first of all
i will separate these into two different type of rogue CCA units
Barneycops(Informants)
Rebelcops(the actual rebel cops)
second of all: https://steamcommunity.com/workshop/filedetails/?id=2920298301
this suggestion requires the Willard Models V2 which i know would be a pain in the [censored] to add but still
now into the actual suggestion
RebelCops
rebelcops are CCA that managed to remove their biolink and started fighting against the combine
either because the combine killed someone they cared about or because they saw the horrors of what the combine do
rebelcops need to interact with a Rebel Engineer NPC in order to properly become rogue
(rebel engineer can be located at the OZ and Sewers)
soon as you interact with the rebel engineer your team will be changed to RogueCCA(yes it will be its own faction)
note: this process WILL sacrifice your original Civil Protection character as it will have his team changed to a new rebel-sided faction
only whitelist ranks cannot go rogue, all i4-i1s can go rogue to their heart content(not really, they have a 1 irl day cooldown)
Rebelcops can interact with loot containers, workbenches, craft weapons and basically everything a rebel can do, difference being that they already come with a Damage reduction and melee(or USP + ammo if the rogue unit was playing union)
Rebelcops have limited lives
get killed twice and the character is gone
(need to be killed by OTA or CCA for this to have effect)
Divisions starting kit:
UNION: Stunstick + USP(and ammo)
Helix: Stunstick + Medkit
Grid: Stunstick + Toolbox(lets rogue grids place hacked hopper mines and turrets) + Hacked Scanner
Jury: i couldn't think of anything for them but i think it could be something that makes them strategists
Rebelcops can repair ruined biolinks to keep an eye on what the combine are saying in the radio, they can also send messages on it(however will instantly break the biolink soon as you send the message, this CAN be used for ambushes)
Barneycops
far more simple to explain
barneycops are informants
i4s and i3s that have been given a modified biolink that lets them send messages to rebels with radios, those rebel radios that are used to activate IEDs can also receive the messages from the informant cops
you are instalocked on only being able to play i4 and i3 after equipping the modified biolink
these are far more RP based rogue cca than the rebelcops
also have a dumb render i made(its split because the site wasnt letting me put the full image)


i will separate these into two different type of rogue CCA units
Barneycops(Informants)
Rebelcops(the actual rebel cops)
second of all: https://steamcommunity.com/workshop/filedetails/?id=2920298301
this suggestion requires the Willard Models V2 which i know would be a pain in the [censored] to add but still
now into the actual suggestion
RebelCops
rebelcops are CCA that managed to remove their biolink and started fighting against the combine
either because the combine killed someone they cared about or because they saw the horrors of what the combine do
rebelcops need to interact with a Rebel Engineer NPC in order to properly become rogue
(rebel engineer can be located at the OZ and Sewers)
soon as you interact with the rebel engineer your team will be changed to RogueCCA(yes it will be its own faction)
note: this process WILL sacrifice your original Civil Protection character as it will have his team changed to a new rebel-sided faction
only whitelist ranks cannot go rogue, all i4-i1s can go rogue to their heart content(not really, they have a 1 irl day cooldown)
Rebelcops can interact with loot containers, workbenches, craft weapons and basically everything a rebel can do, difference being that they already come with a Damage reduction and melee(or USP + ammo if the rogue unit was playing union)
Rebelcops have limited lives
get killed twice and the character is gone
(need to be killed by OTA or CCA for this to have effect)
Divisions starting kit:
UNION: Stunstick + USP(and ammo)
Helix: Stunstick + Medkit
Grid: Stunstick + Toolbox(lets rogue grids place hacked hopper mines and turrets) + Hacked Scanner
Jury: i couldn't think of anything for them but i think it could be something that makes them strategists
Rebelcops can repair ruined biolinks to keep an eye on what the combine are saying in the radio, they can also send messages on it(however will instantly break the biolink soon as you send the message, this CAN be used for ambushes)
Barneycops
far more simple to explain
barneycops are informants
i4s and i3s that have been given a modified biolink that lets them send messages to rebels with radios, those rebel radios that are used to activate IEDs can also receive the messages from the informant cops
you are instalocked on only being able to play i4 and i3 after equipping the modified biolink
these are far more RP based rogue cca than the rebelcops
also have a dumb render i made(its split because the site wasnt letting me put the full image)

