KGB is a division in Spetsnaz that works alongside MP and OMON to provide counter-intelligence and protection against terrorist cells and the US.
When duty calls, KGB can be tasked with eliminating any terror cells in the region and work alongside 104th and OMON to do so.
KGB interrogates US/RU/Taliban that have committed treason or for other reasons when need be.
"KGB (KGB rank)" is required to be in all members names unless you are removed, are a VCMDR+, or leave SZ.
KGB is a induction-only (hand-picked) division for all SZ SSGT+ where you must be invited by a KGB Kapitan+ or SZ Captain+.
KGB should lead by example during wars, raids, and operations, and hold a higher standard of operation than the average soldier.
KGB Commissar (CPT+) (KGB COM): Captain JimmyJohn
Can promote to KPT. Can punish KPT and below. Can order around VCOM and below. Can make changed to KGB with permission from SZ BG.KGB Vice-Commissar (1LT+) (KGB VCOM): Captain Waffle
Can promote to LT. Can punish LT and below. Can order around KPT and below. Cannot make changes to KGB.Agents
Junior Agent (KGB JA) - Unlocks KGB: Operative (if job is added), however if not, then unlocks KGB: Scout. Requires supervision from a KGB SA+ to perform interrogations.
Senior Agent (KGB SA) - Unlocks KGB: Scout (if new job is added), unlocks ability to interrogate without supervision.
Supervisory Agents
Lieutenant (KGB LT) - Unlocks the ability to train new KGB with KPT+ supervision/permission.
Kapitan (KGB KPT) - Ability to induct and train new KGB and supervise lower ranks.
Officers
Vice Commissar (KGB VCOM) - Can promote to LT. Can punish LT and below. Can order around KPT and below. Cannot make changes to KGB.
Commissar (KGB COM) - Can promote to KPT. Can punish KPT and below. Can order around VCOM and below. Can make changed to KGB with permission from SZ BG.
ALL KGB Operators are to assist MP in securing the base and fighting off any attackers during a Code Red.
Unless told otherwise by a SZ Colonel+, MP SI+, or KGB Vice Comm.+
Protect the Bunker and DB (only if Code Red is called during a DB) at all costs.
During a DB, there is always to be AT A MINIMUM 1 KGB protecting the DB room.
There is to ALWAYS be 1 KGB protecting the Bunker.
The remaining KGB should be securing the base and patrolling the perimeter.
KGB SA+ can interrogate without permission.
You must use valid ways of interrogation, whether it be physical pain, mental pain, or any others.
You can ask a MAX OF 3 QUESTIONS. Once this is done, you can execute them or wipe their memory and release them into the wild outside the base.
***THE FIRST QUESTION MUST ALWAYS BE ASKING THEM WHAT THEIR NAME IS*** (You then roll, and if you successfully roll higher than the person being interrogated, they would have to tell their real name. If you roll lower, they can lie.)
You can use interrogation to gain information on the enemy in RP.
For example, you can ask them for their rank. You then roll, and if you successfully roll higher than the person being interrogated, they would have to tell their real rank. If you roll lower, they can lie.
Erotically torturing someone is not tolerated and will result in a strike, or removal from KGB depending on seriousness.
Anything inappropriate or disrespectful will not be tolerated.
Interrogations should be done in secluded areas.
All interrogations should be logged on this form:
You may assist during raids. You may initiate raids with permission from OMON and as long as the requirements are met, and as long as 1 OMON and 1 SZ KGB KPT+ is present throughout the entire raid.
Once a SZ SSGT+ has been inducted into KGB, they will need to be trained by a KGB VCOM+ or a SZ CPT+.
Go over everything on this handbook
Train them on discipline and following orders. - If they dont pass:
Make them run 5 laps around Debrief. - Failure = 1 Training Strike
Make them do 10 grammar squats. - Failure = 1 Training Strike Per Mistake
Grammar squats are where you have them squat, and as soon as they come up, if it's their first squat for example, they would do /y One. in chat, and so on until they get to Ten.
Find a secluded area to use as a firing range and give them orders on what to do and give them quickly and see how they respond. - Failure = 1 Training Strike Per Mistake
Ex. "2 mags full auto, gun on safety, 1 mag semi auto, etc etc"
Ex. if they shoot without being told, that's a training strike.
Teach them how to interrogate, what to do on a code red procedure and make sure they're familiar with the base.