Star Law Organization

Administration coordinates the other branches of Star Law, organizes the information given over by them and by other law enforcement agencies, and recruits and trains agents in the Academy. Most Star Law offices which are open to the public are Administrative in nature; the whereabouts of other bases are generally kept out of public view. The rank structure within the Administrative division is fairly simple. The Coordinator is in charge of the workings of the branch. It is not necessary to go into depth about the ranks within this branch, as PCs will not become heavily involved with it on most occasions. Some of the more important and most often encountered ranks are given below.

rank

xp needed

pay (Cr/day)

 

Coordinator

300

350

The Coordinator, as the head of the Star Law organization, answers to no one but the UPF Security Council.

Department head

150

150

There are three department heads within the Administrative branch, one for each of the other three Star Law branches. Each person reviews all ingoing and outgoing information of major importance, and personally handles all internal directives for his branch.

Data processor

0

100

Data processors sort relevant information from irrelevant material. Any data deemed to be of importance is entered into the Administrative information pool.

Computer operator

0

80

Computer operators are responsible for entering this data into computer systems and later retrieving it for persons who request it and possess the proper security clearance.

Radio operator 

0

60

Radio operators communicate with personnel on a particular planet or planets, taking information from them and giving orders to them; as no interstellar radio exists, radio operators (using the term "radio" loosely, to include other forms of electromagnetic communication as well) are grouped by planet, as are many computer operators.

Secretary

0

40

Secretaries, of course, are responsible for compiling appropriate reports, maintaining correspondence, filling out purchase orders and requisition sheets, and running accounting and payroll.

The Penal branch oversees the punishment of beings convicted of major felonies by UPF-member planets, through their judiciary systems. Only certain major felonies, such as mass murder, major arson, interstellar piracy, mass counterfeiting, espionage for unfriendly powers (such as the Sathar or Mechanons), nuclear or biochemical, extortion, kidnapping which involves murder, major industrial espionage (classed as a felony due to the widespread influence of corporations in the Frontier), treason, spacecraft or metropolitan sabotage with loss of life, assassination of law enforcement or government officials, and the like, are considered here. Sentences are rarely commuted after conviction, except in extraordinary circumstances, and parole is virtually unknown. It must be demonstrated that rehabilitation is not possible for the criminal in question. If death is the penalty for a crime, the prisoner is executed on the world where he was tried and convicted, and is not shipped to a penal colony. Sentences for penal colony inmates range from a minimum of 5 years to life.

Penal colonies are established by Star Law on uninhabited or sparsely populated worlds. The perimeter of a penal colony is lined with guard towers which project an energized field between them. This barrier is powerful enough to stun anyone touching it into unconsciousness, and it will disrupt the electrical field of any vehicle passing through it, causing the vehicle to stop (or crash, if it was in flight). Each tower (standing about 100-200 meters apart) is heavily equipped with laser weapons to discourage attempts by pirates and criminal gangs with starships or air cars to free prisoners. The guards themselves are heavily armed, and the entire compound is kept lit by ground and air light systems. It isn.t uncommon to have a small town spring up a few kilometers from the prison, housing the prison officers and their families as well as all support personnel. A small military base, funded by a local government, may also be present.

Each penal colony has a reserve staff of 10-20 guards to replace those on leave or who are injured. Unit guards perform administrative duties when not serving directly as guards. The guards themselves are rotated from active (tower) duty to reserve (desk) duty once every 30-60 days. In order to become a guard, one must graduate from the Academy with one technical skill and one ranged-weapons skill. To attain the status of a Junior Warden, a guard must acquire a 4th level skill as a technician, for a Junior Warden pilots the air car assigned to his guard tower.  The ranks and pay scales of penal officers follows.

rank

xp needed

pay (Cr/day)

 

Coordinator

350

300

The Coordinator is the top authority in the Penal branch of Star Law.

Senior Warden

250

250

A Senior Warden directs the activities at each of the penal colonies.

Junior Warden

150

150

Each Senior Warden is assisted by a number of Junior Wardens, each of whom supervises the staff and operations at a guard tower.

Guard

0

150

Each tower has 2-4 guards. Academy graduates in the Penal branch of Star Law begin their tours of duty as guards.

The Intelligence branch of Star Law is concerned with the gathering of information for the purpose of sniffing out Sathar agents (and other unfriendly spies). On occasions, the information is useful in preventing unwanted occurrences like a corporate war or smuggling operation. The ranks in the Intelligence branch of Star Law are as follows:

rank

xp needed

pay (Cr/day)

 

Coordinator

300

300

The Coordinator runs the Intelligence branch of Star Law and answers only to the Administrative Coordinator and the UPF Security Council

Deep-cover agents

150

200

Deep-cover agents are those who have been hypno-trained to know all there is to know about the organization that they are infiltrating, so they quickly arise to positions of authority. They may spend years developing their cover and will be reluctant to jeopardize their missions.

Agents

0

150

An agent is a generic operative of the Intelligence branch and must have a 2nd-level skill as a computer operator. In the course of normal duties, an agent may be called upon to perform a breaking- and-entering mission or interrogate prisoners. Star Law is believed to have several deep-cover agents in every major organization in the Frontier, though it has been estimated that only 200 such agents exist in all. Typically, the number of agents is related to the population level of a world, though in systems such as Outer Reach, the number is proportionately higher.

The Special Forces is the largest branch of Star Law, and is responsible for nullifying the activities of pirate bands in the Frontier Sector. Ranks for Special Forces are as follows:

rank

xp needed

pay (Cr/day)

The term Ranger. is a generic designation for all Star Law personnel in Special Forces

Coordinator

400

300

The Coordinator is the Supreme Commander of the Special Forces branch.

Marshall

300

260

Thirteen marshalls are in existence, each commanding two captains.

Captain

200

220

A captain is in charge of two lieutenants;

Lieutenant

150

180

each lieutenants are in charge of two sergeants

Sergeant

75

140

and each sergeant is in charge of five Troopers (fresh from the Academy).

Trooper

0

100

Special Forces uniforms are gray skeinsuits with blue marking to denote rank and deployment; dress uniforms are dark blue with red markings. Typical armament for a Ranger includes a laser pistol, a stunstick, and a belt pack with two power clips each. Extra weaponry is assigned to the Rangers as befits individual missions.

Rangers are organized into strike forces, battalions, squads, and units, as follows: force commander assigned spacecraft

Strike Force Marshall 2 frigates

Battalion Captain 1 frigate

Squad Lieutenant 2 assault scouts

Unit Sergeant 1 assault scout

Planets are assigned different organizational groups depending upon their needs and populations. An outpost world might receive only one unit, while a moderately populated world might host a battalion. About 50 personnel are assigned to Morgaine.s World as staff and security elements for Star Law Academy.

A unit must include at least one Ranger with each of the spaceship skills. All Special Forces personnel must be accomplished in at least one technical and one military skill area. Equipment assigned to planetary stations includes one vehicle, usually an aircar fitted with a heavy weapon, a small arsenal, and a spacecraft. Other equipment, such as toolkits, are supplied to each individual Ranger.

These variations on the Star Law organization are offered as an aid to game play, and may be altered as desired. Hopefully, they will serve as an alternative or supplement to the previous articles on the subject.

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