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Security on Coruscant
Moff_BrandtDate: Wednesday, 15 Dec 2010, 1:03 AM | Message # 1
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Since I'm technically in charge of RPing the "defense" of Coruscant, which includes general law enforcement activities as well as defense of the planet in a conventional sense, and since I've found (and indeed, been happy to find) that Coruscant has become something of a focus for subversive characters and plots lately, I figured I would release a helpful guide to the planet's security, some entry/exit procedures, etc.


Arriving at Imperial Center (Civilians)
1.) All ships, upon exiting hyperspace within communications range of Imperial Center, will have their transponder scanned for three things; the name and number of the ship, the ship's port of call (the planet to which it is registered), and the licensed owner of the ship. This information will be recorded in a log of the ship's arrival in a database, and cross referenced for any criminal records or outstanding warrants or unpaid fees.

2.) a.) If there are any outstanding warrants or fees, the ship will receive an automated transmission in Basic (with the option to hear it in 6,000,000 other forms of communication) that commands the ship to wait while a customs/security team is dispatched to board it.

2.) b.) If everything is in order, the ship will, within a few seconds, receive an automated transmission, also in Basic (and also with the additional language options) welcoming the ship to Imperial Center. The ship will be asked to transmit its Core Worlds travel clearance.

3.) a.) If the ship is carrying cargo from another Core World, or cargo that had already been inspected on another Core World, the cargo would already be in a database and the Core Worlds travel clearance will identify it automatically. In this case, the ship would be directed to a queue of other ships before being eventually cleared to approach a particular landing pad or spaceport of its choice during a scheduled "opening" in the planetary shields (average wait time, 5 to 10 minutes).

3.) b.) If the ship is carrying cargo from outside the Core Worlds, or cargo that has not been inspected for any other reason, it will be asked to transmit its cargo manifest. The ship will then be directed to another, longer queue of ships, which are subjected to sensor sweeps to detect any compounds or cargo that isn't consistent with the manifest. If the sensors reveal nothing out of the ordinary, the ship will have passed inspection and will continue to queue until it is eventually cleared to approach a particular landing pad or spaceport during a scheduled "opening" in the planetary shields (average wait time, 1 to 2 hours).

3.) c.) If the sensors reveal the ship is carrying cargo or compounds that are inconsistent with its manifest, it will be commanded to wait while a customs/security team is dispatched to board it. Also, a number of random boardings and inspections will take place. These are the main reasons for the considerable length of this queue.

(Note: All queues and common approach vectors are patrolled by TIE fighters, Imperial customs frigates, and/or other ships to make sure all traffic is within its assigned area. Static shields may also be present to protect queues from pirates. And, of course, many Star Destroyers and other vessels of the Imperial Navy are always nearby, especially at Centax 1, the first moon of Coruscant which is also a fleet base and maximum security prison).

4.) Once a ship is cleared for approach on a particular vector, it will be given the option of having this vector transmitted to its autopilot. The pilot of the ship may indicate "Yes" or "No" to this. If "No," the transmission will ask "Are you sure you don't wish to have your autopilot synced to your approach vector?" Again, the pilot may indicate "Yes" or No." If "No," it will be free to approach on its own. If "Yes," the autopilot will assume control of the vessel and guide it to its designated landing pad or spaceport. During the approach, whether manual or automatic, the ship will then receive information on the local time zone and weather, and will have the option of hearing health advisories for specific species (information on atmosphere, humidity, gravity, etc., how these may effect different species, and precautions that those species can take).

5.) Once landed, the ship and its cargo will be subject to the specific spaceport's rules and regulations or landing pad rental agreement terms and conditions, etc. in accordance with the Increased Transportation Security Act.


Arriving at Imperial Center (Military/Diplomatic)
1. ) All ships, upon exiting hyperspace within communications range of Imperial Center, will have their transponder scanned. Military or diplomatic transponders will override the automated process for civilians. These ships will be cleared to approach a landing pad or spaceport of their choice on a reserved vector away from other traffic (average wait time, < 1 minute). As with civilians, however, it will also have the option of having the vector transmitted to its autopilot.


Leaving Imperial Center (Civilians/Military/Diplomatic
1.) All ships intending to depart Imperial Center must notify their spaceport's ground control (if applicable), and also Imperial customs. The spaceport (if applicable), will clear the ship for takeoff according to its own procedures, required payment, etc. Imperial customs will contact the ship with an automated transmission assigning it a region in which to hold (to fly in a specific "holding pattern," or circle) until it is cleared to leave through a scheduled "opening" in the planetary shields (average wait time, 4 to 8 minutes). During this time, its transponder will be will be scanned for three things; the name and number of the ship, the ship's port of call (the planet to which it is registered), and the licensed owner of the ship.

2.) If no military or diplomatic transponder is present, this information will be cross-referenced with criminal records and any outstanding warrants or unpaid fees. Additional information may also be required; for a small passenger ship (SSP), for example, a list of passengers may be required, while a freighter may be asked to transmit a cargo manifest or Core Worlds travel clearance that has been verified (see below).

(Note: An accredited spaceport may inspect a ship's cargo and passenger manifests and update the ship's Core Worlds travel clearance in order to save time when leaving, and also when arriving at the ship's next destination).


Security on Imperial Center (Categories)
The level of security in different regions of Imperial Center can be loosely defined on the following lines.

1.) Extremely High. Security measures such as weapons and explosives sensors, retinal scanners, thumb print identifiers, etc. are present in buildings. Stormtroopers and/or Coruscant Security Forces are present on a permanent basis. Security droids may be present. Holocameras are present. In many cases, automated defenses, deflector and/or particle shields, and airspeeder or starfighter support are present. Region is typically located in a "no fly zone," except for military or diplomatic clearances. Surface-based turbolasers may be present. (average police/fire/medical response time: immediate).

2.) High. Some weapons and explosives scanners may be present in buildings. Stormtroopers and/or Coruscant Security Forces are present on a permanent basis, or patrol the region frequently. Security droids may be present. Holocameras are present. (average police/fire/medical response time: < 10 minutes).

3.) Medium. Stormtroopers and/or Coruscant Security Forces patrol the region on an infrequent basis. Holocameras are present. (average police/fire/medical response time: 10 to 30 minutes).

4.) Low. Sporadic or no presence of Stormtroopers or Coruscant Security Forces. Holocameras may not be present or, if present, may not function. (average police/fire/medical response time: > 30 minutes).


Security in Specific Areas
These security levels are as follows in these regions.

1.) Extremely High.
■ Senate Rotunda
■ Senate Plaza
■ Avenue of the Core Founders
■ Lane of All Worlds
■ Republic Executive Building
■ Hospital Plaza
■ Galactic Senate Medcenter
■ Most of the Palace District, including:
□ Imperial Palace
□ Darth Vader's Palace
□ Ambassadorial Habitation Pyramid
■ 500 Republica
■ Senate Apartment Complex
■ Senate Landing Platform
■ Lusankya Prison, CoCo Penitentiary, and most other prisons
■ Jedi Temple
■ Judicial Arcology (a.k.a. Imperial Justice Court)
■ Water supply, weather control, and planetary defense installations and power generators
■ Imperial bases, barracks, etc.

2.) High.
■ Nicandra Plaza
■ Nicandra Counterrevolutionary Signalman's Memorial Building
■ Embassy Mall
■ Lojin Plaza
■ Skysitter Restaurant
■ Bonadan Embassy, Champalan Embassy, and most other embassies
■ Calocour Heights
■ Column Commons
■ Coruscant Ballroom
■ Coruscant Opera House
■ Most of the Financial District (a.k.a. Business District), including:
□ Bank of Aargau
□ Bank of the Core
□ Coruscant Ministry of Ingress
□ Farbreini MicroElectrics
□ Huosnoughow Foundation
□ Senatorial Accounts Presidium
□ TaggeCo central planning strategy offices
□ IBC Arcology
■ Most of the Fobosi District, including:
□ Fobosi District Medcenter
□ Skydome Botanical Gardens
□ University of Coruscant Administration Building
■ Galactic Museum (a.k.a. Imperial Museum)
■ Heorem Complex
■ Heorem Skytunnel
■ Judicial Plaza
■ Jrade District
■ Glitannai Esplanade
■ Manarai Hills District
■ Some of the Manarai Heights District, including:
□ Eastport
■ Novaplex
■ Petrax Historic Quarter
■ "Plains of Coruscant," including:
□ Diplomat Hotel
□ Galactic Courts of Justice Building
■ Pliada de am Imperium
■ Most of the Sah'c District, including:
□ Sah'c Town (a.k.a. Quadrant H-46)
■ Sector H-52, Sector I-33, and most sectors in the Senate District
■ Uscru Boulevard
■ Vacationer's District
■ West Championne
■ Westport
■ Xizor's Palace
■ Most transit stations, and public assembly areas (i.e. parks, plazas, stadiums)

3.) Medium.
■ The Abyss
■ The Adur Quarter
■ Arak Dunes
■ Bindai District
■ Boribos Prefecture
■ Brewery District
■ Business Zone 6
■ Collective Commerce District (a.k.a. "CoCo District" or "CoCo Town")
■ Corellian Quarter
■ Desrini District
■ East Minor Borough
■ Hasamadhi Warehouse District
■ Hirkenglade Prefecture
■ "Kishi" District
■ Monit Town
■ Osarian Quarter
■ Rampart Town
■ Residential District
■ Southern Enclave
■ Southern Underground
■ Taung Heights
■ Uscru Entertainment District
■ Uscru (North) District
■ Wicko District
■ Some of The Works
■ Zi-Kree Sector

4.) Low.
■ Alien Protection Zone (a.k.a. Invisible Sector, or "Invisec")
■ Coruscant Industrial Zone (a.k.a. Factory District, or "Feral City")
■ Dacho District (a.k.a. "Dead Sector")
■ "Darkside" and "Duraka" Sectors
■ Ethnic Neighborhoods
■ Hazad's Skytunnel, in the Manarai Uplift
■ "Old District"
■ "Orange District"
■ "Slum" District G17
■ Most of The Works
■ Yaam Sector (a.k.a. "Blackpit Slums")

(Note: You can find these by name on Wookieepedia. I'm not considering the "Restricted Area" canon, however. It's just too silly).


Traveling on Imperial Center
Speeders (especially rental speeders and air taxis) are the most common means of transport on Imperial Center. However, in populated areas, they are expected to remain on designated flight paths, or "skyroutes." Deviation from skyroutes for purposes other than takeoff or landing is considered a traffic offense (see security levels above for police response times in different regions). This requirement is loosely enforced in secluded regions of Imperial Center, and not at all in the most secluded. Some skyroutes, however—such as those over the Senate and Palace Districts—require security or diplomatic clearances. Unauthorized use of one of these skyroutes, or flying in a "no fly zone," may result in the speeder being shot down. Hover trains are another common mode of transport, as are air buses.

A word on Jedi and fugitives. Be mindful of the different security in different regions, and note that all areas, with the exception of "Low" security ones, have holocameras. Walking down the street in a "Medium," "High," or "Extremely High" security region is unlikely to go unnoticed. Other modes of transportation are also problematic; hover train stations and air bus terminals are well guarded, and air taxi pilots are probably told to be on the look out for particular fugitives (if there is reason to believe they're on Imperial Center). Stealth is key. Note that when infiltrating Imperial Center in 3 ABY, Leia, Chewbacca, Luke and Dash Rendar all procured disguises—as Boushh, Snoova, and "Coruscant Guards," respectively. This was enough to help them move freely in regions that, in this post, I've termed "Medium" security.


Aliens on Imperial Center
According to the canon, aliens are an uncommon sight on the streets of Imperial Center. Some sources say that they are completely confined to "ethnic neighborhoods" or the Alien Protection Zone, or "Invisec." However, alien senators and businessbeings are also a fact of the canon. How do we reconcile this? For the purposes of the RP, I suggest that aliens are allowed to be anywhere in public, but they tend to be harassed when they are (unless, of course, the alien is a senator, or a member of some diplomatic or business delegation, or a wealthy being like Prince Xizor, who had a table permanently reserved for him at Imperial Center's finest restaurant, The Manarai).


I think that about covers everything. If I think of anything else (or if anyone else does), I'll add it. I hope this helps.



His Excellency, Rainier Brandt
Moff of the Imperial Sector (i.e. Coruscant, et. al.)


Message edited by Moff_Brandt - Wednesday, 15 Dec 2010, 1:12 AM
 
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