mike wightman
SOC-14 10K
Yes.
Yes. In fact, they probably do those drills shortly after passenger boarding. Everybody gets a card with pictograms and arrows and a map showing the nearest exit and how to work the escape slides, and has to sit through a presentation on them given by a bored Steward.Do traders perform vacc suit drills with passengers for when they depressurize while waiting for boarding?
Try "has to sit through a recorded presentation on decompression procedures given to them by an artificially happy CGI Steward."and has to sit through a presentation on them given by a bored Steward.
well, the high passenger ticket holders do get a live and bored steward. I mean - that steward needs to earn his pay!Try "has to sit through a recorded presentation on decompression procedures given to them by an artificially happy CGI Steward."
Fixed that for you.
I see it as Spinward does, the authorities--at least in the 3I--don't particularly care what you have as weapons aboard the ship so long as the ones that are illegal locally are securely locked up while in port. I could see the authority making a count of such weapons and putting a security seal on the locker / safe they are in. Just before departure, they remove the seal and count the inventory again. If they match, no problem.Do you think starports just accept as "OK" to have traders docking that are stocked with claymores, grenades, and other such things in their ship locker? Is a belt fed, shielded, light machine gun standard equipment on a Free Trader? Starports okey dokey with that too? An automatic grenade launcher? Those would make quick work of a breaching force.
Do traders perform vacc suit drills with passengers for when they depressurize while waiting for boarding?
I'd like to amend my prior observations.I see it as Spinward does, the authorities--at least in the 3I--don't particularly care what you have as weapons aboard the ship so long as the ones that are illegal locally are securely locked up while in port.
In most places ... yes.Remember most starports are extraterritorial territory under direct Imperial jurisdiction. Local law level does not apply inside the starport.
Or non-Imperial worlds' starports.In most places ... yes.
In extreme cases of really high law level ... maybe not.
I think it's more complex than that. For example, I've used a planet with a moderate law level where they really didn't care about weapons so long as they stayed on the ship. On the other hand, because of a nearby world in another system, they went through the ship with a fine-toothed comb looking for illegal drugs.I'd like to amend my prior observations.
Up through moderate law levels, I would expect starports to be pretty hands off with respect to ship's lockers.
However, high to extreme law levels, expectations that port authorities will not routinely engage in search and seizure of the contents of a ship's locker become increasingly improbable.
Done properly, the "invasion" to the ship's locker by a port authority is almost certainly going to be on a sliding scale.
Could be something as simple as needing to roll above law level on 2D with a DM assigned based on captain's social standing (or equivalent for alien races). That way, with low law levels you're almost never searched (easy to roll over law level) and with high law levels you're almost always searched (hard to roll over law level) while in the middle it's hit or miss.
I hold to that rule in the 3rd Imperium. Outside it, the rules change considerably. I've had starports outside the 3I where the only place you can dock is a high port in orbit. To get down to the planet, you have to board a government run shuttle and go through screening before boarding. That way the government can control everything going down to or up from the planet. So, they don't care what you have on your ship particularly so long as it stays on your ship.Remember most starports are extraterritorial territory under direct Imperial jurisdiction. Local law level does not apply inside the starport.
Some default Imperial law level applies. I have a problem seeing the Imperium getting all that exited about a shotgun, ACR, or three. A PGMP might cause some interest. Remember shipboard lasers (≈heavy artillery) are apparently legal...
Yes, of course, only in the 3I.I hold to that rule in the 3rd Imperium. Outside it, the rules change considerably.
They've been in published adventures...Thats fine, just curious if you think that it's routine for a ship to have anti-personnel explosives bumping around in the locker next to the first aid kit.