We know the law levels of the various worlds. That information is in the UWP.
But what about the starports/within the extrality line?
My guess would be 7. No guns, lasers, explosives, etc. Blades are a-okay.
Starports operate according to Imperial law (equivalent to Law Level 1 for most items, and Law Level 7 for psionics).
That's a good point about armed ships, but here are two things to consider:
1 Drives= fusion weapons.
It's detailed in High Guard. But let's say one is not using that rule...
2 Security.
Starport authorities expect you to submit to an inspection. Missiles and lasers must be unloaded/deactivated. And all weapons must be declared before landing.
Enforcement might involve brute squads, robot swarms, geneered dogs, etc.
3: import licence/transit ticket
Inspectors check out the papers and the goods, then lock the stuff up.
But this is an OTU thread, so I don't want to get too far into possibilities without asking about canon. Did any GDW source ever deal with starports, starport security, and so on?
GT, p.64, sidebar:
"Although, strictly speaking, the law level of the starport permits any weapon to be carried openly, the Imperial laws against property damage, murder, and extortion are rigidly enforced by Imperial authorities ..."
My understanding of the 3I is that it is a polity that seeks to encourage and enable trade as a core part of its internal policy. Part of the trade policy would be making is easy to move cargo securely and safely around the Imperium, with the minimum of unnecessary "red tape" or obstructions.
Thus, the extra-legal starport, that can accommodate a ship and its cargo. regardless of local legislation, to facilitate trade to other systems, and to allow Travellers a reasonable idea of what is and isn't acceptable when they arrive at a new starport (For example, knowing they can walk around safely with sidearms, but that a assault rifle would lead to arrest).
Strictly speaking, the customs line would be the Starport perimeter, and goods travelling beyond that would need to be checked, and if needed, searched.
However, depending on how well the local and Starport authorities get on, I can imagine that they might be allowed to move this to landing, or even to orbit, with a Starport Authority rep working alongside a local customs officer to clear a ship and note any items that were contraband on planet. Not to confiscate them, but to account for them, and make the ship re-account for them before departure, proving it hasn't off-loaded them to smugglers locally.
for video on the real world issues with airports and extrality, watch this video.
Cool. I was looking for something like that.
Cool. I was looking for something like that.
Ditto the MongTrav reference shared by McPerth.
In nearly all cases, a planet will consider a starport to be extraterritorial, therefore not subject to local law, though strict entrance and exit controls may still be enforced.
There are not big signs all over saying secret Zhodani base please do not report.
Or they [fnord] might not be consciously aware that those [fnord] signs exist....I can just see those signs too...
The 40th Fleet's 51st Pioneer Construction Battalion welcomes you to Tloql Sector Secret Advance Base Fulacin. Please pardon our dust while we expand. Project completion scheduled for 187-1107.
Imperial Credits not accepted.
Be sure to visit the Tavrchedl'.
No open carry if you please.
Some parties will only pay attention to the last sign and not the three preceding it!![]()