i4

  • Standard Mask and Suit
  • Rappel Harness
  • Inbuilt Athletic Cup
  • Tier II-A Kevlar Vest
  • Flashlight
  • Flare Gun
  • Stunstick
  • 1x Bandage
  • H&K USP Match

i3

  • Standard Mask and Suit
  • Rappel Harness
  • Inbuilt Athletic Cup
  • Tier II Kevlar Vest
  • Flashlight
  • Flare Gun
  • Stunstick
  • 1x Biogel Canister
  • H&K USP Match
  • H&K MP7

i2

  • Standard Mask and Suit
  • Rappel Harness
  • Inbuilt Athletic Cup
  • Tier III-A Kevlar Vest
  • Flashlight
  • Flare Gun
  • Stunstick
  • 1x Biogel Canister
  • H&K USP Match
  • H&K MP7
  • 1x Flashbang

i1

  • Standard Mask and Suit
  • Rappel Harness
  • Inbuilt Athletic Cup
  • Tier III-A Kevlar Vest
  • Flashlight
  • Flare Gun
  • Stunstick
  • 1x Bandage
  • 1x Biogel Canister
  • H&K USP Match
  • H&K MP7
  • Franchi SPAS-12
  • 1x Flashbang

EpU

  • Standard Mask and Suit
  • Rappel Harness
  • Inbuilt Athletic Cup
  • Tier III Kevlar Vest
  • Flashlight
  • Flare Gun
  • Stunstick
  • 1x Medkit
  • H&K USP Match
  • Colt .357 Magnum
  • H&K MP7
  • Franchi SPAS-12
  • XM31 OICW
  • 1x Flashbang
  • 1x MK4C1 HE Grenade
  • Deployable Manhack

SqL

  • Standard Mask and Suit
  • Rappel Harness
  • Inbuilt Athletic Cup
  • Tier III Kevlar Vest
  • Flashlight
  • Flare Gun
  • Stunstick
  • 1x Medkit
  • H&K USP Match
  • Colt .357 Magnum
  • H&K MP7
  • Franchi SPAS-12
  • XM31 OICW
  • 2x Flashbang
  • 1x MK4C1 HE Grenade
  • Deployable Manhack

OfC

  • Standard Mask and Suit
  • Rappel Harness
  • Inbuilt Athletic Cup
  • Tier III Kevlar Vest
  • Flashlight
  • Flare Gun
  • Stunstick
  • H&K USP Match
  • Colt .357 Magnum
  • H&K MP7
  • Franchi SPAS-12
  • XM31 OICW
  • 2x Flashbang
  • 2x MK4C1 HE Grenade
  • Deployable Manhack

DvL

  • Standard Mask and Suit
  • Rappel Harness
  • Inbuilt Athletic Cup
  • Tier IV Kevlar Vest
  • Flashlight
  • Flare Gun
  • Stunstick
  • H&K USP Match
  • Colt .357 Magnum
  • H&K MP7
  • Shotgun
  • XM31 OICW
  • AR2
  • 2x Flashbang
  • 2x MK4C1 HE Grenade
  • Deployable Manhack

CmD

  • Standard Mask and Suit
  • Rappel Harness
  • Inbuilt Athletic Cup
  • Tier IV Kevlar Vest
  • Flashlight
  • Flare Gun
  • Stunstick
  • H&K USP Match
  • Colt .357 Magnum
  • H&K MP7
  • Franchi SPAS-12
  • XM31 OICW
  • AR2
  • 2x Flashbang
  • 2x MK4C1 HE Grenade
  • Deployable Manhack

SeC

  • Standard Mask and Suit
  • Rappel Harness
  • Inbuilt Athletic Cup
  • Tier IV Kevlar Vest
  • Flashlight
  • Flare Gun
  • Stunstick
  • H&K USP Match
  • Colt .357 Magnum
  • H&K MP7
  • Franchi SPAS-12
  • XM31 OICW
  • AR2
  • 2x Flashbang
  • 2x MK4C1 HE Grenade
  • Deployable Manhack

Quartermasters

The quasi-rank of quartermaster, abbreviated as QrM, is a position that handles equipment rollout, equipment rationing for operations, living conditions for CCA units, citizen housing, and ration cycles. They do not belong to any division, much like the sectorial and commander. Their main job is to act as an armory operator, rolling out equipment to units who need it. This role exists to enforce rollout limits and stop defecting CCA units from giving out contraband to anticitizens. Their other secondary roles are listed below.

It should be noted that quartermasters are not the sole authority on beginning and ending ration cycles. Other units may authorize ration cycles as indicated in the Ranks & Duties section.

They may deny rollout of equipment to any CCA unit below the rank of i1. Quartermasters may be taken into combat situations as support, carrying extra supplies for the units they accompany.

Rank Groupings

CCA ranks are broken up into different categories to organize their duties and behavior. Below is a list of all rank groupings and their descriptions.

Ground Unit

i5-i1

Ground units are the most common ranks found in the CCA. They do the majority of all patrols and are the first sent into combat. They are able to give orders amongst themselves, but this tends to be uncommon due to the 1 rank differences normally seen in the field.

Field Command

EpU-SqL

Rank Leader units are the first in the series of commanding units, still considered field units because they are frequently seen patrolling and entering combat. While rank leader units are less expendable than a ground unit, they still have some priority for protection and thus should be protected by ground units when possible. Field command units aren’t as commonly seen as ground units, but are more common than other superior ranks.

Command

OfC-DvL

Command units are very limited in their numbers, far more so than Rank Leader units. They are typically only ever seen inside the nexus or other Universal Union buildings. They work in somewhat close conjunction with the Commander and Sectorial, but still have their own level of autonomy and can typically make more important decisions without much problem. Their role is in planning, as opposed to combat unlike the rank groupings below them. When a command unit dies, it is a significant event and should not be treated lightly.

High Command

CmD-SeC

High command units are the most important in the city, if not the most important. They are members of both the Universal Union itself, as well as the CCA. They are above all other ranks, and should be treated with the utmost respect and professionalism. High command makes the most important decisions involving the city, and the death of one of its members is one of the most significant things that can happen in the city.

Promotions

Promotions are given to CCA units as seen fit by higher ranking units. There is no strictly defined requirement for when promotions are handed out. Higher ranking units are expected to monitor the performance of units below them and give out promotions when they feel they are deserved. Units at OfC and below can promote units up to 2 ranks below them. This means that an OfC can promote any unit up to the rank of EpU, and an i1 can promote any unit up to the rank of i3. In other words, an i1 can only bring a unit up to i3, and an OfC can only bring a unit up to EpU. Divisionals can promote anyone up to the rank of OfC, and High Command can only promote units up to any rank.

Overwatch Jurisdiction

It is stated that certain CCA ranks are able to give orders to certain OTA units. While this is true, it is highly circumstantial. CCA units may only give orders to OTA units in matters of city security. This includes, but is not limited to, anti-civil activity, threat of policide, and xenobe infestation. At any point, however, Dispatch may veto orders given by CCA units for any reason, or change the OTA units’ assignment entirely. Dispatch may also deploy and give orders to OTA units entirely of its own will, requiring zero approval from any CCA unit. These OTA units are called “autonomous” units. Autonomous units do not take orders from any CCA units.

Divisions

Divisions are groupings for CCA units that define specializations for them. There are four divisions, UNION, GRID, HELIX, and JUDGE. All units start out in UNION, and may only transfer after they are promoted to i4. Despite their specialization, however, all units patrol, and their duties as a division are merely a secondary job.

UNION

UNION is the most basic division in the CCA. They, for the most part, have no special duties, and almost exclusively patrol when on duty. The most unique thing about UNION units is their extra rollout.They receive certain equipment earlier than members of other divisions, or in the case of their tear gas grenades, receive equipment that some members of other divisions are never given in the first place. A UNION’s duty only changes when riots break out, at which point UNION units will receive riot shields and act as the main for riot control.

Extra Rollout

The pieces of equipment marked in pink are nonlethal grenades. Units may only carry a maximum of two nonlethal grenades at any time.

Rank

Rollout

i5

Nothing

i4

Nothing

i3

  • 1x Flashbang

i2

  • 1x Flashbang
  • 1x Tear Gas Grenade

i1

  • 2x Flashbang
  • 1x Tear Gas Grenade
  • Deployable Manhack

EpU

  • 2x Flashbang
  • 2x Tear Gas Grenade
  • Deployable Manhack

SqL

  • 2x Flashbang
  • 2x Tear Gas Grenade
  • Deployable Manhack

OfC

  • 2x Flashbang
  • 2x Tear Gas Grenade
  • Deployable Manhack

DvL

  • 2x Flashbang
  • 2x Tear Gas Grenade
  • Deployable Manhack

GRID

GRID is centered around mechanics and engineering. Their duties range very widely depending on their rank, from setting up barriers all the way to researching new technology for the UU. i5 units are typically given the more mundane work, such as setting up cover for a fight or putting up barriers to block off locked-down areas. As GRID units rank up, the technology they are responsible for maintaining becomes more and more important and complex. While there is no defined set of rules for what a GRID unit may work on, there are suggested ranks for what they should work on. The table below outlines these tasks and the suggested rank at which a unit should be doing the task.

Task

Suggested Rank

Armor Repair

i5+

Setting up Barriers

i5-i4

Putting up Turrets

i5-i4

Putting down Emplacement Guns

i5-i4

Door Lock Setup

i5-i4

Camera & Scanner Repair

i4-i3

Genelock Installation

i3-i2

Technology Improvement Research

i3-i1

APC Maintenance

i3-i1

Synth Maintenance

i3-SqL

New Technology Research

i1-DvL

Entry

Whether or not a unit may transfer into GRID is determined by a qualification trial. A prospective unit is seen by an OfC or a unit of higher rank, and is forced to perform several tasks. If the unit succeeds in doing all of the tasks, they may transfer into GRID.

  1. Repair a broken manhack.
  2. Install a door biolock.
  3. Change an APC’s oil.

Extra Rollout

Rank

Rollout

i5

  • 1x Armor Repair Kit

i4

  • 1x Armor Repair Kit

i3

  • 2x Armor Repair Kit

i2

  • 2x Armor Repair Kit

i1

  • 2x Armor Repair Kit

EpU

  • 1x Armor Repair Kit
  • 1x Armor Full Repair Kit

SqL

  • 1x Armor Repair Kit
  • 2x Armor Full Repair Kit

OfC

  • 2x Armor Repair Kit
  • 2x Armor Full Repair Kit

DvL

  • 2x Armor Repair Kit
  • 2x Armor Full Repair Kit

HELIX

HELIX specializes in medical care. When not patrolling, they can be assigned to assist in a number of situations such as field operations, medical testing, and surgeries, checkups, and more. Standard medical procedures are held in the medbay. HELIX units should not be called for regular citizens, as they are meant exclusively to aid other units. Those who seek medical assistance and are not members of the CCA are to be directed to the Civil Medical Department. While there is no defined set of rules for what a HELIX may do, there is a suggested set of rules declaring what ranks should do what procedures. These suggested ranks and tasks are listed in the table below. The only exception to these rules is unionwashing and memory replacement, for which there are specific ranks that HELIX units must be in order to administer them. See the Low-Level Transhumanism Section for more.

Task

Suggested Rank

Standard Checkup

i5-i4

Administering Dialysis

i5-i4

Administering Vaccine

i5-i4

Taking Blood

i5-i3

Xenobe Infection Treatment

i4-i2

Biosignal Implantation

i3-i2

Low Risk Surgery (appendix removal, kidney transplant, bullet removal, etc.)

i3-i1

Augmentation Implantation/Maintenance

i2-EpU

Medical Research

i2-SqL

High Risk Surgery (open heart surgery, brain surgery, etc.)

SqL-DvL

Entry

Whether or not a unit may transfer into HELIX is determined by a qualification trial. A prospective unit is seen by an OfC or a unit of higher rank, and is forced to perform several tasks. If the unit succeeds in doing all of the tasks, they may transfer into HELIX.

  1. Take blood pressure manually.
  2. Successfully use a defibrillator.
  3. Correctly apply a splint.

Extra Rollout

The following are additions to the standard CCA rollout. This means that HELIX i5s carry 1 bandage and 1 biogel canister, not just 1 biogel canister.

Rank

Rollout

i5

  • 1x Biogel Canister

i4

  • 1x Biogel Canister

i3

  • 1x Biogel Canister

i2

  • 1x Biogel Canister

i1

  • 1x Medkit

EpU

  • Medical Case
  • 1x Medkit

SqL

  • Medical Case
  • 1x Medkit

JUDGE

JUDGE units are specialized in interrogative and investigative procedures. They are the first choice for interrogations. Additionally, if an individual commits a violation that requires a trial for amputation, these trials shall be held by JUDGE units accordingly.

Entry

JUDGE units are selected by command units within the division. When selected, the unit may turn down the transfer entirely. JUDGE Command selects units for transfer based upon the following:

  1. Interrogative ability.
  2. Investigative ability.
  3. Organization of information, and evidence.
  4. Common sense.
  5. Use of good judgement during sentencing.

Violations

Violation List

Violations are broken up into numerical codes, and are listed below. Violation numbers may be used as nouns or adjectives. Ex., “455 subject is belligerent”, and “Belligerent suspect is guilty of 455” are both valid sentences.

Violation Grade

Violation Level

Violation Number

Name

Misdemeanor

1

99

Reckless Operation (Yelling, Running, Skipping, Jumping, Climbing)

Misdemeanor

1

23

Loitering

Misdemeanor

1

415

Civic Disunity/Disturbing the Peace

Misdemeanor

1

507

Public Non-Compliance/Disorderly Conduct

Petty Violation

2

139

Possession of Green Grade Contraband

Petty Violation

2

328

Verbal Harassment of a Citizen

Minor

Violation

3

723a

Trespassing on CWU Property

Minor Violation

3

723b

Trespassing in the Construction Zone

Minor Violation

3

148

Resisting Arrest

Minor Violation

3

289

Theft of a Citizen’s Property

Minor Violation

3

236

Tampering with a Dead or Unconscious Body

Minor Violation

3

455

Failure to Apply

Minor Violation

4

69

Possession of Yellow Grade Contraband

Minor Violation

4

173

Lying in Interrogation

Minor Violation

4

198

Intentional Damage of Universal Union Property

Minor Violation

4

249

Verbal Harassment of an Officer

Minor Violation

4

200

Brawling with another Citizen

Major Violation

5

135

Assault of a Citizen

High Violation

6

33

Anti-Civil Verbal Harassment of an Officer

High Violation

6

51

Arson

High Violation

6

404

Rioting

High Violation

6

723f

Trespassing in the Sewers

Capital Violation

7

64

Attempted Murder of a Citizen

Capital Violation

7

95

Possession of Red Grade Contraband

Capital Violation

7

211

Discussing the Identities of the Benefactors

Capital Violation

7

243

Assault of an Officer

Capital Violation

7

618

Policide (Murder of an administration official)

Capital Violation

7

618a

Attempted Policide (Murder of an administration official)

Capital Violation

7

620

Making Visual Contact with a Political Conscript

Capital Violation

7

647

Complicity in the Spread of Anti-Civil Activity

Capital Violation

7

647e

Contribution to the Spread of Anti-Civil Activity

Capital Violation

7

723h

Trespassing in the Outlands

Capital Violation

7

723i

Trespassing in the Wasteland

Capital Violation

7

723j

Trespassing in Universal Union-built Structures. (Nexus, outlands outposts, the citadel, etc.)

Contraband [2]

Contraband comes in three levels, Green, Yellow, and Red. Green contraband is the least consequential, red contraband is the most consequential, and yellow contraband is between the two. The list below, while populated, is not full, and is open for expansion. JUDGE units may, with the approval of an OfC or higher, add an entry to the list of contraband.

Green Contraband:

Yellow Contraband:

Red Contraband:

Punishment

Violations have a number of punishments. These punishments are listed and explained below.

Violation Level

Punishment

1

  • Minor Reeducation

2

  • Moderate Reeducation
  • 0-1 Cycles in Detainment
  • -2 LP

3

  • Moderate Reeducation
  • 1-2 Cycles in Detainment
  • -2 LP

4

  • Major Reeducation
  • 2-3 Cycles in Detainment
  • -4 LP

5

  • Major Reeducation
  • 3-4 Cycles in Detainment
  • Trial for Amputation
  • If trial does not pass, -6 LP

6

  • Major Reeducation
  • 4 Cycles in Detainment
  • Trial for amputation with a high chance of passing in favor of the Union.
  • If trial doesn’t pass, -8 LP

7

  • Amputation without trial.

Trial for Amputation

Trials for amputation will be carried out by JUDGE units in the interrogation room. Once inside the room, the defendant will be strapped down to a chair and their criminal record and likelihood to be a detriment to society will be investigated. Questioning will likely be a part of this trial. At the end of the trial, it does what is called “passing”. Either the trial passes in favor of the individual, or in favor of the Union. If the trial passes in favor of the individual, they serve what’s left of their verdict and are released. If the trial passes in favor of the Union, the individual is amputated.

The decision is made depending on how likely the individual is to reoffend and

Reeducation

Reeducation is the term used for beating a citizen with stunsticks as punishment for a crime. It has varying degrees of intensity, listed below. Intensity levels are based upon both the wattage of the stunstick and the number of blows delivered to the individual being reeducated.

Reeducation Level

Stunstick Wattage

Number of Strikes

Minor

Low

1-3

Moderate

Medium

2-3

Major

High

1-2

Detainment

Detainment is the practice of punishing an individual by forcing them to spend time in a cell. Length of detainment is determined by the number of cycles given to the individual being punished[3]. The maximum length for a single session of detainment is 4 cycles long.

Amputation

Amputation is the code word for capital punishment. Amputation is only performed when an individual is detrimental to the Universal Union and its operations. It follows a specific protocol. First, the sentenced individual is taken to the interrogation room in the nexus. They are then made to face the wall, as the executioning officer puts their sidearm to the individual’s head. The executioning officer fires, ensures the citizen is dead, and then places their corpse in the pod near the elevator. The corpse will then be sent to the incinerator, and the pod will come back when the cremation is complete. There are alternative and rare forms of amputation in which amputation is carried out wherever the sentenced individual is at the time of sentencing, but this is very rare. Amputations should always be in the interrogation room unless otherwise specified.

Political Conscription

Any CCA unit at the rank of i2 or higher may authorize an individual who has been sentenced to amputation to have their punishment changed. Instead of being amputated, the citizen will be relocated to Nova Prospekt for political conscription, and will pay back their social debt to the Universal Union by directly serving it.

Civil Status

The CCA keeps track of individuals and their behavior with a class-based rank, called a civil status. Civil statuses indicate how much an individual contributes to society and how frequently they violate the law. It also determines how an individual is treated by the UU. If someone frequently does good deeds, they will be rewarded with extra rations and better treatment by CCA units. If they frequently commit crimes, they will lose basic privileges and be treated worse by CCA units.

Loyalist Points

Loyalist points are a measure of an individual’s standing with the UU. They are awarded by CCA units for doing civil acts, such as cleaning the streets, turning in contraband, and turning in anti-citizens. Loyalist points can also be taken away when an individual engages in a violation. A citizen’s loyalist point count starts out at 0, and can be negative. There is no minimum or maximum number of loyalist points a citizen may have.

Civil Status List

Civil Status

Loyalist Points

Description

Anti-Citizen

Less than -10

Individual’s citizenship is revoked, and they are considered an enemy of the UU. Anti-Citizens are eligible for both political conscription and amputation.

Malignant

0 to -10

Individual is considered on the same level as vortipodes, treated like scum by CCA units. They receive one minimal grade ration in ration cycles.

Citizen

0 to 5

Individual does not receive or lose any privileges. This civil status is default for every citizen of the UU. They receive one standard grade ration in ration cycles.

Loyalist

5 and More

Individual is considered better than all other citizens, not necessarily being praised or hailed by CCA units, but is still treated better than the common citizen. Individuals with this civil status receive special privileges and rations depending on their loyalist point count.

Loyal Acts

Citizens are rewarded with loyalist points for doing loyal acts. The amount of loyalist points awarded for a certain act depends on the act itself. Below is a list of different loyal acts and their respective LP rewards. It is important to note that reporting a violation has two stipulations. The individual reporting the violation must not have been the victim of the violation, and the perpetrator must be both caught and proven to have committed the violation. If both of these requirements are not met, the individual reporting the violation receives no loyalist points.

Act

LP Reward

Work Desk Labor

1-3 LP

Turning in Green Contraband

1-3 LP

Turning in Yellow Contraband

2-4 LP

Turning in Red Contraband (excl. Anti-UU Propaganda)

3-5 LP

Saving a Ground Unit’s Life

3-6 LP

Saving a Rank Leader Unit’s Life

5-8 LP

Saving a Command Unit’s Life

7-10 LP

Saving a High Command Unit’s Life

11-15 LP

Saving any Administration Official’s Life (excl. City Administrator)

9-15  LP

Saving the City Administrator’s Life

10-16 LP

Reporting a Level 2-3 Violation

2-4 LP

Reporting a Level 4-6 Violation

3-6 LP

Reporting a Level 7 Violation

4-7 LP

Give Medical Aid to a CCA Unit

2-4 LP

Attending an Optional Work Cycle

2-4 LP

Loyalist Tiers

Loyalists are organized into tiers based on the number of loyalist points they have. The tiers are named after colors and correspond to the color of the loyalist armband they receive. Each tier entitles the loyalist to better privileges, mainly more food during ration cycles. A CCA unit’s trust in a loyalist goes up based on their loyalist rank, but this does not mean the word of a Black or Gold tier loyalist is trusted without question. Conversely, a CCA unit does not put all of their faith into a citizen the moment they earn a yellow loyalist armband. CCA units are advised to treat loyalists better than they would treat the average citizen, but not to pamper them. While this is purely at the discretion of the unit, treating loyalists better encourages more citizens to become loyalists, so units are strongly recommended to treat loyalists well.

Tier

Loyalist Points

Description

Yellow

5

  • 2x Standard Grade Ration

Green

10

  • Individual is able to apply for the CCA.
  • 1x Loyalist Grade Ration

Red

20

  • 1x Standard Grade Ration
  • 1x Loyalist Grade Ration

Blue

35

  • 1x Standard Grade Ration
  • 1x Priority Grade Ration

Purple

50

  • 1x Loyalist Grade Ration
  • 1x Priority Grade Ration

Black

100

  • 1x Standard Grade Ration
  • 1x Loyalist Grade Ration
  • 1x Priority Grade Ration

Gold

200

  • 2x Loyalist Grade Ration
  • 1x Priority Grade Ration

Operations & Status

Operating Codes

In some situations, Dispatch will issue code words to CCA units, typically in groups of three. These code words, called Operating Codes, describe a certain set of behaviors a unit should undergo.

Below is a master list of all Operating Codes and their meanings.

Operating Code

Definition

Adhere

Stick to the current position.

Administer

Pursue the target with intent to subdue them.

Amputate

Kill the target.

Angle

Quickly move to the specified location.

Assemble

Meet up at the location in question.

Breach

Force entry into a specified location.

Cauterize

Stop an anti-civil threat from worsening.

Clamp

Stop entry into an area.

Coagulate

Group up with other units.

Confirm

Ensure that a specific goal has been met.

Contain

Restrict a target to a certain area.

Continue

Continue normal duties.

Duty

Pursue a target with intent to try them for violations.

Engage

Go to and conduct standard procedure on a target.

Escort

Ensure safe passage for all units through a specified location.

Examine

Investigate the target or location in question, searching for anything unusual.

Expose

Remove hiding places and cover from a target.

Extirpate

Neutralize a threat by any means necessary.

Flint

Take all damage and threats in the way to a target in stride, prioritizing apprehension of the target.

Flash

Limit a target’s ability to move and see.

Flush

Use nonlethal means to force targets out of a space.

Inoculate

Stop the target from spreading anti-civility.

Inquire

Question the target.

Inspect

Investigate a situation or target.

Isolate

Distance a target from other individuals.

Key

Stop standing in one place and cautiously move about in a specified area.

Lock

Lock down all inter-district forcefields.

Maneuver

Sweep a specified area, prioritizing continued, swift movement over thorough searching.

Midnight

Keep radio chat to a minimum, and use as many radio codes and code words as possible.

Migrate

Move to the specified position.

Neutralize

Subdue a violent anti-civil target lethally.

Pacify

Subdue a target with lethal force.

Preserve

Keep the target alive.

Pressure

Assertively approach the target at hand, pushing forward and getting closer, as opposed to staying at a range.

Quell

Neutralize an anti-civil threat nonviolently.

Respond

Handle the situation at the location specified by Dispatch.

Restrict

Search all individuals entering or leaving the specified area.

Sacrifice

Release all thoughts of self-preservation, seeking exclusively to neutralize a threat.

Shield

Stop the target from interacting with the citizen populus.

Stabilize

Remove all anti-civil threats from an area.

Sterilize

Neutralize an anti-civil threat.

Suspend

Pause with the current task and listen for orders.

Sword

Keep your weapon out at all times.

Void

Completely abandon the current assignment in exchange for a new assignment.

Zero

Neutralize targets until there are none left.

Procedures

Name

Procedure

Anti-Citizen

  1. All units group up into squads of 3 or more immediately.
  2. Lock down all forcefields between districts.
  3. Group up citizens in the nearest public gathering place, either a housing block or the train station.
  4. Sweep D4 and D2.
  1. If the sweep turns up nothing, begin a priority identification check.
  1. Begin manifest validation.
  2. If nothing turns up, return forcefields to their previous state.
  3. Release citizens.

Anti-citizen procedure is not called at the first sight of an anti-citizen. It is only called when a heavily armed individual or armed group of individuals are seen in a public area.

If there are sufficient units available, tasks 3 and 4 should be done simultaneously.

Autonomous Handoff [4]

Autonomous handoff is called only in sociostatus black, when the majority of CCA units are unhelpful or detrimental to the reclaiming of the city. Upon being called, the Overwatch Transhuman Arm will deservice all CCA units in the city. Proceed to the nexus for deservicing, and order all other units to do the same under the guise of city transfer.

Autonomous Judgement

Autonomous judgement is only called in sociostatus black, when anti-civil activity is extremely widespread and cauterization is impossible. When called, CCA and OTA units amputate all citizens in the city.

Potential Civil Infection

  1. Assemble into squads.
  2. Gather at housing blocks.
  1. While gathering, force citizens into their housing block.
  1. Aggressively and quickly search rooms and persons.
  1. Searches do not need to be complete or thorough, they are only done for the purpose of finding obvious contraband and intimidating the citizens.
  1. Pick citizens either based on suspicion or at random to question about anti-civil activity.
  1. Questioning may be done in the nexus interrogation room, or in the citizen’s apartment after all other residents are removed.
  1. Antagonize and interrogate the citizens until they give information, die, or the questioning unit determines the citizen does not have valuable information.
  2. After questioning is complete, leave the housing block and return to normal procedure.

The citizen will not be rewarded loyalist points for information unless they give the information voluntarily during the search. Information given during questioning does not grant the citizen a loyalist point reward.

Inspection

  1. Group up all citizens into housing blocks.
  2. Aggressively search their rooms and persons, not hesitating to use force.
  3. Count the number of valid citizens.
  1. If the number of valid citizens does not match the number of citizens in the manifest, engage miscount procedure.
  1. After the search is complete, leave the housing blocks and return to normal procedure.

Judgement Waiver

Judgement waiver is called when anti-civil activity is so pervasive it cannot be handled by regular means. Upon being called, all units are to assemble into squads. All citizens are to enter their housing blocks, and all citizens who do not are committing a violation. CCA units are to give 180 seconds for citizens to enter their housing blocks before prosecuting them. After the 180 seconds, capital prosecution becomes discretionary, meaning CCA units may punish citizens for committing violations however they deem fit. The common punishment used is amputation.

Manifest Validation

  1. Assemble into squads.
  2. Group up all citizens into the nearest public building, either a housing block or the train station.
  3. Confirm their citizenship and confirm that the number of citizens in the manifest matches the number of counted citizens.
  1. If the number of citizens of the manifest doesn’t match the number of counted citizens, engage misc        ount procedure.
  1. Let all citizens go.
  2. Return to normal procedure.

Miscount

  1. Assemble into squads if not already assembled.
  2. Determine whether or not there are too many citizens or not enough.
  1. If there are not enough citizens...
  1. Confine all citizens to their housing blocks.
  2. Lock all forcefields between districts.
  3. Deploy scanners.
  4. Sweep D2 and D4.
  5. Question suspicious citizens, or if none are available, random citizens.
  6. Let all citizens go.
  7. Return to normal procedure.
  1. If there are too many citizens…
  1. Confiscate ID Cards one by one and check whether or not they’re counterfeit.
  2. Find the citizen in question’s relocation coupon in the security office and ensure it is not counterfeit.
  3. If no counterfeits are found, question random or suspicious citizens, asking if they have seen any unusual or unknown individuals.

Priority Identification Check

  1. Group up all citizens into apartment buildings.
  2. Take their IDs and verify that they are in fact citizens.
  1. Prosecute any non-citizens found.
  2. If the number of valid citizens does not match the number of citizens in the manifest, engage miscount procedure.
  1. Search everyone for contraband.
  1. Prosecute anyone with contraband.
  1. Release the citizens and return to normal procedure.

Status Evasion

Status evasion is called when a defendant fails to be apprehended after repeated attempts for apprehension. Status evasion is not, for example,  called every time a citizen runs away from a CCA unit. It is only called when an individual’s fleeing cannot be handled by typical means.

  1. Assemble into squads.
  2. A quarter of all units not in pursuit are to join the units currently in pursuit.
  3. Move ahead in the direction the defendant is going, and prepare for an encounter.
  1. Put up obstacles that make it more difficult for the defendant to get through easily, if possible.
  1. After apprehending the defendant, return to normal procedure.

Malcompliant Evasion

Malcompliant evasion is called only after status evasion has been called. It signifies that the evasive defendant is violent. When malcompliant evasion is called, all units pursuing are immediately under code sword.

Unidentified Person of Interest (UPI)

  1. Assemble into squads.
  2. Lock down all forcefields between districts.
  3. Confirm the citizenship of all nearby citizens.
  4. Patrol all districts and housing blocks
  1. Confirm the citizenship of anyone hiding or avoiding the patrols.
  1. If they are malcompliant, administer on-the-spot reeducation to them until they comply.
  1. Escort the encountered citizen into a more public area where other citizens are gathered. The exact location is up to the discretion of the units.
  1. Return all forcefields to their previous state.
  2. Return to normal procedure.

If the Unidentified Person of Interest is found, skip to step 5 after they are put in CCA custody.

Citizens are expected to approach CCA units, not the other way around.

Unrest Procedure

Unrest procedure is called when any persistent, anti-civil and potentially fatal threat cannot be apprehended by a single unit or squad.

  1. Assemble into squads.
  2. Pursue the threat in large numbers, with the threat’s location given by dispatch.
  3. Use lethal force to apprehend the threat.
  1. Units are allowed to use any environmental resource to apprehend the target as long as resultant collateral damage is negligible.
  1. After the threat has been handled, sweep the area and ensure all anti-civil threats and materials have been removed from the area.
  2. Return to normal procedure.

Unrest Structure

Unrest structure is called when a CCA operation is crippled, a reorganization is needed, and the cause of the issue is still active. The procedure consists of only two steps. First, units will receive orders, either from dispatch or from a commanding unit, over the radio about how to reallocate themselves. Whether all or only some units are reallocated is at the discretion of the commanding officer. The units will then execute their new orders if they have any.

Sociostatus

Sociostatus is a measure of a precinct’s total amount of widespread anti-civil activity. It is measured in the colors green, yellow, red, and black, with their meanings and required procedures listed below. Sociostatus does not indicate the anti-civil activity of one individual or group of individuals. It exclusively indicates the widespread anti-civil activity within the precinct.

Rank

Condition

Procedure

Green

The default sociostatus. No widespread anti-civil activity, and the city is relatively calm.

Standard procedure. All on duty units are to carry their stunstick in their dominant hand and patrol. Stay in squads with other units if possible.

Yellow

Resistance in large groups, mainly nonviolent. Typically consists of rioting and general widespread disobedience.

All units keep their stunstick in their dominant hand. Stay in a squad at all times, or do not leave the nexus, no exceptions. Stay out of tight spaces, such as alleyways, and dark areas. Units are encouraged to search any remotely suspicious individual.

Red

Widespread rioting and persistent, violent resistance of protection teams.

Immediate code SWORD, if it has not already been called. All units must stay in a squad when outside of the nexus. Capital prosecution is still not discretionary until a judgement waiver is called, meaning units may only kill in self defense.

Black

The city is in complete disarray, the majority of inhabitants are violent anti-citizens, and the situation is unable to be salvaged. Always called in conjunction with citywide autonomous judgment.

Overwatch has taken complete control of the city and its military functions. The CCA is no longer the dominant presence in the city, and loses all of its authority over city operations. Units are to follow all orders given by Overwatch without question.

Data Management

Data management is a significant part of any CCA unit’s duties. Improper management can lead to invalidation, and depending on the circumstances, removal of records. The below image is a screen capture of a sample individual’s data. The following sections explain how to properly manage data.

Loyal Acts and Violations

When adding loyal acts or violations, there are several fields that must be filled in. Loyal acts have 3 fields and violations have 4 fields. Loyal act titles must be general. They should be the same as the loyal act’s name in the Loyal Acts section in the Civil Status chapter. The number of loyalist points granted must be a positive, non-zero integer. The description, no matter what the loyal act was, must always be filled out by the officer adding the record. The description should be brief, but explain what loyal act the individual engaged in. For loyal acts in which contraband is turned in, the amounts and name of the items turned in must be marked. For work desk labor or optional work cycles, the type of labor done must be marked. The subject should always be referred to as “Individual”, as the title will not need to be updated if the individual’s civil status changes. Filling out violations is very similar. Put the name of the violation in as the title, put in a description of the violation and its circumstances, and then put in the loyalist points being removed as a positive, non-zero integer. The number of loyalist points taken away must not be a negative number, as the value is already subtracted from the individual’s total loyalist point count. By setting the number of loyalist points to a negative number, the citizen will have loyalist points added to their total count, not subtracted.

Citizen Engagement

Citizen engagement is an important, yet often overlooked part of being a CCA unit. In any UU city, there will always be downtime at some point or another. At these times, CCA units must ensure citizens are busy. Whether they are talking about civil matters in a local business, doing labor, or shopping, citizens must have something to do. A citizen in a dull environment is more likely to find excitement by engaging in anti-civil activity. Civil judgement is a way of forcing citizens to behave, but keeping citizens engaged ensures good behavior.

Assigning Activities

Manning the work desk can give citizens things to do, but not all citizens will be willing enough to find the work desk and receive an assignment. If a CCA unit is patrolling and finds a citizen alone, the unit should give a task to the citizen. For task ideas, see the below section. When supervising ration cycles, encourage the citizens to conversate with citizens before giving them their ration. CCA units may pay citizens to talk to other citizens, if such is necessary to keep them occupied. CCA units may also force citizens to consume their rations in a confined space to encourage interaction. CCA units are encouraged to be creative when keeping citizens engaged.

Possible Activities

Terminology

Radio Codes

10 Codes

10-0: Caution

10-1: Not Understood

10-2: Signal Good

10-3: Stop transmitting, transmissions have been compromised.

10-4: Understood/Acknowledged

10-5: Relay message to other units.

10-6: Change Radio Channel

10-7: Off Duty

10-8: On Duty

10-8OT: On duty for [x] amount of time.

10-9: Repeat message.

10-10: Deserviced

10-12: Citizens Present

10-15: Need Directions

10-18: Requesting Quartermaster, Need Resupply

10-19: Returning to Previous Position

10-20: Location

10-22: Disregard Previous Transmission

10-23: Standing By

10-24: Situation Neutralized

10-26: Area Clear

10-27: Update Individual’s Data

10-28: Confirm/Check Civil Status

10-29: Check if the individual is BOL or wanted.

10-29B: Subject is BOL.

10-29C: Subject is not BOL or wanted.

10-29G: Subject is wanted.

10-31: Crime in Progress

10-31R: Responding to crime in progress.

10-32: Dead Body

10-33: Possible Dead Body

10-34: Requesting Backup (non-urgent)

10-38: Search, Searching

10-45: Requesting status of [x].

10-45A: Individual is unharmed.

10-45B: Individual sustained minor damage.

10-45C: Individual is injured.

10-45D: Individual is unresponsive.

10-45E: Individual is dead.

10-46: Assisting Citizen

10-50: Patrol, Patrolling

10-51: Individual is intoxicated.

10-52: First Aid Needed

10-53: Individual Down        

10-53C: Citizen Down

10-53F: Unit Down

10-53P: Administrative Official Down

10-54: Weapon

10-54H: Unidentified Weapon

10-56: Suicide

10-56A: Attempted Suicide

10-58: Direct Traffic, Directing Traffic

10-59: Escort, Escorting

10-59C: Escorting citizen(s).

10-59P: Escorting administrative official(s).

10-59F: Escorting CCA unit(s).

10-61: Citizen

10-62: Loyalist

10-63: Malignant

10-64: Anti-Citizen

10-65: Non-Citizen

10-66: Suspicious Person

10-67: Citizen is requesting assistance.

10-68: Requesting Cremator

10-69: Firearm

10-70: Prowler/Stealthy Individual

10-71: Shots Fired

10-76: Inbound/En Route

10-80: Explosion

10-91: Citizen

10-91d: Dead Citizen

10-92: Hazard

19-92A: Anti-Civil Hazard

10-92B: Infestation/Xenobe Hazard

10-97: Officer has arrived on the scene.

10-99: Need Assistance, In Danger

10-102M: Mentally Unfit

10-102P: Physically Unfit

10-103: Disturbance

10-103M: Disturbance by Mentally Unfit

10-103P: Disturbance by Physically Unfit

10-110: Impersonation of a CCA unit.

10-111: Impersonation of an OTA unit.

11 Codes

11-1: Unit is being followed.

11-2: Unit is in danger.

11-3: Hostage

11-4: Weapon

11-5: Firearm

11-6: Shots Fired

11-7: Prowler

11-8: Non-UU Official Down

11-9: UU Official Down

11-10: Investigation

11-12: Earth Animal

11-13: Friendly Xenobe

11-14: Hostile Xenobe

11-15: Virome

11-16: Virome Bite

11-24: Abandoned APC

11-25: Abandoned Hunter-Chopper

11-27: Civil Status Check

11-30: Missing Person

11-41: Need First Aid

11-44: Death

11-45: Suicide

11-46: Attempted Suicide

11-48: Transport Vehicle

11-99: Need Assistance

Code Words

ADW: Assault with a deadly weapon.

Airwatch: A branch of the overwatch, consisting of air-based units.

Anti-Citizen: An enemy of the UU, typically because of rebellious and/or violent activity.

Anti-Citizen #1: The individual noted as “anti-citizen #1” is considered the most dangerous individual known to the CCA, they are to be treated with extreme caution and apprehended at all costs.

APB: All-points bulletin. A BOL given past precinct or city lines.

Biotic: Any non-sentient animal.

BOL: Be on lookout for. Similar to being wanted, but with the recipient of a BOL status not necessarily having committed a crime.

Bouncer: Grenade.

Close: Approach with intent to prosecute.

Citizen Manifest: A register given to CCA units, showing all the citizens they are responsible for.

Cohesive: Units are able to stick together and operate with little to no interruption.

Concussor: A small insectoid with a single green eye and a round body. They attack a target by using their strong legs to jump at them and bite them. They emit higher and higher pitched squeaking noises until they explode with the force of a fragmentation grade. They are informally called snarks or squeaks.

Constrictor: A stationary xenobe that grows on ceilings and catches prey with its long tongue. Upon being caught by a constrictor, the victim will be lifted up by their throat and eaten. They are informally called barnacles.

Dagger: OTA Code for bullet.

DB: Dead body.

Deservice: Removal from the CCA and amputation.

Exogen: Any lifeform coming into a location it is not native to.

Genelock: A mechanism to restrict a weapon firing unless the genetic signature of the user matches the genetic signature assigned to the lock.

Gridbay: A nickname for the mechanical bay.

GOA: Gone on arrival.

Implicit Citizenship: A concept that all human beings on Earth have an inherent citizenship with the Universal Union. This can be revoked when an individual engages in anti-civil activity.

Isolate: A command given to citizens, meaning to break up a large group.

Necrotic: Informally called zombies, necrotics are dead humans whose body was taken over by and is being controlled by a parasitic. While being mostly human, necrotics are still considered xenobes due to their marginal resemblance to typical humans. They are very aggressive and come in four known variants. The first variant is similar in appearance to a human, albeit bloodied and having an exposed chest cavity. They are sluggish, but are dangerous in large numbers. The second variant is very slender and has little to no epidermis or hypodermis. As a result, their musculature is entirely exposed. They are not as strong as the first variant, but are capable of leaping long distances. They are also capable of climbing. The third variant is one of the most dangerous. It is extremely slow, but is stronger than the first variant and is typically host to a colony of at least three viromes. The fourth variant is much larger and bulkier than the first variant of necrotic. It is signified by green spores growing on it in various places. In addition to being both fast and strong, it also rips poison spores from inside of its body and throws them at its target.

Non-Citizen: An individual who does not carry citizenship with the UU and thus is able to be sentenced to death.

Outlands: The area outside of a Universal Union city.

Parasitic: A four-legged xenobe capable of latching onto a human victim’s head, killing them and taking control of their body. Colloquially known as headcrabs. There are three variants. The first variant is relatively sluggish and of an oblong shape. The second variant is faster than other variants, slightly bigger than the first variant, and is not as strong as the first variant, but still poses a threat. The third variant is known as a Virome. See the “Virome” entry for information.

Restrictor: A large device that creates shockwaves in the ground. They keep antlion soldiers and workers at bay. Restrictors are also nicknamed thumpers.

Sterilizer: A three-legged ground turret employed by the CCA and OTA that utilizes pulse ammunition.

Tag: Could refer to one of two meanings.

Said in conjunction with the name of a biotic. Means that the stated biotic is dead.

Mark something or someone with a certain status.

Terminal Restriction Zone: An area in which the penalty for trespassing is amputation.

Triped: A three-legged hostile pack Xenobe capable of emitting shockwaves that harm nearby individuals. Informally called houndeyes or peeper puppies.

UPI: Unidentified Person of Interest.

UTL: Unable to locate [something].

Vacate: A command given to citizens, meaning to leave an area.

Verdict: CCA Code for bullet.

Virome: A type of parasitic, notable for its black coloration and large size. It is capable of injecting venom into its victims and should not be engaged without backup or some type of reinforcement.

Viscerator: A small, flying weapon carried on particular units. They act entirely autonomously. They consist of several things, most notably a sharp, spinning blade. They attack targets by flying into them and cutting them. They are nicknamed manhacks.

Viscon: Short for visual contact. Shorthand for “I see the target”.

Xenobe: An extraterrestrial being, typically hostile. Includes parasitics, necrotics, and tripeds.

Number Codes

Code 1: Non-urgent situation.

Code 2: Urgent situation.

Code 3: Emergency situation.

Code 4: Situation resolved, no further assistance needed.

Code 5: Stakeout/undercover operation in progress.

Code 6: Responding from a considerable distance.

Code 7: Unit is out of service to eat/drink.

Code 8: Requesting cover/backup.

Code 9: Requesting roadblock.

Code 10: Explosive device/ordinance threat.

Code 11: Mass civil unrest/riot.

Code 13: Clear communications.

Code 20: Emergency within Nexus.

Code 30: Officer in need of immediate assistance.

Code 31: Subject in possession of contraband.

Code 42: Requesting overwatch reinforcements.

Code 100: Mass destruction scenario.

Code 200: Sectorial in need of immediate assistance.

Code 201: City Administrator in need of immediate assistance.

Combat

Combat Strategy

One of the largest advantages a CCA unit has against an anti-citizen is their knowledge of combat strategy. Anti-citizens are unrefined fighters, and take lessons in combat from action movies, thinking that a single man wielding a firearm can eliminate an entire force of trained military professionals. This, of course, is not true. When in combat, a CCA unit must keep in mind several things.

  1. Cover is important. When engaged in a firefight, a unit must find something to take cover behind. The most common form of cover is squatting behind some tall object or standing behind a wall. When firing, stand in short intervals, shooting in short bursts.

  1. Grenades and viscerators are more than unique weapons. They have several uses. The first is to flush an opponent out of cover. Manhacks and grenades are exceptionally skilled at this. Grenades may also be used to take out a closely-grouped set of opponents, although this use is less common. When grenades and viscerators are not available, units may choose to flank the opponent, breaking apart to move closer to an opponent through a blind spot.

  1. Calling for backup is essential to combat. One of the largest combat advantages the CCA has over anti-citizens is their overwhelming number. Upon getting into a combat situation, units should call for backup, without exception.

  1. Never aim for the head. At no point should any CCA unit aim for a target’s head. Always shoot for the torso. It is much easier to hit, and it carries many important organs. Bullet wounds to the torso are almost always fatal because many important organs are located inside of it.

Breaching

Breaching is done when a door is locked and potentially violent individuals are behind it. Breaching begins with a breacher being chosen, typically a commanding officer. Everyone else is designated as linemen. The units are all to line up in accordance with the below diagram, with the blue rectangle representing the door, and the green shape representing the doorknob.        

        Linemen        Breacher

Once in formation, the breacher calls out the code word “prep”, calling for all units to draw and ready their firearms. Then, the breacher calls out the code word “lock” and shoots the door’s lock. When the door opens, the breacher calls out the code word “inject”, calling for the linemen to move in and sweep the room. The breacher goes in last, after the linemen.

Genelocks

Genelocks are mechanisms implanted into pulse firearms. When implanted into a weapon, the genelock is given a skin sample of the unit it is being assigned to. When equipped, the weapon reads the genetic information of the user’s skin. If the user’s genetic information does not match the skin sample provided to the genelock, it will not allow the user to fire. Genelocks are only present in pulse weapons, and are not implanted into the USP Match, MP7, .357 Magnum, OICW, or SPAS-12.

Basic Transhumanism

Unionwashing

Unionwashing is a non-intrusive procedure to guarantee loyalty to the CCA, and as an extent, the Universal Union. Upon being promoted to the rank of i5, units are given the choice to be unionwashed. Units who choose to be unionwashed receive 1.5 times all rank points awarded to them, up until the rank of i2. Unionwashing becomes mandatory at the rank of i2. If a unit denies unionwashing before the rank of i2, they may still choose to be unionwashed at any time. There are different degrees of unionwashing, light and heavy. Light unionwashing is issued at the ranks of i5-i1, and heavy unionwashing is issued at the ranks of EpU-DvL. A unionwashing volunteer may not opt into heavy unionwashing early. Unionwashing, being non-intrusive, leaves the subject’s personality completely intact. Unionwashing exclusively decreases a subject’s chance to engage in anti-civil activity. Unionwashing may only be administered by a HELIX i3 or higher.

Memory Replacement

Memory replacement is the more intrusive counterpart to unionwashing. It involves directly removing the subject’s memories of negative experiences with the Universal Union and replacing them with positive experiences. There are two levels of memory replacement, light, moderate, and heavy. Light memory replacement is the act of removing UU disloyalty and absolutely nothing else from the subject’s mind. It leaves the subject’s personality almost entirely intact. Moderate memory replacement is similar to light, but with the removal of some core memories. This lowers their sense of individuality, allowing cohesive teamwork. As a side effect, the unit in question will lose some of their personality. Heavy memory replacement consists of the same procedure as moderate memory replacement, save the removal of many more core memories. Heavy memory replacement removes almost all personality from the recipient. Light memory replacement is given to CCA units from DvL to SeC, as well as ECHO OWC units. Heavy memory replacement is given exclusively to KING units, and moderate memory replacement is given to all other ranks and divisions of OTA. Memory replacement may only be issued by a HELIX SqL or higher, and must happen under camera supervision.

Augmentations

Augmentations are bodily enhancements given to OTA units and high-ranking CCA units. CCA units first receive augmentations at the rank of divisional leader, and are given increased arm and leg strength. At the rank of commander and sectorial, units are given respiratory, ocular, and auditory, and strength-based enhancements, with the degree of enhancement increased as the unit progresses from commander to sectorial. For information on OTA augmentations and the technical functionality of augmentations, see the OTA and augmentation documentation respectively.

Protocol Breaches

Protocol breaches are the CCA equivalent of violations. By breaching protocol enough times, a unit will be deserviced. The number of times a unit breaks protocol and how close they are to being deserviced is tracked with blackmarks, described below.

Blackmarks

Blackmarks are handed out to units who breach protocol. A unit is able to get 3 blackmarks throughout their career. Upon obtaining a third blackmark the unit will be deserviced. A unit’s number of blackmarks is represented with the addition of [X] at the end of their designation. For each blackmark the unit obtains, an additional [X] will be added to their designation.

Punishment

Protocol Breach

Punishment

Any Major Violation

1 Blackmark

Failure to charge for a petty violation or higher.

1 Blackmark

Wrongful Amputation

1 Blackmark

Wrongfully charging for a petty violation or higher.

1 Blackmark

Entering the High Command portion of the nexus without permission.

1 Blackmark

Improper Data Management

1 Blackmark

Intentional Sabotage of Data Files

Deservicing

Any High Violation

Deservicing

Failure to charge for a high violation or capital violation.

Deservicing

Any Capital Violation

Deservicing or Political Conscription

Intentionally interfering with an investigation.

Deservicing or Political Conscription

Training

Procedure

Training begins with all recruits being trained filing into the training room and lining up shoulder to shoulder. The Training Officer in Charge of Training the New Recruits to the CCA should be Testing and Training the Recruits upon the Following Guidelines:

Locations

Glossary

Terms are listed from greatest size to smallest.

Sector: A large piece of land, typically including a city and the empty land around it. Sectors are led by sectorials.

City: An urban settlement inhabited by citizens and maintained by the Combine Civil Authority. Cities are led, as far as military presence is concerned, by a Commander.

Precinct: A portion of a city, handled with its own set of CCA units, separate from other precincts’ CCA units.

District: A part of a precinct, typically separated with security checkpoints or forcefields.


[1] This bullet point is only in the high command edition of the CCA handbook.

[2] Event artifacts are not contraband and should not be confiscated or considered contraband.

[3] A single cycle is five minutes long. A player may change characters during their detainment only if their offense was seriously roleplayed. If the offense was done because the player was minging, they may not change characters during their detainment. Disagreements about whether or not an offense was because of minging should be taken to server staff.

[4]This entry is only in the high command edition of the CCA handbook.