CAS Borders And Law Enforcement

CAS Borders

Like most of the sectors of Denver, the CAS Sector lines its borders with 10-meter-high fences, interrupted in a few spots by walls. Along the stretch between the CAS and UCAS sectors that swings roughly south between Denver and Colorado Springs and passes through Elbert and Peyton, the fence drops to 5 meters high Of less.

In most of the places they patrol, CAS Sector security forces take a hands-on approach, walking their side of the line in three-man fire teams, often accompanied by attack dogs.

Unlike other sectors, CAS protects its borders with sophisticated sensor array only in a few, highly sensitive areas, usually
concentrared along the rural stretches of the sector border.

Leaving CAS into the FTZ

Getting into the FTZ is, by mutual agreement of the Treaty nations a simple matter. If at all a lax rating 1 check is made and all too often border crossers are simply waved through.

Leaving the FTZ into CAS

Getting out of the FTZ is another story. For starters, you need a SIN, preferably belonging to CAS, UCAS or one of the CAS based corps. There is a non-visa agreement between the CAS and UCAS, so there is easier exchange between people of those nations. A normal SIN is sufficient.If you don't have one, you'll need a visa to stay any length of time. You'll need to pass through customs, much the same way you would disembarking from an international flight. They generally check your vehicle over, and run you through a more invasive SIN check than you received entering the FTZ.

SIN Checks entering CAS

How carefully your SIN is checked depends on when you're enteringand what the general situation is. Some of that might be affected by +motd messages on the game. There's also a slight element of randomness thrown in to mimic day-to-day changes in procedures, guards' motivations and what's going on in the world. The Game Master should roll 2D6 and consult the modifiers table, applying the dice result along with any other applicable modifiers to the Sector Checkpoint Ratings Table.

Checkpoint Modifiers
Modifier TN Change
2 1
3-5 2
6-8 3
9-11 4
12 5
Time of Day
Rush hour -1
Dead of night +1
Tight Security +1

Suspicion and Searching

As well as the basic SIN check, vehicle/personal searches may occur. Typically there's an amount of randomness to the searches, but there's also a chance that a border guard may suspect something, or just feel like hassling you. While the GM is encouraged to determine whether or not this occurs, below some tables are provided.

Assume the guard begins at 'Neutral' and the outcome is 'Of no value to NPC'. This may change depending on the situation, at the GM's discretion. The target number of the Etiquette test is the guard's intelligence, Charisma 5+ characters receive -1 to the TN. If the PC generates 1 success or more, the guard does not hassle. If the PC fails the test, roll the guard's Intelligence vs a TN of 6, applying the appropriate modifiers from the Hassle Modifier Table.

Hassle Modifier Table
Situation Modifier
PC has Charisma 2 or less +1
PC is of the appropriate sexual orientation and Charisma is 5+ -1
Guard is Racist against PC -1/-2
Crossing in Dead of Night -1
Crossing at shift change +2
Showing an Aztlan or Aztech SIN -1
Net successes of the SIN checker Resulting action
0 to 2 Try again
3+ A deliberate search is made
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