Standard Operating Procedures

Introduction

Welcome to Mobile Task Force Delta-5! If you are seeing this page, it means that you have passed our tryout selection and are an official member of MTF Delta-5, congratulations! Your journey here has begun and you are taking your first steps and filling the shoe's as the foundation's operational security while also being the enforcer of our ethical codes. You represent our moral and ethical duties and you are to make sure all codes are followed to keep the humanity we have left within us intact.

Section 1 - General Rules

[1.1] Respectful Conduct

Treat others with respect. Toxicity is not tolerated and doing so will lead to punishments.

[1.2] Promotions

Do NOT ask for promotions. If you're looking to get promoted make sure to be Active, show good Leadership skills, and follow any and all rules.

[1.3] Questions/Concerns

If you have any questions/concerns that cannot be answered by your fellow enlisted make sure to ask a CMD member, we are here to help.

[1.3A] Chain of Command

Follow Chain of Command when faced with a problem that requires a CMD member's help.

[1.3B] Chain of Enlisted

Always follow orders from senior members. Do not ignore orders even if you disagree, if you feel they are unreasonable bring it up to a member of CMD.

[1.4] Communication
Delta-5 Members are expected to use all of the communication methods at their disposal. It is required for Delta-5 Members to be in Teamspeak at all times whilst on the job.

[1.5] Door PT
Close doors behind you, especially key card doors to slow down Non-Foundation Personnel and any GOI raiding the facility.

[1.6] Lower Light Containment Zone Restrictions
Under Condition Orange, Delta-5 are restricted from entering LLCZ (D-Block Zone/Detainment Brig Zone) unless actively pursuing an Ethical violator or Interrogating an Ethics violator in the Detainment Zone. If not actively in pursuit, arrest warrants in LLCZ should be left up to Internal affairs to handle. Only Internal Affairs Agents are allowed in LLCZ freely under condition orange. You may also enter LLCZ if Gensec asks for assistance for securing D-Block, Gensec may ask you to leave LLCZ if threats are clear, listen to them. If there is less than 5 Gensec on/active but off-duty [AFK], You may enter LLCZ at any condition to secure D-Block fully.

[Note: Both Security Jobs and Security CC’s count to Gensec Number’s.]

Note: Do not use checkpoint to travel near Delta-5 Spawn as that leads into LLCZ unless it's above Condition Orange or the above aforementioned reasons, you may only be there to conduct ID Checks and set up a Checkpoint while Under Condition Orange, You may not pass this checkpoint to get to ULCZ as there is other ways to get around without going into LLCZ.

[1.6A] Upper Light Containment Zone
You are permitted to be in ULCZ (Area around Research/Maint Spawn, Area that leads into HCZ) at any time to make sure all personnel are following the Code Of Ethics, however this does not mean to mess around in ULCZ. You are permitted to patrol this zone and make sure both ULCZ Checkpoints are secured and protected.

[1.6B] Heavy Containment Zone Restrictions
Due to new security measures for the safety of foundation personnel and the safety of various anomalous objects, You must have a reason to enter HCZ at any point unless its condition black or above and GOI’s are called out in HCZ or Nu-7 “Hammer Down” needs assistance with containment of an SCP Object. Nu-7 may ask you to leave at any time, follow their advice. You must show your ID, have your Keycard on hand, as well as a valid reason to enter HCZ. You may ask to man the HCZ Checkpoint if Nu-7 needs extra men [If above the Nu-7 active threshold]. You may man the HCZ Checkpoint and/or enter HCZ if there is less than 2-3 Nu-7 on/active off-duty [AFK] at any condition to secure HCZ.

More info on entering HCZ can be found here


[1.6C] Surface Zone Restrictions
Due to the dangerous terrain, the nearby populace, and Hostile GOI infrastructures in the area, You may only go up to surface when requested by Epsilon-11 “Nine-Tailed Fox”, Mech Raids by the Chaos Insurgency, and MTF Raids (CI Base Raid) against the Chaos Insurgency. You should only be on Surface when absolutely necessary as we are the Internal Security and Military Police of Site-##. Raptor Operatives under the jurisdiction of SRO’s+ may host Surface Patrols when below condition yellow and must come back on-site when confirmed SCP Breaches are called and Nu-7 needs assistance or GOI’s are infiltrating the Site.

[1.7] Checkpoints
Before constructing checkpoints consult the MTF Checkpoint Guidelines at the top of the SOP in order to properly enforce the Code of Ethics. You may build fences and concrete barriers to upgrade security and improve defense. However do not build within different zones (unless authorized) as there is little to no space to get past. There must be at least space for two people to get by the checkpoint. It is recommended you have at least 2-3 Delta-5 personnel at the checkpoints, However you may man a checkpoint at any time as it is encouraged. If you have the recommended amount, Both should be doing different tasks to ensure checkpoint security. One that checks ID’s and Keycard and one that makes sure that nothing goes wrong and to be ready to AOS those who do not obey ID Checks or to Halt GOI from going through the Checkpoint. You may ask Wardens to help you with holding a Checkpoint in LLCZ and ULCZ. For those who are Level 3 & below, you must ask for both I.D (/me shows ID) and Keycard to allow passage through. For those who are Level 4 and above, you must only ask for Keycard as the identification of these personnel are locked behind Level 4 Clearance. The only one's who can ask for Level 4+ I.D & Keycard is Gamma-9 "Forseti’s Banamaðr" & Delta-5 HCMD. YOU MAY NOT PUT CHECKPOINTS BY AREA'S OF INFILTRATION (Vents & LEZ/SURFACE ELEVATOR

Checkpoint Locations (Site-13)

LLCZ/LEZ Checkpoint Near Foundation Meeting Room/Detainment Zone

ULCZ/UEZ Checkpoint Near Research Bunks/Bathrooms

ULCZ/UEZ Checkpoint Near HCZ CP/Medbay

Checkpoint Locations (Site-50)

Section 2 - Strike Policy

[2.1] Strike Length

Strikes can last anywhere from 2 weeks to 2 Months depending on the severity.

[2.2] First Strike

Receiving a strike can be from a couple different reasons, some of those reasons are Inactivity, Toxicity, Breaking Rules, etc.

[2.3] Second Strike

A second strike can be received through continuation of any of the previous reasons for receiving your first strike or another reason altogether. While you have two strikes you're on a one strike policy and your next strike will be a removal.

[2.4] Third Strike

Receiving your third strike will result in a removal from the branch.

Section 3 - Removal Policy

[3.1] First Removal

Being removed from the branch for the first time isn't the end of the world, this could be from something as simple as Inactivity. Your first time being removed you may try and rejoin the branch through attending another Tryout.

[3.2] Second Removal

Being removed a second time will result in a one month Do Not Train (DNT) and depending on the severity on why you were removed can result in a Temporary Blacklist. You may wait out your DNT and try and rejoin through attending another Tryout.

[3.3] Third Removal

Being removed a third time will result in a Blacklist from the branch and you may not attend another Tryout to attempt to rejoin. Every Blacklist has three attempts to appeal them on the forums. 

Section 4 - Ranking Structure


[4.1] Chain of Command

Site Director: N/A


HCZ Manager: Blackbeard


Director of Task Forces: N/A


CMDR: N/A
VCMDR: Shadows

VCMDR: N/A


COL: Acee

COL: Braun

LTCOL: Eevee

LTCOL: N/A

[4.2]Enlisted

These are the lowest ranks in Delta-5. Just learning the ropes and getting to understand how the branch runs, Enlisted are trusted with making sure everything in the site is taken care of, mainly holding down checkpoints and patrolling around HLCZ & EZ, They are just trying to make a name for themselves.

These ranks are comprised of Recruit [RCT], Private [PVT], Private First Class [PFC], Lance Corporal [LCPL] and Corporal [CPL].

[4.3] NCO

These members of the enlisted have proven themselves to be good in what they do. They are trusted in mentoring new members of Delta-5. Although not command they are still trusted members of Delta-5. NCO’s are to ensure that Checkpoints are up and running and to patrol the facility (LLCZ/EZ) with members of Delta-5 to keep up sitewide security effective as possible and to enforce the Code of Ethics and are allowed to call AOS orders against those breaking these very codes (For those who are LVL4+, Delta-5 are allowed to call a “summons” and a tribunal will be laid out instead)

These ranks are Sergeant [SGT], Staff Sergeant [SSGT], Master Sergeant [MSGT], and Sergeant Major [SM].

MSGT may promote up to Private, and SM may promote up to PFC.

[4.4] Junior Command

Warrant Officer [WO]: Warrant Officers are the supervisors to all Delta-5 Enlisted and NCO personnel and are the first rank of command. Warrant Officers are to report to Low Command+ when carrying out disciplinary actions under Delta-5 personnel under their direct supervision. Warrant Officers are based on a 2-Week Evaluation period which will ultimately decide if they have proven themselves to be Delta-5 command material. Warrant Officers may promote up to CPL.

[4.5] Low Command

2nd Lieutenant [2LT]: The second rank of low command. They’re the new kid on the block in command and they are tasked with mentoring new members and NCO’s in the branch. 2LT Can promote, strike, demote up to SGT.

1st Lieutenant [1LT]: The third rank in low command. Their job is to help mentor newer NCO’s as well as prove themselves worthy of joining the ranks or SCMD. 1LT can promote, strike, demote up to MSGT.

[4.6] Senior Command

Captain [CPT]: The fourth rank in command. Their job is to help mentor the newer command and keep upper ranks posted on them. CPT is able to promote, strike, demote up to SM.

Major [MAJ]: The fifth rank in Command and the highest rank of Senior Command. They are in the middle of the road in command and with that comes the responsibility of mentoring low command and reporting anything to the command overseers. Maj is able to promote, strike, demote up to WO with High Command permission.

[4.7] Command Overseers:

Lieutenant Colonel [LTCOL]: The sixth rank in command, LTCOL take direct orders from High Command+ and are directly tasked with keeping low/senior command in order. They can promote, demote, and strike up to 1LT with High Command permission. 


Colonel [COL]: The seventh rank in command and the highest rank in Command without being High Command. They take direct orders from High Command+ and are their direct subordinates, tasked with keeping low/senior command in order. COL is future High Command in the making and has to prove they are ready to join the ranks of High Command. They can promote, demote, and strike up to MAJ with High Command permission.


[4.8] High Command:
Vice Commander [VCMDR]: The first rank in HCMD and the right hand man to the Commander themselves. VCMDR listens directly to the Commander+ and can promote, demote, and strike up to LTCOL. This position is appointed by the Director of Intelligence.

Commander [CMDR]: The highest rank in Delta-5. The Commander reports directly to the Director of Task Forces and can promote, demote, and strike up to COL. This position is appointed by the Director of Task Force's.

[4.9] Site Administration:

These are the people who run the foundation. Anything and everything goes through them. You take orders from them all, mainly the Director of Task Forces [DoTF], HCZ Manager, & Site Director. The DoTF is appointed by the HCZ Manager, HCZ Manager is appointed by the Site Director, and Site Director is appointed by O5 Council themselves. 

Section 5 - MTF Promotion Cooldowns


[5.1] Enlisted

RCT > PVT: No Cooldown.
PVT > PFC: 1 Day Cooldown.
PFC > LCPL: 2 Day Cooldown.

LCPL > CPL: 3 Day Cooldown.
CPL > SGT: 3 Day Cooldown.


[5.2] Non-commissioned Officers

SGT > SSGT: 5 Day Cooldown.

SSGT > MSGT: 5 Day Cooldown.

MSGT > SM: 7 Day Cooldown.

SM > WO: Can Apply For WO at SGT+,  Handpicked by SCMD+

[5.3] Junior Command

WO > 2LT: 2 Week Trial.

2LT > 1LT: 2 Week Trial / Cooldown.
1LT > CPT: 2 Week Trial / Cooldown.


[5.4] Senior Command

CPT > MAJ: 2 Week Trial / Cooldown.

MAJ > LTCOL: 2 Week Trial / Cooldown.


[5.5] Command Overseers
LTCOL > COL: 2 Week Trial / Cooldown.
COL > VCMDR: Chosen by the Director of Containment.

[5.6] High Command

VCMDR > CMDR:  Chosen by the Director of Containment/HCZ Manager.

Section 6 - Classes


[6.1] MTF Delta-5 Enlisted

Delta-5 Enlisted are the newly acquired recruits of the branch, they can be ordered around by other MTF units higher than them. Enlisted are trusted with making sure everything in the site is taken care of, mainly holding down checkpoints and patrolling around ULCZ, HCZ & EZ. Unlike the other Enlisted MTF units in the other branches, Delta-5 Enlisted are given a special rifle that can take out targets from a long distance. They have a Lvl 3 clearance in the facility. 

(Received upon joining the branch)

[6.2] MTF Delta-5 NCO

Delta-5 NCOs' range from Sergeant to Sergeant Major’s. Non-Commissioned Officers are recognized for their talents in the field, NCO’s are to ensure that Checkpoints are up and running and to patrol the facility (ULCZ/EZ) with members of Delta-5 to keep up sitewide security effective as possible and to enforce the Code of Ethics.  They are recognized and are being watched by their Officers or even their Commanders. NCOs' can be ordered by other MTF units that are ranked 2LT and above. They have a Lvl 3 clearance in the facility.

(Received upon becoming a SGT+)


[6.3] MTF Delta-5 Gamma-9 “Forsetti's Banamaðr”

Gamma-9 are the heavy weapons; They don't wait for reinforcements, they are the reinforcements. Any major GOI raids, D-class Insurrections, or Keter class SCP's that run loose in the foundation answers to the Gladiators. They have a Lvl 4 clearance in the facility. They also are to bring Law and Order whenever required and are allowed to call for Tribunals against LVL4+

(This job is hand picked, there is no rank requirement)


[6.4] MTF Delta-5 Internal Affairs Agency
The Internal Affairs Agency (IAA) are operatives who are the main reason why the Code Of Ethics always maintains a presence around the site and to make sure that every code is followed and enforced around the SCP Foundation. These agents have riot gear and multiple kinds of restraints to make sure they install fear to those who dare disobey the Code Of Ethics and to put those to fair justice
(This job is given upon receiving training, CPL+ to be eligible)


[6.5] MTF Delta-5 Raptor Operative

Raptor Operatives are a sub branch within Delta 5. To join them you must attend tryouts as a LCPL+. They are a strong and quick group of MTF, which are equipped with exclusive weaponry and speed to ensure they get the job done quickly and efficiently. These operatives are to help IAA or Delta-5 with AOS Orders issued, Patrol around HCZ and EZ especially surface.
(This job is given upon attending a tryout, no rank needed to be eligible)


[6.6] MTF Delta-5 Officer
Delta-5 Officers range from Colonel to Second Lieutenants. Their job is to enforce either the Commander or the Vice-Commanders' given orders to the rest of their branch. They have a Lvl 3 clearance in the facility.

(Received upon becoming a WO+)


[6.7] MTF Delta-5 Commander 

The Delta-5 Commander and the Vice-Commander are the ones that manage and oversee their subordinates. They have a Lvl 4 clearance in the facility.
(Received upon becoming VCMDR+)

Section 7 - Site Codes


[7.1] Code Blue 

is the safest the facility can be, during this time there are no active SCP breaches, D-Class riots, or GOI raids. Use this time to patrol and man checkpoints at LLCZ & EZ to remove the possibility of any threats that could remove a Code Blue. You may escort anyone that needs it (Only For SCP Tests in HCZ or ULCZ/Escorting Maint To EZ), such as a researcher to a test. Use this time to set up and man checkpoints in and around ULCZ & EZ to stop future attempts of escape and infiltration


[7.2] Code Yellow

Code Yellow can be called during situations of a Euclid class SCP breaches containment or D-Class are heavily rioting but have not breached into HCZ/EZ. During this time you are to focus on making sure no D-Class is able to breach into ULCZ or assisting Nu7 in SCP Recontainment if they wish for it. Focus on securing LHCZ and EZ and use checkpoints to further these goals 


[7.3] Code Orange

Code Orange is called when either multiple Euclid class SCPs are breached, a Keter class SCP has breached, or D-Class have rioted to the point of taking over LLCZ and entering HCZ/EZ. During this time you are to focus on making sure no Class-D makes it into EZ and to patrol HCZ and EZ for any further D-Class Escapee’s or GOI Infiltrators from escaping or causing any further harm to the Foundation’s cause or to help Nu-7 with containment breaches if they need it.

[7.4] Code Black

Code Black is called when a hostile GOI has entered the facility. During this time you are to dispose of the intruders and continue with the other tasks at hand and watch for possible spies among our ranks in the foundation.

[7.5] Code Red

Code red is when the site is in utter chaos due to Multiple Keter class SCP breaches, uncontrollable GOI raid, or SCP-682 has breached containment. During this time you are to focus on the task at hand and recontain all breached SCPs. SCP-682 is top priority during this time and requires full force to recontain it. If 682 isn’t breached, focus on any GOI/Non-Foundation threats first than deal with SCP’s.

[7.6] Code Ragnarok

Code Ragnarok is called when the foundation calls for the aid of the Chaos Insurgency [CI] to help secure the site from all possible threats. During this time CI are friendly and you are not to shoot them while they are in the facility assisting in recontaining all the breached SCPs. They should always be given at least 5 minutes to leave the site when all threats are secured.

[7.7] Code Nuke

Code Nuke is called when the site is completely lost with no hopes of securing it or if SCP-682 manages to breach onto the surface. During this time you are to flee to either the evacuation shelter in UHCZ to escape the Alpha Warheads detonation. After a Code Nuke its a full RP reset back to Code Blue and all SCPs are recontained.

Section 8 - Detainment and Interrogation Procedures


[8.1] Detainment Rules

You cannot detain Foundation Personnel without valid reason. If a valid reason is not addressed then the capture may be charged with Unlawful arrest and punished themselves. If you are seen consistently abusing the Detainment Rules and Code Of Ethics, expect a Strike, Demotion or Removal from Delta-5 as a whole.
D-5 cannot detain players of higher clearance level than them (EX. A G9 could not detain a Zone Manager)

Players are not to be detained for more than 15 min, and once the 15 min are up they are to be released, if they are a GOI then they are to be terminated if unable to be sold back. If deemed ethical through a Tribunal then the prisoner may be terminated.

[8.2] Interrogation Rules
You must give those who are GOI personnel who are captured to Special Forces (Gamma-9 [G-9], Alpha-4 [HTF], Delta-4 [D-4], Alpha-1 [A-1]) if they are available, otherwise give the GOI Personnel to Wardens, Internal Affairs, or RFA for interrogation. If Delta-5 has captured a GOI, They must go to Gamma-9 first before handing it over to other Special Forces if Gamma-9 is unavailable. If there is no SF available to interrogate the GOI, you must ask Wardens to interrogate first before handing it off to Internal Affairs and then RFA.

Interrogations of GOI are done based on who captured the GOI first. If Nu-7, E-11, or Wardens captured an GOI, then the Interrogation is dealt with by them, If the branch who caught the GOI wants another branch to interrogate. You may offer to take the GOI out of their hands unless another branch has already offered to take the GOI before you announced your own offer.
For those who are Rogue Foundation Personnel, Delta-5 are the ones who will receive first priority in Detainment & Interrogations. [Unless it deals with Level 5+ Info then Alpha-1 will take priority in those situations, You may assist in detainment, but you must hand the personnel to Alpha-1 once captured] If Internal Affairs/Internal Affairs Interrogation Specialists are available, you shall pass it off to them first before continuing on with the interrogation yourself.
Interrogations may last up to 30 minutes from the start of the interrogation. Anytime the captured person is asked a question they have the following choices:

If the captured person elects to attempt to lie or deflect and passes the roll off, they're able to lie or deflect the question successfully.

However If the captured person elects to attempt to lie or deflect and fails the roll off, the interrogator may elect to use torture methods if they continue to avoid the question at hand unless if they tell you the truth after the contested roll off, then you may skip using torture methods.

The interrogators have 5 torture attempts, Each attempt is to be kept in check and must follow SOP and MOTD Guidelines. Every torture roll attempts will subtract one from the attempts remaining until you have no more rolls left.
DO NOT USE EXTREME TORTURE METHODS AS THAT MAY RESULT IN STRIKE, DEMOTION, OR REMOVAL FROM DELTA-5 DEPENDING ON WHAT WAS SAID

The following personnel carry concealed cyanide capsules that are not detectable in a search/weapon strip:

An individual equipped with a concealed cyanide capsule may attempt to consume it at any point during an interrogation. When they do so, a roll off occurs between the captured individual and the interrogator. If the captured person wins, they consume the cyanide capsule successfully and die. If the captured individual fails, the cyanide capsule is taken by the interrogator and the interrogation continues.

[8.3] Brig Locations

There are 3 different locations that can be used to detain personnel. Each has their own rules and regulations, so make sure to follow them.


[8.3A] Delta-5 Detainment Area in LEZ 

This location will be the most common location for those serving time as well as the central hub for Delta-5 operatives. In this location, D-5 are in charge and members of other branches are required to listen to their commands similar to how everyone has to listen to Security while in D-Block (SA are excluded from this).


[8.3B] Detainment Zone/Interrogation Room in LLCZ

The Detainment Zone and Interrogation is used to detain members of the foundation if they are found breaking the Code of Ethics as well as Interrogate those for information, while using this area D5 are to work together with General Security; Delta-5 and Security are to work together to keep this Zone intact. Those who are above you in Clearance Level may ask you to leave the Detainment Zone, listen to them. You must respect each other within this zone (SA are excluded from this).


[8.3C] Epsilon-11 Base “The Fox Den”

If a member of the foundation who has broken the Code of Ethics, or GOI member is captured on the surface then they will be held within the Cells located in E11 base. While using these Cells in E11 Base, D-5 are to work with Rangers & D4, E11 are in charge while using this location (SA are excluded from this).

Section 9 - Negotiation Procedures


[9.1]

As an operator of Delta-5, you are destined to encounter situations where you are required to negotiate for the return and safety of the SCPs that we house, and on occasion any Foundation Personnel that CI may have in their grasp. If any Nu-7 are active you leave it to them.


[9.2]

In a given negotiation, the opposing party trying to buy back the hostage cannot call off the deal. The only side that can call off the deal is the party that initiated the negotiation. (The Party that has the hostage)


[9.3]

When initiating in negotiations, you must abide by the prices agreed on, found in the chart down below.


[9.4]

The only situations that allow you to raid CI are if they refuse to negotiate the release of the hostage, the negotiations have failed, or the captured personnel is Level 4 or above.


[9.5]

When it comes to first negotiations, Nu7 Behemoths take priority and lead the negotiation process.

Negotiation Prices

Safe Class SCP:

Minimum Price - 3.5k

Maximum Price - 7.5k


Euclid Class SCP:

Minimum Price - 7k

Maximum Price - 12.5k


Keter Class SCP:

Minimum Price - 13k

Maximum Price - 18.5k


SCP-682:

Minimum Price - 18k

Maximum Price - 25k


Enlisted Personnel:

Minimum Price - 2k

Maximum Price - 5k


Low Command:

Minimum Price - 7k

Maximum Price - 15k


Special Forces:

Minimum Price - 10k

Maximum Price - 20k


High Command:

Minimum Price - 15k

Maximum Price - 25k


Site Administration:

Minimum Price - 20k

Maximum Price - 30k

Section 10 - Offensive Raiding Procedures


[10.1] Delta-5 Raid Ability

Under certain circumstances D5 Command or Gamma-9 will deem it necessary for Delta-5 to host or assist in raids.


[10.2] Communication During Raids

Communication whilst partaking in offensive raids generally happens in the Foundation Ops channel in Teamspeak.


[10.3] Response Time

Arrive at debrief as soon as possible after the initial call for raid and be ready to listen to the hosting raid leader.

Section 11 - Defensive Raiding Procedures


[11.1] Delta-5’s Task

During GOI raids on site, Delta-5 is to follow its main objective and eliminate them


[11.2] Capture or Kill
If possible Delta-5 Members must do their best to capture GOI operatives raiding the site in order to interrogate them for information.


[11.2A] Sarkic Capture

Sarkites are not able to be FearRP’d. If confronted by a follower of Sarkism, terminate them immediately.


[11.3] Strategy

If the location of the GOI is known Delta-5 Members should attempt to set up flank strategies with other Members.


[11.3A] Sarkic

It is recommended for Delta-5 to search in spaced out groups for Sarkites in order to gain the upper hand. Sarkites carry high explosive devices which can be used to take out large groups of foundation personnel at a time.


[11.4] Communication

Communication is essential whilst defending against raiders. In the event you are confronted with a GOI, utilize all communication methods at your disposal in order to spread the information about the GOI’s location.


[11.5A] Comms Tap

If under FearRP by a GOI you still have the opportunity to use a  “tap comms” bind where an advert is displayed via keybind such as: “*Taps Comms*” which is interpreted as the user being captured. If stripped you are not able to tap comms.


[11.5B] Stripped

If you have been stripped by a GOI member while in cuffs you may not talk in Teamspeak or in-game chat comms and may only rely on other MTF Operators to find you.


Section 12 - Mass Rioting Procedures


[12.1] D-Class EZ/HCZ Breach Procedure

If D-Class seep into EZ/HCZ request a code orange to be called and utilize your checkpoints in order to prevent the breach of SCPs


[12.2] GENSEC Communication

GENSEC may warn beforehand that they are facing difficulty at D-Block such as mass rioting resulting in absence of personnel in D-Block. Utilize this information in order to combat D-Class who may enter HCZ.


[12.3] Procedures

If less than five GENSEC are on Delta-5 is allowed to enter D-Block. Should such an event occur, the highest ranking MTF Operative may call partial lockdowns and hands up procedures as long as all GENSEC are to be KIA or MIA or if the GENSEC available are too low of a rank to make such calls.


[12.3A] Procedure Adverts

Below are listed possible adverts if you find yourself in D-Block and are in need of procedures to be called. These should be re-adverted every five minutes that the procedure is active.