SSU Handguide for New Members:

What are SSUs?

Now before you properly left bootcamp, you probably were notified of what a Supernatural or Abnormal creature is. The TSADF and the people who work of us are no strangers to these creatures. However, fighting is only as effective as your troops, and when one fights monsters, monsters are the best combatents. As a result, we have SSUs and SSBU, Supernatural Squad Units and Supernatural Squad Battle Units respectfully.

Now, these units usually work alongside normal everyday people, like you, and as a result some cultures shocks need to be worked through in order to ensure the best possible preformance on the battlefield and the office.


Luna:

There is no doubt that you have heard of K9 units in police, medical, and military use in non-TSADF systems. Well, the TSADF our own K9 units, the Luna squads. Luna is the slang term of werewolves that serve under the TSADF in a impressive amount of jobs. Some Luna units find themselves working as sercurity, soldiars, and as support systems for other units in the less combat orinated roles.

Most Luna's have two major forms, a human form that looks similar to normal humans, except with more 'wolfish' and rugged features, or a wolf forms which is a mix of animal and human forms. Additionally, all Luna units and individuals must wear a clear name tag that notifies others of their statious. However, when clandistine operations are done, expect the name tag to be replaced with a discreate bracelet, chocker or ring with the company logo on it.

Behaviourly, Luna units are not entirely different than human units. Although, few Luna units are as intelligent as their human compainions, even with the breeding program increasing their intellengence levels considerably. The Luna units do tend to have more animalistic methods of seeing and reacting to realty, (A luna unit might be more defensive of food or sleeping areas on top of treating threats to these as a direct and imediate threat to their safety). But it is of utmost importance to treat Luna units as part of the team, to help foster the 'pack' dynamics that most units end up relying on.

In the rare case of a Luna unit going rouge, it is important to remember the relationship statues you have with the Luna unit. The closer you are to the unit the more you are likely to be safe, although there is little to no garentee that is will remain that way in higer stress situations. However this does breakdown the situation into two possiblites:

If you are in a good relationship standing with the rouge Luna unit, attempt to appeal to the relationship statues. Offer a safe and relaxing environment to help the Luna unit calm down back to operating levels. Do not attempt to force the Luna to calm down, rather focus on dealing with finding out what is causing the stress in the first place.

If you are not in a good relationship standing with the rouge Luna unit, immediately find a safe and sercure location to hunker down until the proper authorities are able to deal with the situation. if you are unable to do so, you should instead focus on appearing as small and untreathing as possible. Remember, even if you can survive or kill the rouge Luna unit, the cost of the lost unit will be taken out of your pay.


Buffy:

Buffy, or vampires are undead supernatural who are usually used for nightshift requirements. They are mostly human, aside from the consistant desire to consume blood. It is unlikely to see Vampires in maintance or medical roles due to their limited abilites to reighn in their more base instincts.

Most Buffys tend to look indistingishable from humans, aside from their fangs and washed out skin. Vampires are very weak to sunlight, and mildly damnaged by UV light. Silver is able to harm them, but some reports say that consistant interaction with silver eventually reduces the strenght of the silver on the vampire.

Behaviourly, vampires have a strange mirad of problems. Some vampires display mental health problems, such as OCD, Bi Polar, DID or PTSD. It is thought that this is the side effects of the turning process, i.e contracting the vampiric curse. However, all vampires have a disregard towards human life (of people who are not related to the vampire, such as strangers). But like most situations, vampires require an unique approach.

In case of a rouge vampire, it is vital to remember that these are ambush preditors. if given the chance, a vampire will attack. As a result it is better to assume that a rogue vampire is a lost cause or at the very least an incrediably dangerous threat. Relationships that you might have with the vampire do not matter, as the potential threat outways the chance for you to 'fix' or 'help' the vampire. Keep in mind, any damanage caused by a vampire under your control will be deducted from you pay.


Arial:

Arials are usually seen on costal bases or oceanic ones. They appear in a wide varity, ranging from octipus type creatures to colourful humaniods with long hair like fins. These creatures are entirely stuck under water and only being able to leave the water for short periods of time with mobility assistance. Arials do end up in almost any role or squad line up as long as access to large bodies of water is likely.

All Arials have complex and indepth cultures that span though the entire world and are as unique to location and regin as it is for humans. As an effect, Arials require consistant and careful adapation to the cultural differences that will be still be present. Notibly, there is limited cases of rogue Arials, as most Arials are loyal to the TSADF like most human units. As a result, Arials are usually dealt with as if they are a rogue human unit.


Frankie:

Frankies are often reported as seen as rather uncanny to human units. They look like living, stitched together corpses with signs of rot. Most Frankies are kept inside bases to help prevent public distress. other than that, Frankies can be found in any other role or squad.

Frankies usually have the same intelligence as normal human units and thanks to their lengthy lifespans can exceed the average intellegence of human units. As a result Frankies are also rarely rogue units. In the unlikely situation that this occurs dismemeberment is more effective than attempting to use more convential methods of decomission.


T800:

T800s are robotic units that are usually used as combat or scoutting units expecially in situations that might cost sentiant lifes. However due to the advanced A.I in these units it's vital that proper and consistant understanding that T800s are not at all sentiant and treating them as such only causes problems.

While it is rare for a T800 to go rogue, there is non-zero chance of this occuring. As a result, T800s unit handlers must be prepared to shut down a unit at any chance fo a T800 acting unusal or show any signs of being likely to behave incorrectly. If the handler is unable, or drefuses to, it is accepted that force must be used. Aiming for the battery of the unit or attempting to imobalise the unit is the best solution.


Autos:

Autos, unlike T800s, are capible of emotions and sentiance. As a result, most Autos are usually free of having a handler. However, Autos are known to get increasingly unstable as they are kept online. Although rogue Autos are more or less harmless to units and civies alike. As a result, it is important that Autos are consistantly monitored and any signs of apparently "feeling touch", "remembering details about a past life", "Feeling like they should be dead" and so on, report it imediatly to H.R