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Sector Rangers – The Starsea Chronicles (Pathfinder)

Starsea Chronicles compatible with Pathfinder Roleplaying Game

When there’s a problem too large or complicated for local law enforcement to handle, and too small to involve the Navy, the Sector Rangers receive the call to action. Typically answering directly to whatever serves as a Sector Judicial System they are formed and ultimately answer to a Sector’s Governor. Their authority extends over and supersedes that of the local system of Law Enforcement, which often leads to conflict between the two groups. 

Sector Rangers can be found both operating independently or in small groups. Even an individual Ranger though will have a high-tech portable crime lab as part of their standard equipment. This gives them the ability to perform basic crime scene analysis and evidence processing even if the local area is lacking in such resources. It also provides a Ranger the means to doublecheck local results if he has reason to believe there are errors, accidental or otherwise.

Most often the Sector Rangers will be called in when a problem has proven too difficult for local law enforcement to handle, usually on sparsely or newly settled worlds, or when a problem spans multiple systems. Typical matters for the attention of the Sector Rangers are individual criminals who move from system to system, multi-system criminal gangs, kidnappings, and other matters that span beyond the capability or authority of local law enforcement. While a Sector Ranger investigation may uncover pirates and related activity, their focus will usually be on the individuals providing supplies to and buying stolen goods from pirates. While it has happened occasionally, as a rule, the Sector Rangers lack the numbers and firepower to tackle pirates and will request Navy assistance on such occasions.

Single Rangers often travel by commercial transport from assignment to assignment. Only the most high-need or wealthy sectors provide personal transport for individual Rangers as standard. Small groups will often be provided with a small patrol ship for transportation and to operate out of as a field base. (See below for a typical example).

Polyhedral dice, d20 and d10

Bloodhound Law Enforcement Mobile Base

BP: 40 CR: 2Size: Medium   Origin: Alliance
DV: 13 (Hull +10, Dex +1, Armor +2) SR: n/aDR: 30
HP: 200                                       Speed: 4  FTL: 10/ly    BaB Hit: +1
SAV: +2             SDV: 12
Weapons:
1 Dual Light Laser Turret (FT): +2 (S) 6d10x2   -4 (M) 2d10x2  
1 Light Railgun Turret (AT) +1 (S) 1d10
Skills: Pilot +1, Use Computer +2, Repair +2
Equipment: Fast FTL Drive, Average Sublight Engines, Basic Maneuvering Engines, Small Powerplant, Advanced Mainframe, Basic Standard (Alliance) Armor, Improved SIF, Crime Lab
Dex: 12, Int: 14
Crew: 6-10
Carried Craft: n/a
Magazine: n/a

Description: The venerable Bloodhound LEMB is a good example of the sort of vessel a small team of Sector Rangers might have in a less prosperous, developed, or low-crime sector. Not very fancy, it carries a relatively fast FTL drive to respond quickly when it needs to move between systems, but is otherwise relatively slow and clumsy. What it does do well is serve as a mobile base for criminal investigations. Able to land in remote areas with little to no support for spacecraft, it carries a small but comprehensive crime lab with significant computer support, living quarters for a ranger team, storage, an armory, an interrogation room, and cells for holding suspects.

The Bloodhound is not intended for combat, as reflected by its poor stock armament, defenses, and handling characteristics. But it efficiently does what it is designed for and has for centuries with only minor upgrades.