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-=DUTY=- DUTY Information

Started by Blake.H, 18-11-2010

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18-11-2010 Last Edit: 26-04-2013 by darkzerxx







"Lethal anomalies, Dangerous mutants, Anarchists and bandits, They will not stop Duty on it's triumphant march to save this planet and it's citizens!"



Duty is a paramilitary clan of stalkers operating in the Zone, with members living according to a code. They, along with Freedom, are also one of the most powerful stalker clans in the Zone. The founding members of Duty, as well as many of its subsequent members, were originally Ukrainian Military troops and Special Forces units sent into the Zone and left to die there after being nearly killed by the Zone's mutants and anomalies. Other members are ordinary stalkers who have seen enough of the Zone's horrors, and have decided to do something about it. Duty sees the Zone as an ulcer in the world that must be purged at all costs, as they believe that if left unchecked, mutants will soon break out of the Zone and attack the outside world. They achieve this by killing all of the Zone's manifestations, namely Mutants, in the process bringing them into conflict with factions such as Freedom, who believe the Zone is something beneficial. Duty also fights against other factions such as the Bandits and Mercenaries, who extort Stalkers for personal gain. With superior equipment and fervently dedicated members, they fully intend to achieve their goal.

Duty representatives often refuse to trade unique items from the Zone with the outside world.

"Guys in camouflage with shield stripes were not just there in the vicinity of a "Freedom" camp to get a tan. "Dutiers" were sitting, concealed by trees and ruins, making not the slightest sound. Even when "targets" appeared in their view, they waited.
Only after letting their enemies come closer, they have revealed themselves, shooting to kill. None of the "free men" have escaped that day.
Wisp was the last one standing, cornered on the second floor of a desolate house. He returned fire for a long time, not letting the "dutiers" come near him. Then Draco ordered to blast him with grenades.
Wisp was still alive when we came. His right arm was ripped off, and he had a splinter in his stomach. Draco had to spend another bullet on him."

-Retrieved From a Dead Stalkers PDA Diary, in the North Garbage - His body mutilated by Dogs.



History



Duty is primarily made up of the survivors of military expeditions into The Zone, sent to take its territory under governmental control in the wake of the very first stalker incursions in 2009. Anomalies and mutants caused many casualties, while those who managed to survive eventually made their way to the Rostok Factory, where they stayed, fighting off monsters and coping with hunger and deprivation. When passages cleared up, they returned to the military, only to be sent right back in, as the Ukrainian government considered such highly trained Zone-experienced combatants to be immeasurably valuable. As such, the military sent them right back to the Zone to hold key positions, cleanse areas of mutants and pave the way for large-scale military operations.

Duty was founded by then Captain Tachenko, a squad leader of a team of specialists who were tasked to destroy the center of the zone using nuclear explosives however were nearly wiped out by an emission that followed. They founded Duty as a way to survive in the zone as they were left for dead by the military.

The Current duty is still at a full on war with the Freedom faction and is equally hostile to the Ukraine Military.



Tactics




Duty employs direct and indirect offensive techniques.


Rules of DUTY



By joining this faction you submit to the rules we set for you and you must follow them or suffer the consequences.


General Duty Rules

1.0. - By joining Duty you submit your self to the Duty oath.
  1.0.1 - Failure to submit to the Duty oath will result in punishment.

1.1. - You must follow the chain of command.
1.1.1. - Higher ranking officer overrules the lower ranking one.
   1.1.2. - You must listen to what your officer says and follow his orders.
      1.1.3. - You are not allowed to negotiate with other factions or attack them without consulting with your commanding officer.
         1.1.4. - Senior Soldier, Soldier and Recruit ranks do not allow you to command those who are a rank under.

1.2. - You are forbidden to RDM, Minge and give a bad name to Duty it self.
  1.2.1. - Not following the rule above will mean PK/Punishment/Demotion/Kick out of the faction

1.3. -  Answer politeness with politeness, hostility with hostility.
  1.3.1. - Help those who are in need of help.
     1.3.2. - Welcome the stalkers who come to rest in our base, make sure they holster their weapons and have no explosives which can harm the base.

1.4. - Desertion/Betrayal means death.
  1.4.1. - If you wish to leave, speak with the Colonel in command.
    1.4.2. - If you have a problem and the morale is low, speak with the Colonel in command to solve the issue.

1.5. - You are not allowed to leave your post unless your commanding officer has allowed you to.
  1.5.1. - You may leave your post only if you are going to investigate something suspicious that has happened near the base and can concern Duty.
    1.5.2. - Only the officer in command may lead a patrol.

1.6. - All prisoners must be interrogated to find any useful information.
  1.6.1. - If the prisoner is no use and is acting hostile he or she is to be killed.
    1.6.2. - If the prisoner is willing to cooperate, treat him or her with politeness.
       1.6.3. - To gain information out of the prisoners, certain methods are allowed.
          1.6.4. - The prisoner who is cooperating can be given a chance to cooperate in future or killed.
             1.6.5. - You are not allowed to let a potentially dangerous prisoner free.

1.7.- All attacks and raids must be authorized by a high ranking officer.
  1.7.1. - You will not lead our men to slaughter, if you do so, you will be punished and will face demotion or worse.
     1.7.2. - We are Duty, we do not attack for no reason.

1.8. - All attacks, raids, defenses and suspicious activities must be reported.
   1.8.1. - Failure to do so will mean punishment.

1.9. - Duty needs healthy soldiers.
  1.9.1. - You are not allowed to use alcohol to an extent where you are drunk. Medical purposes first.
    1.9.2. - Drugs are forbidden.
       1.9.3. - Smoking is forbidden.
          1.9.4. - Cigarettes may be used only to improve psychological state of person, to relax or calm down.



Armaments / Quartermaster / Finance Rules

2.0. - In order to gain a certain load out, you must fill the requisition forms.
  2.0.1. - You need the approval a high ranking officer to get a load out of your wish.
    2.0.2. - The high commanding officer must consult with the Colonel and the Quartermaster about the load out.
       2.0.3. - Only those who deserve the approval of their requisition forms will gain their load out.
         

2.1. - All gear you are not suppose to have must be handed in to your commanding officer.
  2.1.1. - Gear handed to the commanding officer must be handed to the Colonel or Lt.Col.
    2.1.2. - All NATO equipment is given to the Quartermaster or Colonel or Lt.Col.
      2.1.3. -  All artifacts must be handed in to the Colonel in command.

2.2. - Robbing is not the way of Duty.
  2.2.1. - Only bandits may be stripped of their possessions as they got it trough robbing of others and the deaths of stalkers.
     2.2.2. - Stripping a bandit of his possessions means killing him.

2.3. - The Quartermaster is not allowed to sell to the enemy.
  2.3.1. - The Quartermaster is to give out supplies to duty soldiers for free only if he can afford it.
    2.3.2. - The Quartermaster must log what he gives out and how many times.
       2.3.4. - The Quartermaster must get the requisition forms to give you your load out.

2.4. - All Duty personnel agree to hand in their paychecks and money if required for the greater good of Duty.



Territory , other faction rules & misc

3.0. - We stay Friendly with the Ecologist.
  3.0.1. - We do not attack them unless forced to do so.
     3.0.2. - We can visit the ecologists in their territory.
        3.0.3. - Help the ecologists if they are in need of help.
           3.0.4. - Do not follow them into suicidal missions.
              3.0.5. - Only the officer in command can make a decision if he is to help the ecologists.

3.1. - Making a outpost, requires authorization from the Colonel himself.


3.2. - Duty soldiers and officers aren't allowed to fight in the arena.
   3.2.1. - Breaking the rule means instant demotion.

3.3. - Do not salute an officer in the open. Greet him in a respectful way.
   3.43.1. - Salute an officer in the open and you will be punished.




Faction Relations


    Bandits: Hostile
    Duty: N/A
    Ecologists: Friendly
    Freedom: Hostile
    Loners: Neutral
     └ Zone Guides: Neutral
    Mercenary: Unfriendly / Neutral
    Military: Hostile
    Monolith: Hostile / Feared





N/A - Not Applicable, who knows what they are?
Allied - Allied, If you're in trouble call these people to help. Treat them like you would treat your mother.
Friendly - Friendly, these people are friends, respect them accordingly, they may even help you if you're in trouble.
Neutral - Neutral, take an odd glance at these, but nothing over the top.
Unfriendly - Keep a close eye on these people, have your weapon close.
Hostile - Hostile, these are hostile. You should try to stay away from these and not openly engage them.
Feared - Hostile and feared, always try to run away or stay clear of these.



ref_DevCon.smd: david star is the only heir of the ecologist throne
ref_DevCon.smd: house of blake
"Any of you fucking pricks move, and I'll execute every motherfucking last one of ya!"