Planets: Havoc
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Havoc
GUILD MILITARY COMMAND
So many red buttons just begging to be pressed – so many weapons just waiting to wreak havoc. Fortunately, these buttons are behind “break only in case of emergency” glass. Unfortunately, the Guild brass tend to err on the side of emergencies (see: Overkill). As the Guild’s strategic operational command center, HAVOC is home to hundreds of highly fortified battle stations, encrypted communication facilities, and high-ranking officials casting sidelong glances at each other. Even if there was an open route onto this world, it’d be better to keep a safe distance.
SURVEY REPORT
HAVOC SURVEY (There is no text in this entry)
SHARING THE STARS
Checkpoints are critical to the Guild’s control of spacelanes. The Guild no longer has the death grip they did in the acute aftermath of the Tempest, and they’re doing what they can to reclaim it. The corporate board for Guild registered patrol companies has agreed to collectively fund efforts to increase crackdowns of spacelane misuse.
That seems to mean something different to every patrol corporation involved. Each has set up its own set of rules, registration requirements, and licensing practices and proceeded to enact them at the checkpoints in their jurisdiction.
What this amounts to in practice is that starships must fly with multiple versions of license and registration, they have to comply with the contradicting requests of patrol guards at each checkpoint, they pay new fees at every juncture, and they are constantly required to update one form of identification or another.
It has turned into such a hassle to fly that some captains have chosen to ground themselves rather than deal with the headache—a win for the Guild board.
Other captains have leaned into work-arounds like learning the schedules of the most uptight guards and avoiding them, pinging the highest quality fake ID makers on the regular, bribing the patrol officers known to accept that kind of “license,” and exploiting shift switches. The fact that the system is so easily worked-around is what makes it possible for Freegunners to fly.
As the Freegunner Code says, they share the stars (though planetside all bets are off). Sharing the stars means sharing the work-arounds, sharing forged registrations, and sharing the stories of exploits, which are both entertaining and informative—a lesson learned should only have to be learned once.
BAITING FREEGUNNERS
The board of Guild military corporations has been putting pressure on patrol corporations to crack down on Freegunner activity on spacelanes. But the Freegunners have proved quite difficult to crack down on. To encourage the patrol corporations to keep trying, the military board is offering rewards for the corporations who ground the most Freegunner crews each month. The reward would be enough or every patrol to buy a new living module—and the new ones have built-in tablet interfaces.
Suffice it to say, the patrols are feeling motivated. Various corporations have tried various tactics in a bid to win the reward. Tactics include laying traps, posing as clients, hiding out at fuel stations, attempting to befriend crews, and baiting crews with jobs that are too good to refuse.
The baiting tactic has proven most successful, probably because most Freegunners have a one-track mind when it comes to the payday. The bait is usually laid out as a job that sounds simple, but not too simple, with a payday that hits the sweet spot of being more than it should be, but not so much that it would cause suspicion. Plenty of crews have lost their wings that way.