OVERWATCH TRANSHUMAN ARM
OUTLANDS OPERATIONS MANUAL
-------------------------------------------------------------
[Manual Written by Carbine-Crazy and MDirt.]
AN INTRODUCTION TO THE OVERWATCH TRANSHUMAN ARM:
The Overwatch Transhuman Arm is a branch of the Combine Overwatch, whom of which is formed from heavily augmented troops whose main objective is reinforcing the Combine rule over Earth.
All Combine Soldiers are brainwashed to a near-emotionless state, all Combine Soldiers have to undergo extreme brain surgery in order to ensure loyalty towards the Universal Union, as well as surgically learning them several combat strategies. Overwatch Units DO feel pain (though we can assume that it has been somewhat reduced). The OTA (Overwatch Transhuman Arm) have a wide arsenal at their disposal, much more so than the standard Metropoilce Force/Civil Protection Unit, having an experienced use of the Combine's Overwatch Standard Issue Pulse Rifle (or OSIPR for short). As well as other, standard weaponry such as the MP7 Submachine gun and the SPAS-12 shotgun for close-quarters engagements. OTA Units will also use grenades.
When OTA Units are deployed, they normally use ambush, frontal assault and advanced breaching tactics to overthrow their opposer's force. OTA Units have dedicated frequency for each squad of four soldiers, and this radio is used for every piece of speech, meaning that there is to be no off-objective chatter over the squad's radio (though this is already hindered by their brainwashing).
In the outlands, OTA soldiers are only deployed in extreme circumstances. For instance, a high-level UPOI (Unidentified Person(s) of interest) which pose a major threat to the Union, high-level and high-risk anti-citizens, and also rogue CP Units which could pose a high risk of leaking information.A DETAILED TACTICS OVERVIEW:
Overwatch soldiers will use a wide range of tactics while engaging hostile targets, including flanking, providing each other with covering fire, suppressing fire and an effecting use with frag grenades as well as smoke grenades. They will always use caution when entering enclosed structures, clearing rooms with extreme care.
As an OTA Unit, it is very important that they maintain a 360 degree field of view at all time, covering one and other. This is often done with a multitude of formations (which are covered later in the manual) which the soldiers use to maximise their advantage.
Much like other branches of the UU (Universal Union), the OTA will use a wide range of surgical phrases, as well as radio commands and codes in order to limit the ability for other, inexperienced rebels/ACs to predict their next or current movements.RANKS OF THE OVERWATCH SOLDIER:
As an Overwatch Soldier, relatively simple rank systems are used, normally consisting of three sections.
Firstly, the most powerful Unit among a squad of four or more units is the Overwatch Elite Unit, typically wearing a higher-end and higher damage resistance armour, who can be identified by the standard white coloured armour, in addition to the single eye piece, which gives the Unit an enhanced overlay compared to the rest of his squad. This Unit also has the ability and is authorized at all times to make use of the OSIPR's energy ball, which should be excised in extreme caution.
Next is the second in command to an OTA Soldier squad, who can be identified by his OSIPR and standard amour. This Unit will take command over the group if the Elite squad leader is KIA (killed in action), inactive or passes command over to this Unit. Also, among this unit's specialities, he/she is able to advise the Elite Unit on tactics, giving him/her input on the situation.
Next, is the lower ranked standard OTA solider, typically wielding an MP7 submachine gun. This Unit is ordered by two higher squad members (the Elite and the Second-in-command), and having equal power over the second lower Unit that joins him (in a squad of four, it consists of one Elite, one Second-in-command and two lowers). This Unit also wears the standard OTA solider attire.
An additional note is that any Unit among the chain of command in the squad is able to be equipped with a shotgun and 'Shotgun Soldier armour', as long as the situation requires it.RADIO AND CALLOUT COMMANDS OF THE OVERWATCH SOLDIER/MPF:
[NOTE: Some of these radio codes are used to describe an event. For example, say you witness/hear a 11-6. This is if you witnessed/heard it, whereas a Code 94 usually is the arrest charge code, as in, ?You are charged with codes 94, 36, and 12.? The arrest codes can sometimes be applied as ?event? codes as well, though. Take for example, ?There is a 647E on the loose.?]
10-0: Use caution.
10-1: Not understood.
10-2: Understood.
10-3: Maintain radio silence/stop transmitting (Be quiet).
10-4: Affirmative/Copy.
10-5: How copy? (Repeat that please.)
10-6: Busy.
10-7: Off-Duty.
10-8: On-Duty.
10-9: Repeat last order/message.
10-10: Busy.
10-14:Guard (May be used in conjunction with a location).
10-15: Shootout/a shootout or prisoner in custody.
10-16: Pick up prisoner.
10-18: ASAP.
10-19: Ripcord (Retreat) to [location].
10-20: Location.
10-21: Report to Nexus or HQ establishment.
10-22: Secured/secure location/hardpoint (Sometimes used as disregard last statement).
10-23: Stand by.
10-24: All units return to Nexus/HQ establishment.
10-25 [Person]: Do you have contact with [Person]?
10-26: Subject (is being) pacified.
10-27: Check for warrant(s).
10-29: Check for contraband.
10-30: Suspect.
10-31: Violation in progress.
10-32: Suspect is armed & dangerous.
10-33: Emergency.
10-34: Riot.
10-36: Suspect is resisting pacification.
10-43: Attaching to group/platoon/etc.
10-44: Detaching from group/platoon/etc
10-50: Commencing patrol.
10-51: Clamp at [Location] or continuing patrol.
10-60: Inbound to POI.
10-63: Trespasser at [Location].
10-65: Prepared for orders (sometimes used as ?injured?/ ?down? in reference to other officers).
10-78: Requesting backup.
10-91: Amount of officers in an area.
10-91d: Amount of citizens in an area.
10-95: Inbound to [Location].
10-96: Requesting ETA.
10-97: Arrived at scene/location.
10-98: Mission/assignment completed.
10-99: Injured.
10-100: Taking a quick break (Usually bathroom break or other quick activity).
10-102: Dead on arrival.
10-103: Disturbance.
10-103m: Disturbance by one who is mentally unfit.
10-103p: Disturbance by one who is physically unfit.
10-104: Suicide.
10-105: Amputated.
10-106: Obscenity.
10-107: Suspicious person(s).
10-107m: Subject is mentally unfit.
10-107p: Subject is physically unfit.
10-108: Dead unit/officer down (Sometimes used as ?resistance member?).
10-112: Impersonating as officer.
11-1: Requesting medical assistance.
11-2: Requesting dispatchment of OTA.
11-3: Stalker (Not the Combine made Stalker).
11-6: Unauthorized/illegal discharge of firearms.
11-20: Unauthorized assembling of citizens. (unused in Outlands, usually).
11-22: Contraband.
11-23: Contraband distribution.
11-44: Clean up crew/Corpse disposal team.
11-70: Riot.
11-98: Go to meet officer/with officer at [Location].
11-99: Officer needs assistance urgently (Only to be used in emergencies).
12-00: Amputate all citizens.Combine ?Codes? and Arrest Charges----------------------------------------------
[Note: See the note for Combine Radio Codes. These codes can be both an arrest charge/code and a event code.]
Code 1-4: Threat level. (lowest to highest)
Code 3B: Hostage situation.
Code 6: Trespassing on private property.
Code 7: All clear. When used as an arrest code, it is robbery.
Code 17f: Fugitive.
Code 21: Complaint.
Code 27: Attempted crime.
Code 28: Encouraging a felony/crime.
Code 29: Death.
Code 30: Homicide. (The simple act of killing another human; see code 187).
Code 30S: Homicide by shooting.
Code 34S (Sometimes known as 31S): Shooting.
Code 51: Non-sanctioned arson.
Code 51B: Threat to property.
Code 52E: Explosives.
Code 63: Criminal trespass.
Code 69: General possession of (illegal) resources. Includes Combine Tech and contraband.
Code 70: Possession of Combine Tech specifically (in contrast to Code 69).
Code 94: An illegal discharge of firearms.
Code 95: An illegal possession of firearms.
Code 99: Reckless operation.
Code 100: Sociostable (See sociostable in Combine Terminology)
Code 148: Resisting detainment/arrest.
Code 187: Murder. (The killing of another human with obvious malicious intent) Used as detained when not an arrest code.
Code 243: Assault on protection team.
Code 245: Disturbing/endangering the civil will.
Code 404: Riot.
Code 408: Social disruption.
Code 423: Status evader.
Code 505: Evading prosecution.
Code 507: Public non-compliance.
Code 603: Unlawful entry.
Code 647A: Vagrant (Homeless man) loitering in a public place.
Code 647B: Vagrant is not cohesive.
Code 647C: Vagrant is in evasive status.
Code 647E: Anti-citizen.Combine Terminology & Acronyms
----------------------------------------------
AC: Anti-Citizen.
ADW: Armed with a deadly weapon.
APB: All points-bulletin (A broadcast about a dangerous/wanted person).
ATL: Attempt to locate.
BOL/BOLO: Be on the lookout.
CP: Checkpoint or command post/point. Less fortified than hardpoint.
DB: Dead body.
GOA: Gone on arrival.
HAP: Hardpoint.
HVT: High value target.
OID: Officer in distress.
POI: Point of interest.
RDC: Ration Distribution Center.
UTL/UL: Unable to locate.
VIP: Very important person.---
Airwatch: The Combine aerial division. Includes dropships, gunships, and choppers.
Administer: To deliver a punishment or verdict to a citizen.
Amputate: Kill/execute.
Anti-Citizen: A citizen who is anti-civil, causes havoc and disrupts society; one whom is acting rebelliously.
Assemble: Mission code given by dispatch, meaning to regroup at a specified area or location.
Biosignal: Mechanism within all Combine issued suits, which monitors and broadcasts all life signs of the user of the suit in which the biosignal is planted in.
Biotic: A general term for any sentient alien lifeform. Contrary to popular belief, biotic does not strictly mean Vortigaunt. Biotic, when used in conjunction with Vortigaunts, usually implies a derogatory insult. However, even though Vortigaunts are called Biotics the most often, biotics can mean anything from antlions to headcrabs.
Boomer: Dropship.
Bouncer: Grenade.
Breach: To enter a building or area forcefully, using whatever means possible. May involve breaches or shooting a lock off of a door.
Capital Malcompliance: The murder of an officer.
Cauterize: Mission code given by dispatch, meaning to cut off all escape routes. Can also be used as general command.
Civil Unrest: A problem within or concerning the major populace of a city (e.g. riots or rebellions).
Clamp: To restrict or cut off a certain area from the public. Can be used as a dispatch mission code.
Clear: A status statement, usually referencing the absence of anti-civil activity and contraband.
Combine: The all mighty powerful empire who provides safety and protection, enforces laws and guidelines, and maintains them, to create a better tomorrow. The Combine empire will not, nor can be, defeated by any rebellious and malicious causes and/or organizations, et cetera, et cetera.
Coagulate: Mission code assigned by dispatch, meaning to re-stabilize a situation. Also can be used as general order.
Contact: Spotting a possible hostile. If person(s) are hostile, see ?Contact Confirmed.?
Contact Confirmed: Hostiles are anti-civil and hostile, and most likely armed. Proceed and engage with caution.
Contain: To cut off, generally with clamps. Can be a dispatch assigned mission code or general radio order.
De-serviced: Dead; flatlined.
Deploy(ed): Used in reference to the activation or deployment of troops or equipment.
Diagnose: To determine/diagnose various factors of a situation, including threat level. Can be a dispatch mission code or general order.
Exfiltrate: To leave a hostile zone, back into a friendly/safe/secure zone.
Exogen: Antlion.
Flatline: The sound of a biosignal failing.
Flush: To expose and drive combatants out of cover via use of gunfire or fragmentation devices.
Hold: Usually meaning to maintain or keep an area defensively. Can also mean ?wait.?
Infected: Individuals who have been infected by a parasitic headcrab, and have subsequently been converted into necrotics.
Infested/Infestation - Any infested area, as in an area that reports high levels of parasitic and necrotic activity.
Inject: To enter a building or area, using whatever means available, said means usually being breaches (that is, if an area or building is locked).
Inoculate: Mission code meaning to protect from a threat. Can be used as general order.
Intercede: To take (usually) complete control of a situation/problem.
Isolate: An order to separate, usually used to disband a group of two or more citizens and prevent riots and whatnot.
Lock: To lock a building down and cut it off from usage.
Malignant: Subject who is convicted of several anti-civil violations, one who is disobedient to the rules established by the CCA/MPF/Combine. Used sometimes as status reminder of a certain subject or person of interest.
Midnight: Mission code meaning to prevent a situation from erupting into a huge conflict or anything major.
Miscount: An anti-citizen or other wanted individual (by the Combine) who enters a city area.
Necrotic: Zombie, or headcrab infected person(s).
Outland(s): A region that has not been utilized as city space; the wild. Anti-citizens, refugees, and resistance members tend to flock to these areas.
Pacify: Detaining or neutralizing for the time being without killing. Sometimes used as a mission code, in which it means to control a situation via non-lethal means.
Parasite: Headcrabs in general, as the goal of the headcrab is to find and infect hosts, hence its name here.
Prosecute: To issue a verdict to a citizen through means of prosecution.
Reinforce: To strengthen the hold of a certain position. Can be used as dispatch mission code.
Restrict: To cut off access of a certain area. Can be applied as dispatch mission code.
Restrictor: Thumper.
Ripcord: Retreat/fallback to specified area (if one is specified).
Sacrifice: Dispatch mission code meaning to sacrifice anything to ensure a(n) objective is met.
Scan: To sweep through an area for contacts.
Search: To sweep an area or frisk a person to locate contraband.
Shell: A missile full of headcrabs, usually launched at resistance bases that are too difficult to invade.
Sociocide: An attempted disruption of social peace; an attempted disruption of sociostability.
Sociostable: A state of peace within a sector or area.
Stabilize: To restore peace and order in a sector or area using whatever means specified by a superior figure. Can be used as mission code.
Stack: To position one?s self to the side of a doorframe. Usually used in conjunction with breaching orders.
Stick: To line up on the wall behind those who are stacking.
Stand(ing) by: Waiting for further instruction/orders.
Sterilize: To clean an area or sector of anti-civil activities and persons. Can be used as mission code.
Swarm: A very large group of exogens.
Sword: Mission code meaning to disguise your actions so that they may not be viewed as unusual or cruel. Used as a panic control method most times.
Unlawful Procreative Activity (UPA): The illegal act of sexual intercourse.
Virome: A fast or poison headcrab.
Viscerator: Manhack.I'm slowly working away at this. I don't have a particular deadline for this piece. Thank you for the radio/combat codes and commands, Dirt. :3