User:Brainguard/Tactics

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My Fort Perryn policy.

Personnel

  • Soldiers - Malton Police Department, Axes High, Malton Civil Defense Unit
    • Items: weapons, ammunition (optional), Radios, Flak Jacket
    • Primary Weapon: Shotgun/Fire Axe
    • Secondary Weapon: Pistol/Knife
  • Spec. Ops - Recon Team (Malton Central Intelligence), Police Team (Malton Marshalls)
    • Skills: Free Running, Tagging, Radio Operation (for Recon), NecroTech Employment (for Recon), NecroNet Access (for Recon)
    • Items: Fire Axe, several Radios, Flare Gun, Flak Jacket, Spraycan, Mobile Phone
    • Primary Weapon: Fire Axe
    • Secondary Weapon: Flare Gun
  • Medics - Revive Team (Malton Forensics Unit) and Heal Team (Malton Emergency Medical Service)
    • Items: FAKs (Heal Team), Syringes (Revive Team), Knife/Scalpel
    • Primary Weapon: running away
    • Secondary Weapon: Knife/Scalpel
  • Engineers - Maintainance Team (Axes High) and Safehouse Team (Malton Fire Department)
    • Items: Portable Generator, Radio, Radio Transmitter, Length of Pipe, Toolbox, Fuel Can, Fire Axe
    • Primary Weapon: Fire Axe
    • Secondary Weapon: Length of Pipe

Jobs

  • Soldiers - basic infantry, run patrols and fight zombies.
  • Spec Ops Recon - moniters radios and NecroNet, runs patrols and occasionally perform special operations.
  • Spec Ops Police - bounty hunts for criminals, watches for crimes, fights hostile humans.
  • Medics Revive Team - runs the RP (Cemetery 87,90) and NT (The Malcolm Building), possibly in conjunction with the Middle Aged Furry Parkour and Crossbow Club.
  • Medics Heal Team - mans the Infirmary and heals injured personnel.
  • Engineers Maintaiance Team - constantly repairs damage to the cadeds in their outpost or the Gatehouse (and destroys overbuilt cades.
  • Engineers Safehouse Team - helps reclaim, repair, and set up safehouses and outposts when needed.

Step 1: Taking the Fort

  1. Set up regional bases where all allied forces in the district assemble. Local allies can handle this.
  2. Set up several "safehouse shells" near the fort. (see below)
  3. Get on the move. The furthest groups should start, meeting up with the local base garrisons. THe local garrisons join up with the main force.
  4. Assemble in the safehouse shells and get them running.
  5. Take the Malcolm Building NT, garrison the Revive Team and a few groups of soldiers, and move to the Gatehouse.
  6. Clear the fort. Then Cade, Heal, Dump, Kill. Cading the Gatehouse up to VSB++ should be the top priority.
  7. Send a small attachment of Soldiers, Recon Team Special Ops, and Safehouse Team Engineers to secure entry points to the Free Run network. That way, reinforcements can arrive and wait in the NT.
  8. Fight in the Gatehouse, injured and Medics Heal Team head to the Infirmary, Engineers stock up in the Vehicle Depot, Soldiers and Special Ops stock up in the Armory. Sleep in the Barracks or Gatehouse (for meatshields), discuss situations (or just chat) in the Exercise Yard, and assemble in the Training Ground. The Vehicle Depot houses the official radio transmitter for Radio Free Perryn.
  9. If possible, locate, take, and garrison a nearby mobile phone tower. If it is secure, tell the local group to sync their radio frequency with ours.

Safehouse Shell

Safehouse Shells are "shells" of safehouses, not equipped or manned yet, but ready to use for seiges in nearby buildings.

  1. Find a suitable building near the target location
    • Do NOT use a TRP
    • Stay out of TRZs
    • Put it close enough to a source of resources (perferably a low-profile one, like Firehouses or Churches)
    • Most importantly, make sure it's empty of zombies!
  1. Repair any Ruins or Ransacking
  2. Set up a Generator and Radio Transmitter
  3. Cade up to VSB++.
  4. Graffiti inside that this is reserved for whoever
  5. Transmit (in code) that the safehouse has been set up

Now, when your group goes in, you can fuel the generator, cade further up and go

Step 2: Holding It

Gatehouse & Outpost

  • Malcolm Building (NT) [EHB]
  • Gatehouse (main outpost) [EHB]

The Gatehouse should remain EHB++ most of the time, except Wednesdays and Sundays 00:00-23:59 GMT (according to the current policy).

New arrivals

Reinforcements and new arrivals should stay in the Malcolm Building, where they will be Decontaminated (FAK'ed to prevent infection and parachuting) and checked for outstanding bounties before the entry times (Wednesdays and Sundays 00:00-23:59 GMT according to the current policy). Once the entry time arrives, the recruits should be sent on their way to Perryn.


Perryn Criminal Justice

Fort Perryn sieges are always filled with PKers and other slime. So the Spec Ops Police Team will take responsibility for investigating crimes against Perryn. The crimes are:

  1. Vandalism - destroying one or more portable generators, radio transmitters, or tearing down barricades, unless it is required for Hiding in Plain Sight or upholding a Barricade Plan. The crime is formally listed as "GKer". 2 offenses = 1 bounty.
    • Minor Vandalism - tagging over official announcements. 3 offenses = 1 bounty.
    • Overcading - barricading buildings against Barricade Policies, denying entry for survivors. The crime is often committed by "Trenchies". 2 offenses = 1 bounty.
  1. Murder - killing one or more survivors without just cause or reason (i.e. Rogues Gallery bounty). The crime is formally listed as "PKer". 1 offense = 1 bounty.
    • Aiding Murder - actively assisting murderers, usually in the form of reviving executed killers. 2 offenses = 1 bounty.
  1. Treason - feeding information to zombie groups, intentionally revealing classified information, or otherwise secretly damaging the human cause. The crime is officially listed as "zombie spying" or "Death Culting". Punishment: 1 offense = KOS.

(This list was partly thanks to the Burchell Arms Regulators.)

Anyone guilty of the above crimes will be mercilessly bounty hunted by Special Operations Police Teams.

If Under Attack

If you are killed by a PKer, head to the RP (cemetery outside of the Malcolm Building). After being revived, head back to the Gatehouse and send the PKer's name and other crimes on the radio. Then post their name to the Rouges Gallery

If You See

If you witness a crime against Perryn, immediately go the nearest Transmitter and send the criminal's name and crimes. Submit their names to the Rouges Gallery.

If you Apprehend

If you sight any wanted PKers, Zombie Spies, or Death Cultists...shoot now, think later. Then report to the Rouges Gallery that one bounty has been collected. (Rouges Gallery has a special system; bounties are the number of times a criminal must be killed, KOS means to just kill them anyways and not to revive them.)

Police Team Guidelines

  1. Proven criminals are to be killed according to the Rouges Gallery guidelines.
  2. Criminal activity is to be reported to the Gallery. The criminal is to be killed.
  3. When apprehending suspects, state that you are part of the Police Team.
  4. Negotiate with, rather than attack, local opposition forces.
  5. Any officer guilty of the crimes will be immediately expelled and reported.

Logging On

  1. First, head to the Gatehouse (if you're in an outpost, just stay there). Now do one of the following:
    • Throw out bodies (Sanitiatate)
    • Fix up cades (Deinfiltrate)
    • Kill zombies (Destructinate)
    • Heal infected or injured (Decontaminate)
  1. If there is an ongoing battle, follow the Cade, Heal, Kill, Dump plan.
  2. Next, collect supplies.
  • Combat personnel should use the Armory or nearby PD's
  • Medical personnel should use the Infirmary or nearby NT (if on Revive Team)
  • Engineers use the Vehicle Depot and Storehouse.
  1. Then, head to your post
  • Soldiers should patrol the fort (or just keep refreshing if in an Outpost) and kill zombies they encounter
  • Special Ops Police Team should patrol for PKers and other criminals, and mediate arguments
  • Special Ops Recon Team should watch NecroNet and the radios for incoming hordes or new arrivals
  • Engineers Maintainance Team should reapir generators and transmitter, and put cades up or take them down if they're too high (Armory should be VSB at all times)
  • Engineers Construction Team should perform maintainance duties unless they are needed to reclaim a ruined building
  • Medics Heal Team should go to the Infirmary and wait for injured/infected to heal
  • Medics Revive Team should scan & revive at the RP when safe and moniter NecroNet during seiges

Revive Protocol

The Revive Team should stay indoors during heavy seiges. Then wait. Once the queue on the DEM Revive Request tool for your RP fills up, add everyone there to your contacts, and then use the Imagine/DIRT:NAP.

Public Relations and Coordination

Radio Frequencies

How do we handle inside announcements, Public Relations, and military coordination? We set up these seperate frequencies:

  • Radio Free Perryn - the "public relations" frequency, counter-propaganda, and announcements to the outside. Should be on an open frequency. Transmits from Vehicle Depot.
  • Interior Affairs - official orders from the Chain of Command, inside announcements (of break-ins, movements, etc.). Should be on a closed frequency, possibly 26.20 MHz (local district frequency).
  • Local Announcement - coordination with local survivor groups, sharing intelligence, danger/scout reports, etc. Should be on a local group's frequency, possibly 26.90 MHz (DRRP frequency).

Mobile Phones

A main communications post should be set up far from the battle, perferably on (or adjacent to) a mobile phone mast. The post would contain top commanders from each group, and be powered with a transmitter. Classified communications would happen via mobile phone between the fort commanders and the communications post members.

Tagging

The following buildings would be spraycanned:

  • Inside Vehicle Depot - "Radio Free Perryn transmitter. COM-STAFF USE ONLY!"
  • Outside Vehicle Depot - "Radio Free Perryn: Tune to ___ MHz!"
  • Inside Gatehouse - "Wed. and Sunday keep it VSB+2"
  • Outside Gatehouse - "Entry Wed. or Sunday."

Tagging over any of the above is not allowed. Every 3 violations = 1 bounty.

All other buildings would be used to spraypaint announcements, reminders and PK wanted posters.

Revive Requests

Revive.gif Revivification Requests
Undead? Want to breathe again?
Make a Revivification Request!

Template

Gates.jpg Fort Perryn
YOUR NAME HERE wants to take back Fort Perryn for the harmanz!

Code: {{TakePerryn|User=YOUR NAME HERE}}