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Starport Security

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Hi folks,

Since the law level of a world doesn't influence life in the starport (because it's 'extraterritorial'). What kind of security forces would you find there? Is there much to do in port other than park your boat? Do most travellers 'go native' at the first opportunity.

I must confess, even though I've ref'd the game for YEARS I've never 'noted' that the world's law level is not the same as the 'port level... Makes sense, just sailed over my head in the past...
 
I always played it that Class A and B starports had extraterritorial security as well: Imperial Marines are a pretty good way of keeping everyone polite. Class C starports *might* have such security, if there were an attached base. Class D and E starports (and Class C starports without an attached base) would have local security outfitted from local people and equipment.

Nothing like the adventurers walking down the ramp on a Tech 5 world at a Class E starport to have the head of security meet the, hand on a six-iron, saying "Howdy, pardner, we don't like strangers roun' these parts..."
 
Nothing like the adventurers walking down the ramp on a Tech 5 world at a Class E starport to have the head of security meet the, hand on a six-iron, saying "Howdy, pardner, we don't like strangers roun' these parts..."

So they still play golf? =]

First time I read through it my eye didn't pick up the "iron" instead of "shooter". :rofl:

I don't know though, if I got off a ship and was met by security with a golf club in a quick draw holster I might be more worried then seeing a 6-shooter. What is going on here? What don't I know? The locals have developed a culture of elite golf club martial arts? Visions of the marshall flipping that 6-iron out of his holster in a flash, then it flipping through the air and smacking me in the nugget. Followed by his beefy deputy showing up with a big honking driver!
 
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Something must have been lost between generations, or locales, or something; between me and mine, six irons and six shooters were synonomous. Who even had a clue how golf was played?
 
Let's face it.

Properly wielded either a six-iron or six-shooter can be a whole lot of hurt or death laid down range.

My personal take is pretty much as follows, with the caveat that like all rules it is subject to modification.

Class X/E: Are you high? You are the security, or the Captain I should say is, though the duty may be delegated, the final responsibility rides with the Captain.

Class D/C: Port Authority dude is given a Warrant (Limited) that makes them the equivalent of a Imperial Deputy Marshal or MoC Special Agent.
Class C might have an genuine Ministry of Commerce or Justice Agent or Imperial Deputy Marshal there, but if so they either are marginally competent or they really ticked off Lord Snarkii​

Class B: Squad to Platoon of Imperial Marines, with occasional patrols/inspections (of N/PCs). Mostly polite, but can be a bit salty. About one Agent type, maybe a couple. One from MoC, one from MoJ and the Scout...

Class A: Platoon to Company of ImpMars and they do regular patrols, meet and greets (recruitment/showing the flag) and of course hassling...umm checking out N/PCs, their gear, and possibly ships. However, they are pretty much unfailingly polite. Till they aren't. Also there is probably at least three Law Enforcement type (one Duty Officer for each shift), possibly several, all from different Ministries.

Just my basic take on such things.
 
For my Cr2:
IMTU all my starports are LL9+. Legally, nobody carries weapons, though of course some inevitably get smuggled through...

Bigger ports are secured by Imperial Marines, smaller ones by Port Authority enforcement officers (sort of customs and MPs rolled into one). Get a small enough manned port and you have the equivalent of a sheriff and a couple of deputies, and maybe the deputies are the port warden's sons.

Now if your crew outnumbers security, you might be tempted to try something reckless, but port activity is usually monitored by cctv which beams information to a remote monitoring station that can jump a message out pretty quickly, and attacking the Port Authority is treason...

Whether your crew stay in the starport or go 'native' depends on the size of the port. If it's an arcology-sized highport, there may be no need, but if it's a site-cabin, wire fence and sentry box, your crew will probably need to venture beyond the wire in order to make a deal.
 
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