The (VERY UNOFFICIAL) MPF Protocol

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The (VERY UNOFFICIAL) MPF Protocol

Post by Nugget and Skull on Tue Apr 22, 2014 8:10 pm

PRE-READ NOTES: This is meant for a different community. When reading, look at it from the perspective of someone new to Vortex that does not know the in's and out's of the MPF just yet. For now, look at what the guide has and how it is written. Does it appeal in its writing? Is it consistent? Does something not fit in? Are there grammatical or spelling mistakes? I will adapt it for Vortex soon enough, but for now the major concerns are how it is handled in the creative writing department.

<:: Loading datapad page "MPF prot. V1.243"
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<:: Introduction ::>

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

<:: Divisions ::>

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

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

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

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

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

BIOTIC- This is a term to denote a xeno worker, most commonly the Vortigaunts. They are to be guided and escorted to their appropriate duties and then supervised until they are finished so they may return to holding.

MPF

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

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

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

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

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

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

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

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

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

Universal union

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

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

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


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


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

<:: Equipment List ::>

Collapsed for size conservation; select to open:
Rank: Recruit - RCT

  • Standard Civil Protection Kevlar
  • Standard Issue 9 x 19 Millimeter USP-Match
  • Reinforced Plastic Face Mask
  • Vulcanized Rubber Gloves
  • Vulcanized Combat Boots
  • Datapad, allows access to citizen data page and ability to edit citizen's data
  • Stun-Baton. 180 and 320 Volts.
  • Utility Belt with pouches fitting for Lethal's magazines - 9 x 19 Millimeter. Also capable of holding your Stun-Baton
  • Vulcanized USP-Match 9 x 19 Millimeter holster



Rank: 04

  • Slightly Reinforced Standard Issue Civil Protection Kevlar
  • Standard Issue 9 x 19 Millimeter USP-Match
  • Reinforced Plastic Face Mask
  • Vulcanized Rubber Gloves
  • Vulcanized Combat Boots
  • Datapad, allows access to citizen data page and ability to edit citizen's data
  • Stun-Baton. 180 and 320 Volts
  • Utility Belt with pouches fitting for Lethal's magazines - 9 x 19 Millimeter. Also capable of holding your Stun-Baton
  • Vulcanized USP-Match 9 x 19 Millimeter holster



Rank: 03

  • Reinforced Standard Issue Civil Protection Kevlar
  • Standard Issue 9 x 19 Millimeter USP-Match
  • Standard Issue 4.6 x 30 Millimeter H&K MP7 (with permission from DvL)
  • Reinforced Plastic Face Mask
  • Vulcanized Rubber Gloves
  • Vulcanized Combat Boots with Steel Toe reinforcements
  • Datapad, allows access to citizen data page and ability to edit the citizen's data
  • Stun-baton. 180 and 320 Volts
  • Utility Belt with pouches fitting for Lethal's magazines - 9 x 19 Millimeter. Also capable of holding your Stun-Baton
  • Vulcanized USP-Match 9 x 19 Millimeter holster



Rank: 02

  • Reinforced Civil Protection Kevlar
  • Standard Issue 9 x 19 Millimeter USP-Match
  • Standard Issue 4.6 x 30 Millimeter H&K MP7
  • Standard Issue Smoke Screen Grenade
  • Reinforced Plastic Face Mask
  • Vulcanized Rubber Gloves
  • Vulcanized Combat Boots with Steel Toe reinforcements
  • Datapad, allows access to citizen data page and ability to edit the citizen's data
  • Stun-Baton. 180 and 320 Volts
  • Utility Belt with pouches fitting for the Lethal's magazines - 9 x 19 Millimeter - 4.6 x 30 Millimeter. Also capable of holding your Stun-Baton
  • Vulcanized USP-Match 9 x 19 Millimeter holster
  • Vulcanized H&K 4.6 x 30 Millimeter Sling



Rank: 01

  • Reinforced Civil Protection Kevlar
  • Standard Issue 9 x 19 Millimeter USP-Match
  • Standard Issue 4.6 x 30 Millimeter H&K MP7
  • Standard Issue Flashbang Grenade
  • Standard Issue Smoke Screen Grenade
  • Reinforced Plastic Face Mask
  • Vulcanized Rubber Gloves
  • Vulcanized Combat Boots with Steel Toe reinforcements
  • Datapad, allows access to citizen data page and ability to edit the citizen's data
  • Stun-Baton. 180 and 320 Volts
  • Optional Combat Blade
  • Utility Belt with pouches fitting for the Lethal's magazines - 9 x 19 Millimeter - 4.6 x 30 Millimeter. Also capable of holding your Stun-Baton
  • Vulcanized USP-Match 9 x 19 Millimeter holster
  • Vulcanized H&K 4.6 x 30 Millimeter Sling w/ optional 'Y' strap




Rank: EPU


  • Reinforced Civil Protection Kevlar
  • Elite Unit Uniform
  • Standard Issue 9 x 19 Millimeter USP-Match
  • Standard Issue 4.6 x 30 Millimeter H&K MP7
  • Standard Issue Spaz 12
  • Standard Issue Flashbang Grenade
  • Standard Issue Smoke Screen Grenade
  • Reinforced Plastic Face Mask
  • Vulcanized Rubber Gloves
  • Vulcanized Combat Boots with Steel Toe reinforcements
  • Datapad, allows access to citizen data page and ability to edit the citizen's data
  • PDA Device, allows access to Unit data and ability to edit Unit data page
  • Stun-Baton. Two Voltage settings. 180 and 320 Volts
  • Utility Belt with pouches fitting for Lethal's magazines - 9 x 19 Millimeter - 4.6 x 30 Millimeter - Buckshot Slugs. Also capable of holding your Stun-Baton
  • Vulcanized USP-Match 9 x 19 Millimeter holster
  • Vulcanized H&K 4.6 x 30 Millimeter Sling w/ optional 'Y' strap
  • Vulcanized Spaz-12 Sling w/ optional 'Y' strap



Rank: OfC


  • Reinforced Civil Protection Kevlar
  • Field Trenchcoat
  • Standard Issue 9 x 19 Millimeter USP-Match
  • Standard Issue 4.6 x 30 Millimeter H&K MP7
  • Standard Issue Spaz 12
  • Standard Issue Flashbang Grenade
  • Standard Issue Smoke Screen Grenade
  • Reinforced Plastic Face Mask
  • Vulcanized Rubber Gloves
  • Vulcanized Combat Boots with Steel Toe reinforcements
  • Datapad, allows access to citizen data page and ability to edit the citizen's data
  • PDA Device, allows access to Unit data and ability to edit Unit data page
  • Stun-Baton. Two Voltage settings. 180 and 320 Volts
  • Utility Belt with pouches fitting for Lethal's magazines - 9 x 19 Millimeter - 4.6 x 30 Millimeter - Buckshot Slugs. Also capable of holding your Stun-Baton
  • Vulcanized USP-Match 9 x 19 Millimeter holster
  • Vulcanized H&K 4.6 x 30 Millimeter Sling w/ optional 'Y' strap



Rank: DvL

  • Heavily Augmented Custom Kevlar
  • Standard Issue 9 x 19 Millimeter USP-Match
  • Standard Issue 4.6 x 30 Millimeter H&K MP7
  • Standard Issue Spaz-12
  • Standard Issue Fragmentation Grenade
  • Standard Issue Flashbang Grenade
  • Standard Issue Smoke Screen Grenade
  • Reinforced Thick Plastic Face Mask
  • Vulcanized Rubber Gloves
  • Vulcanized Combat Boots with Steel Toe reinforcements
  • Datapad, allows access to citizen data page and ability to edit the citizen's data
  • PDA Device, allows access to Unit data and ability to edit Unit data page
  • Stun-Baton. Two voltage settings. 180 and 320 Volts
  • Optional Combat Blade
  • Utility Belt with pouches fitting for Lethal's magazines - 9 x 19 Millimeter - 4.6 x 30 Millimeter - Buckshot
  • Slugs. Also capable of holding your Stun-Baton
  • Vulcanized USP-Match 9 x 19 Millimeter holster
  • Vulcanized H&K 4.6 x 30 Millimeter sling w/ optional 'Y' strap
  • Vulcanized Spaz-12 Sling w/ optional 'Y' strap



Rank: SeC


  • Heavily Augmented Custom Kevlar
  • Standard Issue 9 x 19 Millimeter USP-Match
  • Standard Issue 4.6 x 30 Millimeter H&K MP7
  • Standard Issue Spaz-12
  • Overwatch Standard Issue AR2-Pulse Rifle
  • Standard Issue Fragmentation Grenade
  • Standard Issue Flashbang Grenade
  • Standard Issue Smoke Screen Grenade
  • Reinforced Thick Plastic Face Mask
  • Vulcanized Rubber Gloves
  • Vulcanized Combat Boots with Steel Toe reinforcements
  • Datapad, allows access to citizen data page and ability to edit the citizen's data
  • Union PDA Device, allows access to all sector's units data and ability to edit the unit's data page
  • Stun-Baton. Two voltage settings. 180 and 320 Volts
  • Optional Combat Blade
  • Utility Belt with large pouches fitting for Lethal's magazines - 9 x 19 Millimeter - 4.6 x 30 Millimeter - Buckshot Slugs - AR2-Pulse Rifle Energy. Also capable of holding your Stun-Baton
  • Vulcanized USP-Match 9 x 19 Millimeter holster
  • Vulcanized H&K 4.6 x 30 Millimeter sling w/ optional 'Y' strap
  • Vulcanized Spaz-12 Sling w/ optional 'Y' strap
  • Vulcanized AR2-Pulse Rifle Sling w/ optional 'Y' strap


<:: Weapon Protocol ::>

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

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

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

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

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

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

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

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

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

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

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

<:: City Laws ::>


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

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

Tier One
Level Three punishment

  • Loitering - Interrupting civil traffic flow. Civilians are permitted to stand or sit in city streets, but MPF hold the right to force civilians to move, regardless of location.
  • Littering - Leaving trash or clutter in a public area.
  • Uncivil behavior - Acting in a manner that is not publicly acceptable.
  • PDA - Mild physical contact best reserved for private quarters. (EX: Hugs, hand holding in public view)
  • Public intoxication - Being intoxicated in a public area. (can be convicted if seen drinking Union beer in open air)
  • Audio violation - Yelling, cursing, or spouting pointless gibberish in public areas.
  • Minor assault - Attacking a standard citizen.
  • Minor Disrespect - Showing disrespect to a member of the UCN through either verbal or physical actions.
  • Minor Malcompliance - Failure to follow an order from a unit, whether passively or assertively, that does not cause harm. (Ignoring or doing the opposite of the order)
  • Minor theft - Stealing from a standard citizen.
  • Minor invasion - Entering a citizen area with force. Breaking into an apartment.
  • Level 3 contraband - Possessing any of the listed items below:
                                  Real alcoholic beverages, illegal food items, non-standard clothing (authorization must be given by a DvL), narcotics of any kind, free thinking books (non-informative)


Tier Two
Level Two punishment

  • Inaction - Allowing a crime to happen without alerting the Union.
  • Falsified information - Using any means to lie to a unit, whether it be through face to face conversation or using a request device.
  • Conspiracy - Planning to commit a low level crime against other citizens.
  • Obstruction - Inhibiting a search, arrest, etc. Slowing down a unit's progress.
  • Major assault - Attacking a UCN or UW member.
  • Minor vandalism - Defacing non-Union property. (Citizen owned shops)
  • Major Malcompliance - Disobeying an order from a unit that leads to harm of another citizen or damage to property.
  • Major theft - Stealing from a member of the UCN.
  • Major invasion - Entering a UCN area with force. Breaking into the UCN HQ after hours or when banished from the premises.
  • Major disrespect - Disrespecting a unit of minor rank. (01 and below)
  • Level 2 contraband - Possessing any of the items listed below
                                  Union medical items (steroids, med-gel, med-kits, anti-depressants without permission), shorthand melee weapons (anything like a hammer or wrench), radios, other non-lethal Union property, any non-approved electronic devices


Tier Three
Level One punishment

  • Criminal assault - Attacking a unit of any rank.
  • Disruptive propaganda - Posters, words, or other representations that are anti-Union.
  • Anti-civil conspiracy - Planning to commit medium to high level crimes against important citizens, units, or the city itself.
  • Failure to appear - Not showing up at a designated area once called for by Dispatch. This leads to mass beatings and potential ration privileges.
  • Major vandalism - Defacing Union property without doing damage. (Spray Painting the Nexus wall)
  • Criminal theft - Stealing from a unit.
  • Criminal invasion - Entering a Union area with force. Breaking into the Nexus.
  • Criminal disrespect - Disrespecting a major ranking unit. (OFC and up)
  • Criminal malcompliance - Disobeying an order with actions that lead to the harm of that unit or other units.
  • UPA - Unauthorized Procreative Activity.
  • Level 1 contraband - Possessing any of the items listed below:
                                  Non-Union protection gear (football padding and other similar items, unless issued by the Union for a job), longhand melee weapons (anything like baseball bats or sledgehammers), ammunition for handguns, narcotics of any kind


Tier Four
Amputation

  • Crippling physical disability* - Any physical disability giving you a major disadvantage in daily life. (missing an arm, leg, or other major issues)
  • Murder** - Killing anyone in the city.
  • Criminal vandalism - Damaging Union property. (harming or destroying a scanner)
  • Mental instability - Acting in a manner which displays inability to function normally in society. (mental disabilities fall under this category)
  • Rape - Sexually taking advantage of an individual.
  • Major contraband - Possessing any of the items listed below:
                                Union protection gear (ANY of a unit's uniform), firearms of any type, ammunition for anything larger than a handgun, blades of any kind, grenades of any kind, detailed maps of the Nexus, detailed maps of off-limit areas of the city, military style gear (night vision goggles, etc.)


*There can be exceptions for those missing limbs. If they are true Loyalists or have done enough for the Union they may live with the disability. With a DvL's permission, a medical and tech unit may work together to create a synthetic limb for the citizen
**You may be left unpunished should you kill someone in self defense. Killing a unit will never be counted as self defense unless it is blatantly obvious they were rogue or insane

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

<:: Radio Protocol ::>
While on patrol, you may be required to relay information back to your superiors or Dispatch. To prevent classified details from being overheard, you are required to use certain code phrases in order to relay information quickly and efficiently. These are in no specific order:
Entry collapsed to conserve space; select to expand:

Sector is ____- This command relays to upper ranks and dispatch the current status of a sector. There are five potential endings. Green (no issues what so ever), amber (noticeable unrest without actual law breaking), red (laws being broken by at least one to two individuals), black (more than two individuals are breaking laws), blue (too many units are in the sector).
Cycle- This means a patrol route within a defined sector and can be modified to show how many cycles were completed. No more than three cycles may be done in a single sector unless permission is given by an 02 or higher.
Stationary watch/SW- This is used to inform commanding units you are either entering a stationary watch or requesting one. 02 and up do not need permission to enter a stationary watch, but they must still check in, in-case a higher rank needs them elsewhere or the watch is acceptable. EX: 1993 requesting SW, sector 2.
Copy/Copy that/10-4- This is a simple phrase meant to relay you understand the information relayed to you. It doesn't add new orders or information, it is simply used to show you heard the order clearly.
10-7- This means you are forced to go offline due to injury. You must meet with an on site medical unit before leaving the Nexus.
10-8- This means you have come online. You are required to state your unit digits prior to the radio code.
10-10- This means you are heading offline as you have completed your duty for the day.
10-20- This is a request that follows a unit’s digits. To answer the request, give the sector you are in. EX: 1993, 10-20. ; Sector 3.
10-21- This follows a unit’s digits as it is an order for them to return to the Nexus.
10-23- This is preceded by a unit’s digits and then a sector. EX: 1993, 10-23 sector 2.
10-29- An order to search for contraband. This can be applied to civilians or buildings.
10-50- This means you are assuming standard directives for your division. Usually follows online status. EX: 1993, 10-8. Assuming 10-50, sector 2.
10-107- This means you have come across a person acting suspiciously. This includes civilians as well as MPF. It is required you investigate passively, meaning you do not directly contact them.
10-107M- This means you have come across a mentally unfit individual. You must detain and then determine whether they are truly unfit or not before amputating.
10-108- This means you require assistance. It is not an emergency call and can be applied to a strong civilian simply refusing to move. You may either include location or wait for a unit to request location.
11-1- This means you require medical assistance. Should it be an emergency, add M to the order, making it 11-1M. However, do not add M unless your life is threatened by your wounds. Finding you have made an emergency call without actual emergency will lead to punishment.
11-2- This is a request for Overwatch. No unit below OfC may use the order unless under an extreme circumstance such as city wide necrotic outbreak.
11-22- This code relays that you have found contraband. Add the level of contraband rather than the name of it. EX: 11-22, level 2.
11-70- This means a riot has broken out. If weapons are present, add M to the call. This will deploy Shadow units. Riot protocol dictates all units equip a firearm but do not fire upon the crowd unless absolutely necessary.
11-99- This means an emergency has occurred in which an officer has either been killed or is severely wounded. Usually, this means it was a coordinated attack and Shadow units will be deployed to deal with it. Include location and status.
ADW- Should a unit ask for the status of an assault, use ADW (assault with deadly weapon) if the attacker used something designed to kill, including but not limited to jury rigged weapons, firearms, knives.
BOLO- Should a civilian run from being arrested, this order is to inform peers of their presence and description, as well as last seen location. EX: BOLO Caucasian male, average height. Last seen sector 3. Unarmed.
DB- This means you have found a dead body. Dispose away from the eyes of civilians and ensure it is transported without notice.
UL/UTL- This means you are unable to locate a specific individual. It can be used in a casual manner, meaning you cannot find a specific unit, as well as in a case of justice, meaning you cannot find someone with a BOLO out on them.
AC/Anti-citizen- This is used to describe a former citizen who has committed crimes that have either caused their black marks to pass 10 or they have broken a tier 4 law. An individual such as this must be seen as potentially dangerous and thus be required to approach with caution. If a silent takedown is possible, do not pass the opportunity up.
Clamp- This is used to cause a sector lockdown. Only OfC and up may issue this order and it must be followed by a sector so that units know which sectors must be closed off. EX: Clamp sector 2.
ROE- This is a statement made by a commanding officer when dealing with either a riot or a breach. They determine whether arrests are to be made, whether lethal or non-lethal methods are preferred, and what each job units will cover.
Amputate- Kill a specified target. Limited to DvL if used in a non-justice situation. EX: Amputate the civilian by the stores.
Ripcord- This order is meant to have you move to a certain area as quickly as possible. EX: 1993, ripcord to sector 3.
Sociocide- This is a descriptor for certain activities not meant to cause physical harm, but rather destabilize a region’s social order.
Biotic- Used to refer to Vortigaunts.
Parasitic- A signifier to declare the presence of what is commonly called a headcrab. Refrain from using the casual name.
Exogen- A signifier to declare the presence of what is commonly called an antlion. Refrain from using the casual name.
Infected- A signifier to declare the presence of an Overwatch or MPF member under parasitic control. If feasible, capture so the parasitic may be removed and the unit may enter recovery. If not possible, amputate.
Virome- Uncommon subspecies of parasitics, such as fast and poisonous variants.
Outland- Refers to any area outside of city limits.
Bouncer- Refers to a grenade being seen, specifically referring to a live grenade.
Restrictor- Device used to keep exogen distant with non-lethal force.
Viscerator- Commonly referred to as manhack.
These terms may be used in tandem with one another, some left unused, and others saved for contextual situations. This being the case however, it is imperative you do not openly repeat orders you have been given or use names of units. These codes are here to allow for quick information transfer. Use them accordingly.

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

<:: Command Unit Protocol ::>

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

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

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

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

SeC- <:: INFORMATION RESTRICTED. ::>

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

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

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

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

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

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

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

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

This entry is locked until an Autonomous Waiver is called:

Capture non-essentials- Any civilian that does not belong to the UCN, UW, MPF, or is not of major importance in some way is to be captured and brought to the Citadel. Amputate all. Ensure that all genetically pure individuals are captured and brought to the Nexus but DO NOT AMPUTATE.

Off-duty units- Should you be off-duty when an Autonomous waiver be called, you must IMMEDIATELY find the nearest MPF unit and declare your unit digits, CID, division, and rank. At this point, your cover is completely unneeded.

Sector lockdowns- Every sector is to be locked down until all areas have been searched and all non-essentials are amputated.

Evacuation of city- This waiver is ONLY called when the city simply cannot be reclaimed due to a major malignant influence or breach. The OTA units will be brought out of stasis and Overwatch will fly over repeatedly to ensure the city has been purged. Afterwards, all essential individuals will be loaded onto transports and then distributed throughout other cities or brought to the Outlands. The city will be presumed to be lost and unsafe for patrol permanently.

AUTHOR'S NOTE: This guide was entirely written with another community in mind. This is to test the waters with players and staff. If given permission to treat it as official, any changes needed to make it apply to the server will be made. PLEASE post any ideas or criticisms as this protocol is still growing to this day. It is written to be read ICly so any inconsistency needs to be pointed out for overall cohesiveness. Thank you for reading.


Last edited by NuggetandSkull on Wed Apr 23, 2014 10:25 am; edited 3 times in total
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Re: The (VERY UNOFFICIAL) MPF Protocol

Post by Judge on Tue Apr 22, 2014 8:17 pm

Good, although our ranking structure is different, so that part needs changed.
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Re: The (VERY UNOFFICIAL) MPF Protocol

Post by Nugget and Skull on Tue Apr 22, 2014 8:18 pm

I'll change it later. This is more to test the water to see if people like the style.
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Re: The (VERY UNOFFICIAL) MPF Protocol

Post by Guest on Tue Apr 22, 2014 10:46 pm

Win.

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Re: The (VERY UNOFFICIAL) MPF Protocol

Post by Nugget and Skull on Tue Apr 22, 2014 11:12 pm

I know it'd need heavy modification to fit with the community, but what all did you like about it?
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Re: The (VERY UNOFFICIAL) MPF Protocol

Post by blargy blargy on Tue Apr 22, 2014 11:42 pm

Well. I like it. And I hate it. There's a lot here and much of it is great. But there are also many things that just won't/don't work I find. The factors relating crimes seem to be out of place, where minor things are amputation worthy. The Radio codes are much different then our own, while that's not a terrible thing, we also have Vices(The Voice things) that relate to crimes much differently. The ranking structure is nice, and clean, but it's also small. As of course there may not need to be six divisions, but they are all important and do their job well.

Not saying I hate it it's great. But a lot things would need to be changed before I can even think about wanting it implemented
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Re: The (VERY UNOFFICIAL) MPF Protocol

Post by Nugget and Skull on Tue Apr 22, 2014 11:46 pm

Of course, I understand. This is to test the water with the community. I follow a certain pattern when it comes to writing the protocol and, before I can modify it for it to fit the community, it must first stand up to overall scrutiny when it comes to consistency.
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Re: The (VERY UNOFFICIAL) MPF Protocol

Post by Sly775 on Wed Apr 23, 2014 9:08 pm

Very nice. Some small errors but overall very good!
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Re: The (VERY UNOFFICIAL) MPF Protocol

Post by Nugget and Skull on Sun Jun 15, 2014 10:21 am

Since the server's down and I'm planning on adding to my guides, is there anything you guys think should be added? I've got the time to add things and I believe I should up the quality since there's been a big push for teaching new players. Guides shouldn't always be the first resort but it never hurts for new players to have references.
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Re: The (VERY UNOFFICIAL) MPF Protocol

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