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Starport Security and Defense

Liam Devlin

SOC-14 5K
Again, following Mythmere's outline:
Starport Security and Defense
Based solely on starport class, perhaps with a population modifier and a base modifier.
 
Once again, according to the T5 draft:
In addition to security personel (police), a starport MAY have a Starport Defense Establishment (with a military funtion). The SDE is to defend the port against organized assault, and it may include troops, fighters, missle defense, and arty. It may be mercenary in nature to maintain independance from the world.
The interplanetary defense forces of a system MAY maintain a facility for their support on station. System defense boat support facilities may be included in this System Defense Field.

Possible components include
Scout base
Naval Base
Each of these MAY contain elements existing elsewhere in the station - Fueling, Cargo/Munitions handling, Traffic Control, Personnel support, or Shipyard/Drydocks...
-MADDog
 
Or at a rogue port, may simply consist of conveniently spaced portals that can be vented to the vacuum of space, should a patron become unwelcome. :eek:
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Paul Nemeth
AA
 
Examples:

Starport defense/Security-Orbital port* (includes asteroid systems (X000YYY-Z)
1-None
2-Subcontracted out (AA's SDB starmerc outfit as example/ privateer licensing by world govt. to armed ships)
3-Armed Modular Cutters & Small craft (Space fighters/ armed gigs/armed ship's boats)
4-Planetoid hulled Monitors/ outposts
5-SDB forces
6-World/System navy (jump capable)


Starport Security/defense-Down port
(includes underground/ underwater/ under ice/ desertworlds)
1-None
2-offworld hired help (mercenaries-Harper's Hoplites regiment/ Gateway, for example)
3-Early radars, indigenous Air & Ground forces, artillery
4-Mid tech radars, aircraft, ground forces, AAA
5-Hi tech radars, aircraft, groundforces, SAM's
6-COACC (Interface Fighters, planetary Defense Missiles, deep sited Meson batteries, )

Die mods+1 for Populations of 5+ (per UWP, +6 max)
Die mod -1 for pop 4- (per UWP, -5 max)
Die mod +1 for TL-8+ (per UWP,)
Die mod -1 For TL-5 and less (-5 max)
Starport Mods A+3, B+2, C+1, D-0, E-2, X-5
 
Originally posted by Liam Devlin:
Examples:

Starport defense/Security-Orbital port* (includes asteroid systems (X000YYY-Z)
1-None
2-Subcontracted out (AA's SDB starmerc outfit as example/ privateer licensing by world govt. to armed ships)
3-Armed Modular Cutters & Small craft (Space fighters/ armed gigs/armed ship's boats)
4-Planetoid hulled Monitors/ outposts
5-SDB forces
6-World/System navy (jump capable)


Starport Security/defense-Down port
(includes underground/ underwater/ under ice/ desertworlds)
1-None
2-offworld hired help (mercenaries-Harper's Hoplites regiment/ Gateway, for example)
3-Early radars, indigenous Air & Ground forces, artillery
4-Mid tech radars, aircraft, ground forces, AAA
5-Hi tech radars, aircraft, groundforces, SAM's
6-COACC (Interface Fighters, planetary Defense Missiles, deep sited Meson batteries, )

Die mods+1 for Populations of 5+ (per UWP, +6 max)
Die mod -1 for pop 4- (per UWP, -5 max)
Die mod +1 for TL-8+ (per UWP,)
Die mod -1 For TL-5 and less (-5 max)
Starport Mods A+3, B+2, C+1, D-0, E-2, X-5
I like this table. One change I would make is to further divide COACC. The division is to show no two COACC is the same, based on tech, port size, and population.

6 COACC - Interface Fighters only
7 COACC - Interface Fighters and planetary Defense Missiles
8 COACC - Interface Fighters, planetary Defense Missiles, deep sited Meson batteries, )
 
Originally posted by Liam Devlin:

Die mods+1 for Populations of 5+ (per UWP, +6 max)
Die mod -1 for pop 4- (per UWP, -5 max)
Die mod +1 for TL-8+ (per UWP,)
Die mod -1 For TL-5 and less (-5 max)
Starport Mods A+3, B+2, C+1, D-0, E-2, X-5
Liam,

You haven't included any modifiers for Law Level. Per CT, the check for some kind of entanglement by Law Enforcement was tied to the LL of the system. I would suggest this reflects the amount of resources that Law Enforcement has, as well as their strictness.

This may take the form of a small mod to the table, but a larger mod to the number of assests encountered.

This would also drive the overhead space required to service the Starport Sec and Def units.
 
Originally posted by Smiling DM:
</font><blockquote>quote:</font><hr />Originally posted by Liam Devlin:

Die mods+1 for Populations of 5+ (per UWP, +6 max)
Die mod -1 for pop 4- (per UWP, -5 max)
Die mod +1 for TL-8+ (per UWP,)
Die mod -1 For TL-5 and less (-5 max)
Starport Mods A+3, B+2, C+1, D-0, E-2, X-5
Liam,

You haven't included any modifiers for Law Level. Per CT, the check for some kind of entanglement by Law Enforcement was tied to the LL of the system. I would suggest this reflects the amount of resources that Law Enforcement has, as well as their strictness.


This is true, SGM..However we are at conceptual stage-this was only an example. And one for a d6, an example of 1d10, or 1d20 could also be configured. the object is simplicity..

This may take the form of a small mod to the table, but a larger mod to the number of assets encountered.

This would also drive the overhead space required to service the Starport Sec and Def units.
</font>[/QUOTE]So Noted! Thank you for pointing that out...
Law Level will dictate how strongly the CUSTOM's are enforced, and How strongly Local defenses/ security responds to our ever errant players..when they stray/ or get caught doing something they shouldn't..

presence of Military Bases in system will definitely ratchet up the responses of said as well. I can think of a number of things from the UWP that would affect said-Like Zone codes..Amber & red, for example..

More chewy thoughts!

-------------------------------------------------
GAB, Nice additional idea splitting the COACC. Makes sense actually, come to think of it (on me first cuppa me a night shifter 11-7's..). Thanks!!
 
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