System Red Zones - Local Residents

Franbo

Mongoose
Afternoon all,

Here's one for your perusal... how would you deal with a situation where there an inhabitant of an interdicted Red Zone has left the system, and the wishes to return?

I can see 3 main scenarios here...

(1) It is possible to leave a red zone legitimately (or is it?)
Here the local population has the technology to depart from the red zone (Is there any canon out there to indicate whether the Imperials would allow this to happen?), does so, and wishes to return.

I recall reading somewhere that the Imperium allows locals to return... would this raise the possibility of local traders essentially forming a trade monopoly with outside systems (assuming the red zone has something of sufficient interest to outside systems)?

(2) Leaving via Imperial Service
Related to the previous one (but slightly different), If a resident were to follow an Imperial career which took them out of the system, would they be allowed to return? And if so, would they subsequently be allowed to leave/return again (as per the above conundrum in many ways)?

(3) Leaving via Illegitimate Means
Whether using smugglers or purely as a stowaway the resident goes away. My instinct is that if they tried to return and were discovered there would be some serious questions from the Imperials as to how they left, but ultimately (assuming they didn't get arrested for doing something illegal) would come back to the questions of whether the Imperium allows residents to leave and return.

So... three scenarios of the same fundamental question?

Who knows?

Who cares?

Perhaps just something to idle away some idle time :wink:
 
Franbo said:
how would you deal with a situation where there an inhabitant of an interdicted Red Zone has left the system, and the wishes to return?
Case by case basis.
Core Rules said:
In general, the imposition of a red zone classification indicates the location is quarantined, interdicted by higher authority, or at war.
Even a quarantined could be a case by case basis. Total non travel to and from. Only certain authorized (like disease control) people would be able to travel to and from the world. However it is also possible that the disease while contagious, deadly, and untreatable, is easily identified and those who go through a rigorous screening process to insure they are not infected can leave. Maybe in some cases people cleared are forced to leave for their own safety. Maybe in some cases people who want to take the risk might be allowed in.

Some red zone are just a warning to travellers but there is nobody stopping people from coming and going.

Some red zones are secret research facilities and there are no "locals".

In some red zones unauthorized travellers are stopped and detained with varying degrees of penalty for entering.

Franbo said:
(1) It is possible to leave a red zone legitimately (or is it?)
(2) Leaving via Imperial Service
Case by Case basis.
Franbo said:
(3) Leaving via Illegitimate Means
In general, I'd think if one left Illegally they would have a bunch of red tape to go through to return legally. They could possibly just as easily return the way they came - illegally. If found outside the red zone they might even be forced to return. (awol psion from a secret psion research facility?) Again, case by case basis.
 
Useful thoughts, and I suspect the case by case will indeed be the necessary approach.

For what it's worth, the question came to mind since of the characters in my upcoming campaign comes from Shionthy. Summary of both cannon and MTU in 1105: interdicted due to anti-matter presence, Imperium buys the AM the locals mine (essentially very high hazard belters) and selling it on to the rest of the Imperium (uncannily enough selling it for MUCH more than they buy it for - future conspiracy adventure hook no.3 :D ).

Later in the timeline the interdict is lifted, but not at this point.
 
Wait, they mine anti-matter?! Now we know why it's interdicted! That anti-matter has to be free floating, a major hazard to ships. Doesn't take much to blow a ship away, even a pencil point will cause a hull breech. After 300,000 years the VAST majority had to been annihilated with matter contact so it's extremely rare and out away from the belt. Only idiots and adventurers would take a chance.

Red Zones are supposed to be very dangerous to travellers from war to hazards of all sorts to those interdiction satellites or cutter patrol squads reminding you there's something down there we really don't want you to see. Circumstance will determine the cause and subsequent effects but essentially it's far worst than an Amber warning and not taken lightly. Amber is "Sure, go ahead but we warned you." while Red is "Oh no you don't!". People can come and go in some cases but it won't be easy or pleasant.

In your circumstance, there's the obvious hazard from the anti-matter but the value of this anti-matter has made the system highly prized and hence very strict security measures to prevent outsiders from stealing any. Your characters are residents of a secure facility who only need show proof of residency when re-entering the system and you know they'll have their ship searched in port or by a cutter before leaving the system much like gold and diamond miners.
 
Franbo said:
Useful thoughts, and I suspect the case by case will indeed be the necessary approach.

For what it's worth, the question came to mind since of the characters in my upcoming campaign comes from Shionthy. Summary of both cannon and MTU in 1105: interdicted due to anti-matter presence, Imperium buys the AM the locals mine (essentially very high hazard belters) and selling it on to the rest of the Imperium (uncannily enough selling it for MUCH more than they buy it for - future conspiracy adventure hook no.3 :D ).

Later in the timeline the interdict is lifted, but not at this point.

In this particular instance the system is a red zone because of the huge danger to ships. Some worlds may be interdicted and the population has no idea because they are pre-stellar. So it's really incumbent to know the reason behind why a system is labeled a red zone. By the books the Navy tends to be more punitive in labeling a system a red zone, while the Scouts tend to do it more often to protect immature cultures.

And while a system may have a red zone indication, that doesn't mean the entire system is a red zone in every case. You may find a system listed as a red zone on the map, but it's really a specific world, or say only the in-system (or reverse) that is off limits, or maybe just a single world (which is far easier to place interdictor satellites in). If that system is on a jump route and has a gas giant then ships will have to pass through the system in order to get fuel.

It's annoying when you see a map with a red or amber system listed, but no data on exactly why it's listed as such. To me, as a ref or player, means essentially nothing. So I tend to ignore the zone listing for lack of more information. If I need to create a few systems like that I can do it AND provide the necessary background for it that is needed.
 
I think I remember scenarios or past magazine articles describing not only the use of satellites and patrols but beacons warning starships of a specific danger to avoid. Not every Red Zone system is off limits just a particular place within the system.
 
Adventurers, what can you do? If we didn't have adventurers blindly going where no fool has gone before there would be no stories at the starport bar!
 
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