Post by Sexy Frog on Oct 28, 2013 21:21:19 GMT
<:| LEGION Trainer's Handbook ||::>
<:| Helping the Future Generations of LEGION, One Guide at a Time ||::>
<:| Hello, and welcome to the Union Civil Authority's LEGION Trainer's Handbook. If you are reading this then you are officially a teacher for the future generation of LEGION units. During the courses of the training's if you have any questions or concerns, feel free to bring the issues up with any LEGION High Command units such as the current Divisional Leader (//LEGION-DvL.211) or any available Officers(// LEGION-OfC.101). Now, let us begin. The courses below should be taught as shown, though you are more than welcome to put your own personal twist on training's as to make trainee's more familiar and help them understand better. ||::>
Unit Etiquette
In this section the trainer is to explain to the trainee the importance of displaying proper respect to superiors and, in conjunction with this, are to explain the proper ways of showing said methods of respect. The trainer is free to use dummies and various scenarios in order to simulate units of various ranks and various situations in which respectful terminology and actions should and/or should not be used.
Saluting
Who to salute?
-All units above the rank of 03.
-This includes but not limited to OfC and DvL.
-03, 04, 05, and RCT are not to be saluted.
When to salute?
-When in RDT or Nexus.
Who salutes?
-The highest rank/authorization in the group salutes.
-Example: A squad walks past an Officer. The squad consists of an 01, an 02, and 3 04's. The 01 salutes the OfC where the rest of the squad stands at attention.
-Example2: A group of recruits and an OfC are training in the armory. A Divisional Leader walks in. The OfC calls his recruits to attention and salutes the Section Leader.
Leaders
To put this in simple form, anyone from Recruit to 03 cannot command one another. When it comes to training, you listen to your trainer no matter what. If an 02+ requests more units to patrol, you better haul ass and get to patrolling. You basically take orders from any unit who is an 02 or higher.
Etiquette within a building.
This is similar to saluting outside in regards to who to salute, when to salute, and who does the saluting. Instead of saluting though, the highest rank yells "Room!" and all units come to attention. If they are sitting, they stand up. You may not move until the rank that walked in says "Carry on" which allows anyone in the room at attention to sit down and continue what they're doing. If the higher rank wishes you to pay attention, he my just talk to you or say "At ease" which means you should stand and pay attention but you don't have to stand as sharp and proud as you do at attention.
If the higher rank doesn't say anything, you stay at attention till he leaves, at which point, the highest rank that is in the room tells you to carry on.
-Example: Recruits are learning in the training room. The LEGION OfC is teaching. A CmD comes in to see what is going on. The OfC yells "Room!" and all recruits get up and stand at attention. The OfC stands at attention and salutes. The Section Leader says "Carry on." Recruits sit and the OfC continues his lesson.
-Example2: A CmD walks in and doesn't say "carry on". All units remain at attention. The CmD discusses changes to the training environment with the OfC. The Section Leader leaves the room. OfC says to his recruits, "Carry on." Recruits sit down and class continues.
Who to salute?
-All units above the rank of 03.
-This includes but not limited to OfC and DvL.
-03, 04, 05, and RCT are not to be saluted.
When to salute?
-When in RDT or Nexus.
Who salutes?
-The highest rank/authorization in the group salutes.
-Example: A squad walks past an Officer. The squad consists of an 01, an 02, and 3 04's. The 01 salutes the OfC where the rest of the squad stands at attention.
-Example2: A group of recruits and an OfC are training in the armory. A Divisional Leader walks in. The OfC calls his recruits to attention and salutes the Section Leader.
Leaders
To put this in simple form, anyone from Recruit to 03 cannot command one another. When it comes to training, you listen to your trainer no matter what. If an 02+ requests more units to patrol, you better haul ass and get to patrolling. You basically take orders from any unit who is an 02 or higher.
Etiquette within a building.
This is similar to saluting outside in regards to who to salute, when to salute, and who does the saluting. Instead of saluting though, the highest rank yells "Room!" and all units come to attention. If they are sitting, they stand up. You may not move until the rank that walked in says "Carry on" which allows anyone in the room at attention to sit down and continue what they're doing. If the higher rank wishes you to pay attention, he my just talk to you or say "At ease" which means you should stand and pay attention but you don't have to stand as sharp and proud as you do at attention.
If the higher rank doesn't say anything, you stay at attention till he leaves, at which point, the highest rank that is in the room tells you to carry on.
-Example: Recruits are learning in the training room. The LEGION OfC is teaching. A CmD comes in to see what is going on. The OfC yells "Room!" and all recruits get up and stand at attention. The OfC stands at attention and salutes. The Section Leader says "Carry on." Recruits sit and the OfC continues his lesson.
-Example2: A CmD walks in and doesn't say "carry on". All units remain at attention. The CmD discusses changes to the training environment with the OfC. The Section Leader leaves the room. OfC says to his recruits, "Carry on." Recruits sit down and class continues.
Radio Codes and Terminology
In this section you are to simply recite a handful of terminology as well as radio codes to the trainee in order to allow memorization. While it is preferable that the more fundamental of all terms and codes be taught(ie; 10-8,10-7, ripcord, 11-99, etc), this is at the discretion of the trainer. Once the core basis for codes and terms has been achieved, a simple test of knowledge is required and would mark the end of the course.
Common Terms
Active: Searching for and destroying hostile contacts.
Administer: To initiate a certain order.
Airwatch: Air units (chopper, gunship, dropship), possibly scanner network.
Amputate: To execute a human.
Anti-Citizen: Criminal or fugitive with a high status of danger.
Antiseptic: Bullets when fired at a hostile target.
Benign: Harmless individual or entity.
Bio-signal: Life monitoring or signs of life. Also a system in suits that monitors heart beats.
Biotic: Vortigaunt or other non-human intelligent lifeform.
Bodypack: Armor.
Boomer: Gunship.
Bouncer: Enemy grenade.
Breach: To remove obstacles or defenses.
Cauterize: To cut off (similar to clamp).
Clamp: To restrict access.
Clear: To erase previous orders.
Cleaned: Entity is normal. (I.e. No contraband/threats, room is clear of contraband, citizens, and threats.)
Contact: Unknown individual or entity.
Contagious: Individual or entity denounced as dangerous to the populace.
Contain: Prevent forces or situation from spreading beyond its current location.
Containment Field: Shield, Forcefield
Control Section: Citadel, Nexus
Deserviced: Unit deceased.
Designate: To attatch a code-name to an individual or entity.
Deploy: To put into service. (i.e. deploying viscerators or deploying Overwatch)
Diagnose: Determine threat level and situation.
Directive: An order.
Dislocate: To remove (could be similar to isolate).
Displace: To retreat, fall back.
Divisive: Having a quality that divides or seperates. (I.e. Rebellious attitude that seperates the citizens obedience to the combine.)
Enforce: To maintain a certain order using lethal force if necessary.
Engage: Fire at a hostile target using lethal force.
ETA: Estimated Time of Arrival.
Exogen: Non-intelligent alien lifeforms such as headcrabs and antlions.
Expose: To flush suspects/situation out from cover/structure.
Expunge: To kill a non-naturalized alien life-form.
Extractor: Friendly grenade.
Hardpoint: Mounted gun emplacement, bunker, or barrier.
Hold: To maintain position/location.
Hotpoint: Enemy defensive location or point of high enemy activity.
Hurricane: Key resistance figure or gathering.
Inbound: On the way, incoming.
Infected: Mutated (i.e. Zombies).
Infestation: Parasite activity.
Injection: Door breach.
Innoculate: To protect or safeguard from a threat.
Intercede: To directly control/mediate key enemy activity. (i.e. by means of ambush/manipulation.)
Interpose: To conceal or cover.
In position: To be ready to perform duties at a certain location.
Isolate: Remove naturalised individual from the populace. (Does NOT necessarily mean to break up a group!)
Lethal: Firearm.
Line: Form solid defence/barricade defense.
Lock: To immediately and defensively guard a certain POI.
Malignant: Danger-status red, contagious individual, anti-citizen.
Necrotic: Zombie.
Neutralise: To forcefully subdue and restrain.
Non-citizen: Individual not in the city.
Outbreak: Last remaining unit alive in a group.
Outland: Foreign.
Overrun: The state of having hostile contacts inside a perimeter.
Pacify: Stabilize a situation using non-lethal measures.
Parasitic: Headcrab.
Polistability: Stabilization of the Universal Union's political order (i.e. City Administration).
Policide: Attempted disruption of political order.
Polictical Conscripts: Enslaved Vortigaunts, possibly stalkers
Probe: To investigate, search.
Prosecute: To assault using lethal force.
Radial: Line of sight.
Restrict: Prevent access to that area or position.
Restrictor: Thumper.
Ripcord: To retreat.
ROE: Rules of Engagement.
Scan: To search an area for contacts.
Signature Imprint: Electronic identification.
Sociostability: State of the area, could be one of three definitions (red, yellow, green).
Sociocide: Attempted disruption of social order.
Stabilize: Handle a situation using lethal measures if necessary.
Sterilize: Kill all life-forms in a specified area.
Sterilizer: Sentry turret.
Storm System: Canal.
Subject: Person of interest.
Suspect: Individual guilty of a crime.
Swarm: Large group of antlions.
Tagged: Dead, deceased.
Transport: Can refer to a teleporter.
Unlawful Procreative Activity(UPA): Engaging in relationships (i.e. Attempting to have sex).
Unrest: Rebellion, riot, revolt.
Vaccine: Headcrab cannister.
Valence: The capacity of an individual or entity to react with or affect another in some special way, as by attraction or facilitation of a function or activity.
Verdict: Bullet, or excecution.
Viscon: Visual contact with an individual or entity.
Virome: Poison headcrab or zombie.
Viscerator: Manhack.
Winder: Dropship
Workforce Intake Hub: Train or subway station.
Response Codes
10-0: Use caution
10-2: Radio check response code
10-4: Acknowledged
10-6: Busy
10-7: Off-duty status
10-8: In service
10-9: Repeat last message.
10-15: Prisoner in custody
10-16: Pick up prisoner
10-20: Your location?
10-25: Do you have contact with ...?
10-27: Check for warrants.
10-34: Riot/Uprising
10-50: Commencing patrol.
10-51: Commencing clamp
10-60: Unit(s) inbound to POI
10-65: Ready for orders
10-78: Backup
10-97: Arrived at scene
10-99: Injury
10-100: Quick break (bathroom or some shit, a quick (5-10min) 10-7 basically)
10-103: Disturbance
10-103M: Mentally disturbed person
10-107: Suspect / Suspicious person
10-108: Officer down
11-6: Illegal discharge of firearms
11-44: Corpse disposal team
11-98: Meet officer
11-99: Officer needs assistance/backup
ADW: Assault with a deadly weapon
BOL: Be on the lookout
CEP: Checkpoint
CP: Command post (usually the highest ranking unit online)
DB: Dead-body
HAP: Hardpoint
UTL: Unable-to-locate
OID: Officer in distress
POI: Point of interest
Code 6: Tresspassing on private property (a store, apartment, etc.)
Code 7: Robbery
Code 17f: Fugitive, non-citizen
Code 21: Complaint
Code 27: Attempted crime
Code 28: Inciting a felony
Code 29: Death
Code 30: Homicide
Code 30S: Homicide by shooting
Code 34S: Shooting
Code 51B: Bomb threat
Code 52E: Explosives
Code 70: Possession of combine technology
Code 94: Illegal discharge of a weapon
Code 95: Illegal carrying of a weapon
Code 100: Sociostable
Code 148: Resisting detainment
Code 187: Homicide
Code 243: Person of interest in investigation
Code 404: Trespass
Code 423: Status evader
Code 505: Evading prosecution
Code 603: Unlawful entry
Code 647A: Vagrant loitering in a public place
Code 647E: Anti-citizen
Active: Searching for and destroying hostile contacts.
Administer: To initiate a certain order.
Airwatch: Air units (chopper, gunship, dropship), possibly scanner network.
Amputate: To execute a human.
Anti-Citizen: Criminal or fugitive with a high status of danger.
Antiseptic: Bullets when fired at a hostile target.
Benign: Harmless individual or entity.
Bio-signal: Life monitoring or signs of life. Also a system in suits that monitors heart beats.
Biotic: Vortigaunt or other non-human intelligent lifeform.
Bodypack: Armor.
Boomer: Gunship.
Bouncer: Enemy grenade.
Breach: To remove obstacles or defenses.
Cauterize: To cut off (similar to clamp).
Clamp: To restrict access.
Clear: To erase previous orders.
Cleaned: Entity is normal. (I.e. No contraband/threats, room is clear of contraband, citizens, and threats.)
Contact: Unknown individual or entity.
Contagious: Individual or entity denounced as dangerous to the populace.
Contain: Prevent forces or situation from spreading beyond its current location.
Containment Field: Shield, Forcefield
Control Section: Citadel, Nexus
Deserviced: Unit deceased.
Designate: To attatch a code-name to an individual or entity.
Deploy: To put into service. (i.e. deploying viscerators or deploying Overwatch)
Diagnose: Determine threat level and situation.
Directive: An order.
Dislocate: To remove (could be similar to isolate).
Displace: To retreat, fall back.
Divisive: Having a quality that divides or seperates. (I.e. Rebellious attitude that seperates the citizens obedience to the combine.)
Enforce: To maintain a certain order using lethal force if necessary.
Engage: Fire at a hostile target using lethal force.
ETA: Estimated Time of Arrival.
Exogen: Non-intelligent alien lifeforms such as headcrabs and antlions.
Expose: To flush suspects/situation out from cover/structure.
Expunge: To kill a non-naturalized alien life-form.
Extractor: Friendly grenade.
Hardpoint: Mounted gun emplacement, bunker, or barrier.
Hold: To maintain position/location.
Hotpoint: Enemy defensive location or point of high enemy activity.
Hurricane: Key resistance figure or gathering.
Inbound: On the way, incoming.
Infected: Mutated (i.e. Zombies).
Infestation: Parasite activity.
Injection: Door breach.
Innoculate: To protect or safeguard from a threat.
Intercede: To directly control/mediate key enemy activity. (i.e. by means of ambush/manipulation.)
Interpose: To conceal or cover.
In position: To be ready to perform duties at a certain location.
Isolate: Remove naturalised individual from the populace. (Does NOT necessarily mean to break up a group!)
Lethal: Firearm.
Line: Form solid defence/barricade defense.
Lock: To immediately and defensively guard a certain POI.
Malignant: Danger-status red, contagious individual, anti-citizen.
Necrotic: Zombie.
Neutralise: To forcefully subdue and restrain.
Non-citizen: Individual not in the city.
Outbreak: Last remaining unit alive in a group.
Outland: Foreign.
Overrun: The state of having hostile contacts inside a perimeter.
Pacify: Stabilize a situation using non-lethal measures.
Parasitic: Headcrab.
Polistability: Stabilization of the Universal Union's political order (i.e. City Administration).
Policide: Attempted disruption of political order.
Polictical Conscripts: Enslaved Vortigaunts, possibly stalkers
Probe: To investigate, search.
Prosecute: To assault using lethal force.
Radial: Line of sight.
Restrict: Prevent access to that area or position.
Restrictor: Thumper.
Ripcord: To retreat.
ROE: Rules of Engagement.
Scan: To search an area for contacts.
Signature Imprint: Electronic identification.
Sociostability: State of the area, could be one of three definitions (red, yellow, green).
Sociocide: Attempted disruption of social order.
Stabilize: Handle a situation using lethal measures if necessary.
Sterilize: Kill all life-forms in a specified area.
Sterilizer: Sentry turret.
Storm System: Canal.
Subject: Person of interest.
Suspect: Individual guilty of a crime.
Swarm: Large group of antlions.
Tagged: Dead, deceased.
Transport: Can refer to a teleporter.
Unlawful Procreative Activity(UPA): Engaging in relationships (i.e. Attempting to have sex).
Unrest: Rebellion, riot, revolt.
Vaccine: Headcrab cannister.
Valence: The capacity of an individual or entity to react with or affect another in some special way, as by attraction or facilitation of a function or activity.
Verdict: Bullet, or excecution.
Viscon: Visual contact with an individual or entity.
Virome: Poison headcrab or zombie.
Viscerator: Manhack.
Winder: Dropship
Workforce Intake Hub: Train or subway station.
Response Codes
10-0: Use caution
10-2: Radio check response code
10-4: Acknowledged
10-6: Busy
10-7: Off-duty status
10-8: In service
10-9: Repeat last message.
10-15: Prisoner in custody
10-16: Pick up prisoner
10-20: Your location?
10-25: Do you have contact with ...?
10-27: Check for warrants.
10-34: Riot/Uprising
10-50: Commencing patrol.
10-51: Commencing clamp
10-60: Unit(s) inbound to POI
10-65: Ready for orders
10-78: Backup
10-97: Arrived at scene
10-99: Injury
10-100: Quick break (bathroom or some shit, a quick (5-10min) 10-7 basically)
10-103: Disturbance
10-103M: Mentally disturbed person
10-107: Suspect / Suspicious person
10-108: Officer down
11-6: Illegal discharge of firearms
11-44: Corpse disposal team
11-98: Meet officer
11-99: Officer needs assistance/backup
ADW: Assault with a deadly weapon
BOL: Be on the lookout
CEP: Checkpoint
CP: Command post (usually the highest ranking unit online)
DB: Dead-body
HAP: Hardpoint
UTL: Unable-to-locate
OID: Officer in distress
POI: Point of interest
Code 6: Tresspassing on private property (a store, apartment, etc.)
Code 7: Robbery
Code 17f: Fugitive, non-citizen
Code 21: Complaint
Code 27: Attempted crime
Code 28: Inciting a felony
Code 29: Death
Code 30: Homicide
Code 30S: Homicide by shooting
Code 34S: Shooting
Code 51B: Bomb threat
Code 52E: Explosives
Code 70: Possession of combine technology
Code 94: Illegal discharge of a weapon
Code 95: Illegal carrying of a weapon
Code 100: Sociostable
Code 148: Resisting detainment
Code 187: Homicide
Code 243: Person of interest in investigation
Code 404: Trespass
Code 423: Status evader
Code 505: Evading prosecution
Code 603: Unlawful entry
Code 647A: Vagrant loitering in a public place
Code 647E: Anti-citizen
Contraband and Civil Violations
In this course, the trainee is to receive and concise breakdown of the contraband types and all that are within those types as well as the do's and don'ts of tolerated behavior within the confides of the City. Simply explain them in succession of each other until the trainee fully understand and it able to recite them from memory.
Contraband Items
Civil Violations and Sentences
Level 3
Minor Re-education and/or 1-3 Cycle Detainment
<==============================>
|Abuse of Union Technology| Using the requester to make false requests, any other unauthorized use of Union Technology.
|Assault Class 3A| An assault targeting a citizen.
|Audio Violation| Any profane, racist, or divisive words spoken aloud. Also entails yelling.
|Civil Privacy Violation| Any unauthorized entry into personal property.
|Contraband Possession Level 3| Holding or owning an item classified as level three contraband.
|Malcompliance Level 3| Disobeying or not cooperating with a Civil Protection unit's orders. Punishment varies with severity.
|Mobility Violation| Moving at speeds disruptive to the sociostability; running.
|Personal Display of Affection (PDA)| Two or more persons encroaching their partner's proximity with signs of affection, such as holding hands, hugging, or kissing.
|Socioside Level 3| Harming the sociostability in any way, shape, or form. Punishment varies with severity.
Level 2
Major Re-education(s) and 3-4 Cycle Detainment
1-5 Marks, depending on severity
<==============================>
|Accomplicity| Aiding in a crime in any way.
|Assault Class 2A| A repeated assault targeting a citizen.
|Assault Class 2B| An assault targeting a Civil Worker.
|Assault Class 2C| An assault targeting a Civil Protection unit.
|Conspiracy| Displaying or distributing material that depicts the Union negatively. Also entails verbal defamation of the Union.
|Contraband Possession Level 2| Holding or owning an item classified as level two contraband.
|Illegal Consumption| Being under the influence of contraband consumables, including mind-altering drugs and beverages.
|Inaction| Failing to report a witnessed offense.
|Malcompliance Level 2| Disobeying or not cooperating with a Civil Protection unit's orders. Punishment varies with severity.
|Socioside Level 2| Harming the sociostability in any way, shape, or form. Punisment varies with severity.
|Theft| Possession of an item(s) owned by a different citizen.
|Trespassing Level 2| Unauthorized entry into the sub-system, tunnels, CWU HQ, or any other restricted area.
Level 1
Amputation or Memory Wipe
<==============================>
|Assault Class 1B| A repeated assault targeting a Civil Worker.
|Assault Class 1C| A repeated assault targeting a Civil Protection unit.
|Attempted Suicide| The act of trying to end one's life.
|Contraband Possession Level 1| Holding or owning an item classified as level one contraband.
|Disruption of Progress| Destroying or disabling Union technology/ electronics, Union property, or anything else Union-sanctioned.
|Homicide Class A| The attempted/successful murder of a citizen.
|Homicide Class B| The attempted/successful murder of a Civil Worker.
|Homicide Class C| The attempted/successful murder of a Civil Protection unit.
|Imperfection| Any citizen with mental issues or physical issues that can not be fixed through medical aid.
|Capital Malcompliance| Any attempts to resist arrest and/or detainment. Punishment varies on severity.
|Policide/Assault Class 1D| Any assault targeting the City Administrator.
|Trespassing Level 1| Unauthorized entry into the Nexus.
|Unapproved Procreative Activity (UPA)| Two or more persons engaging in any type of fornication, or one person self-stimulating.
Contraband Items
Class 3
Non-Union distributed clothing.
Non-Union distributed foods/ beverages.
Non-Union distributed books.
Non-Union distributed documentation.
Class 2
Medical supplies.
Unauthorized electronic devices/ components.
Unauthorized drugs.
Radios.
Class 1
Weapons.
Weapon ammunition.
Explosives.
False Identification (i.e. fake business permit, fake CWU/loyalist ID).
NOTE
Civil Workers are authorized to be in possession of the following items:
Flashlights.
Medical supplies.
Radios.
Electronic devices/ components.
Special-issue Union foods/ beverages.
Non-Union distributed clothing.
Non-Union distributed foods/ beverages.
Non-Union distributed books.
Non-Union distributed documentation.
Class 2
Medical supplies.
Unauthorized electronic devices/ components.
Unauthorized drugs.
Radios.
Class 1
Weapons.
Weapon ammunition.
Explosives.
False Identification (i.e. fake business permit, fake CWU/loyalist ID).
NOTE
Civil Workers are authorized to be in possession of the following items:
Flashlights.
Medical supplies.
Radios.
Electronic devices/ components.
Special-issue Union foods/ beverages.
Civil Violations and Sentences
Level 3
Minor Re-education and/or 1-3 Cycle Detainment
<==============================>
|Abuse of Union Technology| Using the requester to make false requests, any other unauthorized use of Union Technology.
|Assault Class 3A| An assault targeting a citizen.
|Audio Violation| Any profane, racist, or divisive words spoken aloud. Also entails yelling.
|Civil Privacy Violation| Any unauthorized entry into personal property.
|Contraband Possession Level 3| Holding or owning an item classified as level three contraband.
|Malcompliance Level 3| Disobeying or not cooperating with a Civil Protection unit's orders. Punishment varies with severity.
|Mobility Violation| Moving at speeds disruptive to the sociostability; running.
|Personal Display of Affection (PDA)| Two or more persons encroaching their partner's proximity with signs of affection, such as holding hands, hugging, or kissing.
|Socioside Level 3| Harming the sociostability in any way, shape, or form. Punishment varies with severity.
Level 2
Major Re-education(s) and 3-4 Cycle Detainment
1-5 Marks, depending on severity
<==============================>
|Accomplicity| Aiding in a crime in any way.
|Assault Class 2A| A repeated assault targeting a citizen.
|Assault Class 2B| An assault targeting a Civil Worker.
|Assault Class 2C| An assault targeting a Civil Protection unit.
|Conspiracy| Displaying or distributing material that depicts the Union negatively. Also entails verbal defamation of the Union.
|Contraband Possession Level 2| Holding or owning an item classified as level two contraband.
|Illegal Consumption| Being under the influence of contraband consumables, including mind-altering drugs and beverages.
|Inaction| Failing to report a witnessed offense.
|Malcompliance Level 2| Disobeying or not cooperating with a Civil Protection unit's orders. Punishment varies with severity.
|Socioside Level 2| Harming the sociostability in any way, shape, or form. Punisment varies with severity.
|Theft| Possession of an item(s) owned by a different citizen.
|Trespassing Level 2| Unauthorized entry into the sub-system, tunnels, CWU HQ, or any other restricted area.
Level 1
Amputation or Memory Wipe
<==============================>
|Assault Class 1B| A repeated assault targeting a Civil Worker.
|Assault Class 1C| A repeated assault targeting a Civil Protection unit.
|Attempted Suicide| The act of trying to end one's life.
|Contraband Possession Level 1| Holding or owning an item classified as level one contraband.
|Disruption of Progress| Destroying or disabling Union technology/ electronics, Union property, or anything else Union-sanctioned.
|Homicide Class A| The attempted/successful murder of a citizen.
|Homicide Class B| The attempted/successful murder of a Civil Worker.
|Homicide Class C| The attempted/successful murder of a Civil Protection unit.
|Imperfection| Any citizen with mental issues or physical issues that can not be fixed through medical aid.
|Capital Malcompliance| Any attempts to resist arrest and/or detainment. Punishment varies on severity.
|Policide/Assault Class 1D| Any assault targeting the City Administrator.
|Trespassing Level 1| Unauthorized entry into the Nexus.
|Unapproved Procreative Activity (UPA)| Two or more persons engaging in any type of fornication, or one person self-stimulating.
Hand to Hand Combat
Begin by leading the trainee to any available open space in the Nexus and instruct them on the do's and don'ts of Hand to Hand combat. Things to remember when engaged in combat via the hands is to always remain calm, keep to a certain technique and to remember that outsmarting a foe is the best weapon possible. Once this is explained thoroughly, proceed to refer to the detailed guide below and demonstrate each one effectively as so the trainee is able to grasp each concept and mimic them effectively.
LEGION
- HAND TO HAND COMBAT GUIDE
If units already have experience with a martial art, they will be questioned as such before training will begin and they will spar with their trainer, who can then decide whether their current fighting technique is suitable enough. If so, then the training can be marked as complete.
Basic
An introduction in hand to hand combat, trainees will learn basic moves and how to block them.
[/b][/font][li]Jabs and punches[/li]LEGION
- HAND TO HAND COMBAT GUIDE
If units already have experience with a martial art, they will be questioned as such before training will begin and they will spar with their trainer, who can then decide whether their current fighting technique is suitable enough. If so, then the training can be marked as complete.
Basic
An introduction in hand to hand combat, trainees will learn basic moves and how to block them.
[li]"Teep" kick[/li]
[li]Roundhouse kick[/li]
[li]The blocks/parries for all of these moves[/li]
[li]Standard tips for fighting[/li]
[/ul]
Advanced
Advanced counters and more moves.
[li]Uppercut[/li]
[li]Hook[/li]
[li]Elbow[/li]
[li]Knee[/li]
[li]The blocks/parries for all of these moves[/li]
[/ul]
Units are encouraged to spar with one another in the hand to hand training room to hone their skills and pass knowledge on to one another.[/spoiler][/spoiler]
Basic SCIP 9mm Usage
Firstly, tell them what the gun is used for, and what it is good at. Explain them how to use it (in terms of range, firing, lethality, etc.). Then show them how to operate it, including (re)loading, safety, securing it (as in finding a loaded one and emptying it), how to properly aim it and proper handling. After this, teach them the mechanics of the 9mm, which is how it works, the chamber, the magazine, how many rounds/mag, etc. Then, set up the course as shown below and instruct them to use the 9mm on it. When done, move to the firing range near the Armory and set up the course as shown below. When done, evaluate if you think they did it good enough.
Basic H&K MP7A1 Usage
First, tell them what the gun is used for, and what it is good at. Explain them how to use it (in terms of range, firing, lethality, etc.). Then show them how to operate it, including (re)loading, safety, securing it (as in finding a loaded one and emptying it), how to properly aim it, how to handle it properly AND FIREMODES! The MP7 has Semi, Burst and Full Auto. After this, teach them the mechanics of the MP7, which is how it works, the chamber, the magazine, how many rounds/mag, etc. When done, move to the firing range near the Armory and set up the course as shown below. When done, evaluate if you think they did it good enough.
Basic SPAS-12 Usage
First, tell them what the gun is used for, and what it is good at. Explain them how to use it (in terms of range, firing, lethality, etc.). Then show them how to operate it, including (re)loading, safety, securing it (as in finding a loaded one and emptying it), how to properly aim it, how to handle it properly and accordingly to diffrent situtations. After this, teach them the mechanics of the SPAS-12, which is how it works, the chamber, the shells, how many shells its capable of holding when full, etc. Then, set up the course as shown below and instruct them to use the SPAS-12 on it. When done, move to the firing range near the Armory and set up the course as shown below. When done, evaluate if you think they did it good enough.
Basic Grenade Usage
First, tell them what the different grenades are used for and what each of them are good at. Explain them how to use grenades (in terms of range, lethality and diffrent properties of the grenades). Then show them how to use grenades, which means pulling pin, holding the trigger lever, how to throw it properly and stuff. Set up the course as shown below and instruct them to use the diffrent grenades on it. If you can get a Section Leaders auths, use lethals aswell. When done, move to the breaching room or firing range near the Armory, and set up the course shown below, though if you have a better set up it is acceptable. When done, evaluate if you think they did it good enough.
Interrogation Techniques
Move to the interrogation, and start by finding the list of interrogation techniques. Teach them the uses of interrogation, and when it is used. Then proceed to teach them different methods. Direct and Incentive approach is required to teach, as well as any three from emotional methods, and two from advanced methods. After you have explained them all, question the unit(s) on what each is, to see if they remembered. It is not required for them to remember all, but anything less than two is unacceptable. Teaching torture is optional but highly recommended.
LEGION
- INTERROGATION GUIDE
DETAINMENT
If you are interrogating two or more people, do not put them in cells near each other, or in communication with each other in any way. As this will give them a chance to create a collaborative story that will make it easier to fool you. So that when you cross-reference stories between them, they will match up, yet not be true. Therefore you should keep them out of contact with each other so that when you do cross-reference their stories, you will be able to tell if they are telling the truth or not.
STANDARD METHODS
Direct Approach
Pertinent questions are asked directly, as long as the source is answering the questions in a truthful manner. In almost all intelligence collection this is the first approach used, and an alternative approach is chosen once the source refuses to answer, avoids answering, or answers falsely.
Incentive Approach
A real or emotional reward is given, or a real or perceived negative stimulus is removed, within the limits of what can be realistically delivered.
EMOTIONAL METHODS
Love
Sincerity and conviction are critical for the questioner to be persuasive. For example, if the source cooperates, he can see his loved ones sooner, protect his comrades, help his friends, help his species.
Hate
The questioner persuades the source that cooperation will harm his enemies.
Fear-Up
The interrogator must be careful that he does not threaten or coerce a souce, but can rely on justifiable fears such as that the prisoner may be killed for cooperating unless he receives protection, and can rely on non-specific fears, such as by asking "You know what can happen to you here?"
Fear-Down
A fearful subject is reassured through verbal and physical actions to calm him and cause him to view the interrogator as a "protector."
Pride and Ego-Up
The subject is flattered into providing certain information in order to gain credit and build his ego, using a somewhat-in-awe tone of voice. The subject might be complimented on a well-done operation or be persuaded to begin talking about an aspect of his job at which he is skilled.
Pride and Ego-Down
The questioner attacks the subject's loyalty, intelligence, abilities, leadership qualities, slovenly appearance, or any other perceived weakness. If the subject tries to defend himself he may provide useful information.
Futility
The questioner uses factual information to try and convince the source that resistance is futile. This approach generally must be combined with another, such as the emotional-love approach to be effective.
ADVANCED METHODS
We Know All
The interrogator subtly convinces the source that his questioning of the source is perfunctory because any information that the source has is already known, by providing detailed information and answering himself when the source hesitates. The approach requires the interrogator to have a large amount of information already, and have committed much of it to memory.
Repetition
The interrogator listens carefully to a source's answer to a question, and then repeats the question and answer several times. He does this with each succeeding question until the source becomes so thoroughly bored with the procedure, he answers questions fully and candidly.
Rapid Fire
One, two, or more interrogators ask a series of questions in such a manner that the source does not have time to answer a question completely before the next one is asked. This confuses the source, and he will tend to contradict himself as he has little time to formulate his answers. The source may then be persuaded to explain the inconsistencies.
Good Cop Bad Cop
Two interrogators who are convincing actors are chosen. The first may, for instance, be very strict and insult or threaten the source. The second scolds the first, may offer the source a beverage or a cigarette, and tries to persuade the source that they "share a high degree of intelligence and sensitivity." However, he is "very busy" and "cannot afford to waste time on an uncooperative source." He can broadly imply that the first interrogator might return.
TIPS
Identify
Do not underestimate the citizen you are interrogating, they may become aware of any of the particularly manipulatory methods of interrogation and see through your guise. So gain as much information on the interrogatee as you can before performing an interrogation so you can play on their strengths and weaknesses to best gain information from them. Try and identify what their personality is like, and what method will effect that personality the most to your ends.
Tells
Everybody lies. Everybody also has a tell. It takes practice, but advanced interrogators will be able to pick up on the interrogatees tells quickly to tell if they are lying. It can be something as obvious as looking away, or something as minor as a slight change in stance, therefore you should watch their faces and body language very closely. If all else fails, call on GRIDfor a lie detector.
Be Flexible
You don't have to necessarily stick with any specific method of interrogation, if you feel that something else will work better (Read: Not torture) then feel free to do so, as long as it isn't anything too radical, in that case get authorization from your superiors first.
Torture
Torture should be an absolute last resort, torture has a very high rate of gaining unreliable information. Those under torture may go into shock, or simply give you information that you want to hear instead of something truthful.
LEGION
- INTERROGATION GUIDE
DETAINMENT
If you are interrogating two or more people, do not put them in cells near each other, or in communication with each other in any way. As this will give them a chance to create a collaborative story that will make it easier to fool you. So that when you cross-reference stories between them, they will match up, yet not be true. Therefore you should keep them out of contact with each other so that when you do cross-reference their stories, you will be able to tell if they are telling the truth or not.
STANDARD METHODS
Direct Approach
Pertinent questions are asked directly, as long as the source is answering the questions in a truthful manner. In almost all intelligence collection this is the first approach used, and an alternative approach is chosen once the source refuses to answer, avoids answering, or answers falsely.
Incentive Approach
A real or emotional reward is given, or a real or perceived negative stimulus is removed, within the limits of what can be realistically delivered.
EMOTIONAL METHODS
Love
Sincerity and conviction are critical for the questioner to be persuasive. For example, if the source cooperates, he can see his loved ones sooner, protect his comrades, help his friends, help his species.
Hate
The questioner persuades the source that cooperation will harm his enemies.
Fear-Up
The interrogator must be careful that he does not threaten or coerce a souce, but can rely on justifiable fears such as that the prisoner may be killed for cooperating unless he receives protection, and can rely on non-specific fears, such as by asking "You know what can happen to you here?"
Fear-Down
A fearful subject is reassured through verbal and physical actions to calm him and cause him to view the interrogator as a "protector."
Pride and Ego-Up
The subject is flattered into providing certain information in order to gain credit and build his ego, using a somewhat-in-awe tone of voice. The subject might be complimented on a well-done operation or be persuaded to begin talking about an aspect of his job at which he is skilled.
Pride and Ego-Down
The questioner attacks the subject's loyalty, intelligence, abilities, leadership qualities, slovenly appearance, or any other perceived weakness. If the subject tries to defend himself he may provide useful information.
Futility
The questioner uses factual information to try and convince the source that resistance is futile. This approach generally must be combined with another, such as the emotional-love approach to be effective.
ADVANCED METHODS
We Know All
The interrogator subtly convinces the source that his questioning of the source is perfunctory because any information that the source has is already known, by providing detailed information and answering himself when the source hesitates. The approach requires the interrogator to have a large amount of information already, and have committed much of it to memory.
Repetition
The interrogator listens carefully to a source's answer to a question, and then repeats the question and answer several times. He does this with each succeeding question until the source becomes so thoroughly bored with the procedure, he answers questions fully and candidly.
Rapid Fire
One, two, or more interrogators ask a series of questions in such a manner that the source does not have time to answer a question completely before the next one is asked. This confuses the source, and he will tend to contradict himself as he has little time to formulate his answers. The source may then be persuaded to explain the inconsistencies.
Good Cop Bad Cop
Two interrogators who are convincing actors are chosen. The first may, for instance, be very strict and insult or threaten the source. The second scolds the first, may offer the source a beverage or a cigarette, and tries to persuade the source that they "share a high degree of intelligence and sensitivity." However, he is "very busy" and "cannot afford to waste time on an uncooperative source." He can broadly imply that the first interrogator might return.
TIPS
Identify
Do not underestimate the citizen you are interrogating, they may become aware of any of the particularly manipulatory methods of interrogation and see through your guise. So gain as much information on the interrogatee as you can before performing an interrogation so you can play on their strengths and weaknesses to best gain information from them. Try and identify what their personality is like, and what method will effect that personality the most to your ends.
Tells
Everybody lies. Everybody also has a tell. It takes practice, but advanced interrogators will be able to pick up on the interrogatees tells quickly to tell if they are lying. It can be something as obvious as looking away, or something as minor as a slight change in stance, therefore you should watch their faces and body language very closely. If all else fails, call on GRIDfor a lie detector.
Be Flexible
You don't have to necessarily stick with any specific method of interrogation, if you feel that something else will work better (Read: Not torture) then feel free to do so, as long as it isn't anything too radical, in that case get authorization from your superiors first.
Torture
Torture should be an absolute last resort, torture has a very high rate of gaining unreliable information. Those under torture may go into shock, or simply give you information that you want to hear instead of something truthful.
Breaching Techniques
Start by gathering the units and telling them the terminology for breaching. This means pointmen, breachers, team leaders, the meaning of "Inject" and so on. Teach them the setup of a breaching, including two, three and four man breaching. Then, set up targets and different scenarios in EVERY ROOM of the breaching room. Then take the units on 2/3/4 man breaches until they know how to do it.
General Breaching
Depending on the situation will depend on the type of breaching that is required. Here is a list of some of the types which will be fully explained.
-Full Tactical Breach ( A FTB is used for larger situations, mostly hostage situations but are also useful for clearing an entire building. It is made up of many different breaches in one. )
- Standard door breaches (These are used for simple raids in the UCH. When there is little defence and unarmed persons inside. Amounts of men can vary)
- Window Breach
Window Breach :
A window Breach consists of varying amounts of men depending on how many windows are on the building and how many targets are inside. A window breach should be used alongside other breaches. However they are best used when a door breach isn't possible or safe due to barricades. A window breach allows for a surprise assault if enemies are focusing on the doors. There are three types of Window breaches, they are:
- First floor window breach – Using shaped explosives to blow the glass, a full breach can be done through a window. After positioning explosives and blowing the window. A full team can enter through the window and clear the room. This is best used to enter a building through a room with no enemies.
-Vehicle Breach – An APC with fitted ladders can be used to get quick access to second floor levels. It can also deliver a ground team for use in FTB’s. The APC should be used to breach one upper floor using the ladder and to drop off a ground team to breach the lower floor.
-Abseil Breach – When the target room is not on the first or second floor, an abseil is best. This method should also be used when vehicles are unavailable. This method is done by having a few units abseiling down onto balconies or to a position level with windows. From there tactical explosives and breaches can be placed and a full breach can be done alongside other methods.
3 Man Breaches:
These are standard breaches for the UCH. Best used when finding an unarmed civilian or doing sweeps. This should use the tactical Sledge to breach. Explosives may also be used. Grenades are also an option. For hostage situations, use flash bangs. For clearing, use explosive grenades.
CONSISTS OF
1. 2 Pointmen
2. 1 TL/Breacher
METHOD
STEP 1
TL/Breacher calls the team to “Stack” on a door.
STEP 2
The pointmen stack on the handle side of the door. The TL/Breacher stacks on the hinge side of the door.
STEP 3A – Sledge
When everyone is stacked, the TL/Breacher shall move slightly out from the wall to have a better angle on the door. This does not mean standing in front of the door.
STEP 3B – WITH CHARGE
The TL/Breacher should attach an explosive charge to the door.
STEP 3AB – Grenades
If the use of tactical grenades are being employed, pointman 2 should have the grenade prepped and be standing at an angle so that they can throw it past pointman 1.
STEP 4A – Sledge
The TL/Breacher will breach the door by smashing the center with the sledge until it falls. He then moves back to the wall allowing the others to access.
STEP 4B – WITH CHARGE
The TL/Breacher should detonate the charge.
STEP 4AB – Grenades
When the door is open, pointman 2 should throw the tactical grenade in to the room.
STEP 5A – Standard
The pointmen should then enter the room ASAP. Pointman 1 should head left and cover the left half of the room. Pointman 2 should head right and cover the right half of the room. The TL/Breacher can then enter and cover the center or any area that needs attention. It is very important that you do not stop when entering the room. Standing in the doorway costs lives, move out of the way of the door as soon as you can and into your half of the room. Engage targets.
STEP 5B – Grenades
Once the grenade has been thrown in, wait until the grenade has gone off. Then you may open the door/enter and execute as in Step 5A.
STEP 6
When the threat has been eliminated, the TL/Breacher may then call “Clear” and give out their next order.
4 MAN BREACHING:
When 4 men are available, the fourth man becomes the Breacher leaving the TL clear to call. When the door is breached the and the pointmen are in, the Breacher will clamp the door. He will not stand in front but at the side. He must scan for any threats and engage and call if required.
DEEP COVER PROBLEM
A deep cover problem is something that is obscuring the view of the rest of the room that cannot be seen on entry such as a half wall or L shaped rooms.
CONSISTS OF
At least 2 units.
METHOD
STEP 1
Identify the problem, the pointman nearest the issue should call a “Deep cover problem”.
STEP 2
The 2 units should then assemble so that one is behind the other at a good distance.
STEP 3
When the back unit is in position, they can tell the front unit to go. The front unit must then ready a flash bang.
STEP 4
When Ready, The front unit will throw or roll the flash bang around the corner then getting their weapon ready. Once it detonates the two units then move forward and around the obstruction. The front unit clears the right and the back clears the left.
STEP 5
Once threats in the area have been eliminated, both units can call “Clear” and move on to their next order.
Sweeping Techniques
Start out by teaching the units on what different types of sweeps do, when and how. These are raids, which are pretty much straight forward, sweeping some specific location / building for specific persons, contraband or similar. Then we have standard district sweeps, which are searching one specific district for, say contraband, or a person. Teach them EVERY NAME OF ALL AREAS IN THE CITY. Not too specific like each building in P3, but P1/2/3, the shops, sewers entrances, general places in P3 such as tunnels, apartments, bar, same for P2 and P1, the train station and such. ALSO YOU MUST TEACH THEM FORMATIONS! For example:
Sword - Straight Line Forward
Razor - Side-by-Side
Shield - Circle (Around a Person/Something)
VIP - Box Formation (VIP or Suspect in the Center)
Box - Box Formation (No person in the center)
Arrow/Arrow Head - Arrow shaped Formation
Staggered - Zig-Zag or Rhombus Formation
If there is anything missing PM me.
Mindwashing
First, you strap the subject into the chair, and secure him with the leg and arm clamps. After, go over to the console, and type in 'mindwash'. This will lower a small television in front of the subject. Push down the most top-left button - it should be large Small syringes suspended will lower following the television. When all this is accomplished, find an average sized button that's green with 'activate' imprinted on it. It should be close to the middle of the console. This will automatically play a propaganda video. Five minutes in, press the same button close to the middle.
This will cause the syringes to inject endorphin's into the subjects circulatory system, causing him to feel comfortable and accept the propaganda easier. After five minutes, press a red button with 'pain' imprinted on it twice in quick succession. It is near the top left. This will then play anti-civil actions and inject chemicals that activate pain nerves causing him to associate the two together. Wait another five to ten minutes for the video to finish up, then type in 'eject'.
This will cause the television to turn off, and for the syringes to eject. The subject will be incredibly woozy, though after a minute it will wear off. Remind them who they are, and make up an excuse on how they're in here.
(Was beaten up by an anti-citizen, mugged, some crime commiting reason.) Let them regain themselves, and release.
<:| Thank you for helping the future, the Union and all of LEGION greatly appreciate your dedication. ||::>
(// This is subject to editing and change as need be. More to be added soon.)[/font][/b][/spoiler]