CORELLIAN Government

Here are the local Corellian Sector Laws as set out by the government based at Corellia. We at CorSec, along with the Imperial forces, are here to make sure these laws are followed. In particular, CorSec is in charge of customs and our mandate is to keep the Corellian Sector safe.

These laws are only additions/modifications to the set of Imperial laws which can be found at http://www.swc-empire.com/rules.php?mode=law .


LOCAL Laws

All licenses can be revoked at any time, for any reason by the Sector Moff.

All building costs can be lowered, raised, or waived by the Sector Moff.

Tax on citizens is revoked. No citizen of the Corellian Sector will be taxed, other than the building culture tax and licence/permit fees.

All hidden cities on any Corellian Sector planet will be be found, if the owner does not step forward within 48 hours, the city will be seen as a hostile threat and dealt with as the Sector Moff sees fit.

Only human races will be allowed to enter the Imperial 2nd Sector Battalion.

All races will be allowed to enter the Imperial 2nd Sector Fleet.

All races will be able to hold Governmental jobs in the Sector.

Slavery will not be tolerated and all races will be treated equally except, as mentioned above, for those wishing to join the Imperial Army. That is their loss and everyone is welcome to join CorSec's ground forces.

All laws are to be followed to the letter, if any violation is found, it will be seen as a hostile threat and dealt with at the hands of the Sector Moff and/or the Corellian Supreme Court.


CONTRABAND and Regulated Substances

The following are contraband substances, all caught with them in their possession will be arrested and places on trial in the Corellian Supreme Court: Nova Crystal, Ryll.


CONSTRUCTION in the Sector

Cities or Buildings:
To build within the Sector, you must apply for a license at your local Government Office, or the Sector Moff's office in Coronet. All new cities will be built by the Moff and stay under CorSec and/or GE control. The Moff will also make sure that each city is provided with enough power generators to power the city. If you or your business wants to build an entire city in the Sector contact the moff with the city plan and he will build the city and power generators. If you only wish to build 1 or a few facilities likewise contact the Moff and he will either find room for you in an existing city or build a new city and grant you permission to build there.

Since the government is providing the land and power as well as building both housing and recreational areas, you will be charged per square that you will be using in the city including any roads that you will be building. These amounts are all payable to the Moff and are assuming a regular usage of up to 3 power generators per city. For business needing more power, the price will increase. All profit (i.e. the building culture tax) will go into building housing and recreational areas in order to balance out the economy for the mutual profit of all.

For all desert, grass, rock and forest cities the cost is 7k credits per square.
For all jungle, swamp, mountain, crater and glacier cities the cost is 7.5k credits per square.
For all water cities the cost is 8.4k credits per square.
For all gas cities the cost is 9.4k credits per square.
For all cave cities the cost is 12.3k credits per square.

Upon payment, and of course city construction, the person/business will be granted to build the structure. NOTE: All cities in the Corellian Sector which are privately owned are part of the Empire, and at anytime the Empire may build as it pleases in these cities. Also any permits for illegal buildings will be rejected, see below for a complete list.


Space Stations:
To build a Station within the Corellian Sector, a license must be granted from the Sector or Local Governor's office. If approved, the license cost will be determined by the type of station, and size:

Space Colony - 5% of RM price.
Trade Station - 2% of RM price.
Research Station - 2% of RM price.
Shipyard - 2% of RM price.
Recycling Station - 2% of RM price.
Defense Station - Banned, as listed below in Illegal


PERMITS and Registration

A Permit must be registered and purchased at the nearest Corellian Security Office, and is good for two standard Imperial years. You must hold a permit to have any ships, vehicles, weapons, droids, or stations that are not on the following list within sector limits. If you do not, the object will be seen as illegal, and impounded. Failure to gain a permit within 48 hours will result in seizure of the object, and face public auction.

Permit fees:
Pistol - 100 credits
Rifle - Banned
Heavy Rifle - Banned
Melee - 10 credits
Vehicle - 2000 credits
Ship - 3000 credits


ILLEGAL and Controlled Possessions

THE FOLLOWING ARE ILLEGAL IN THE CORELLIAN SECTOR
Note: The following does not apply to the Imperial Forces, or those allied with them, or those who get a pardon from the Sector Moff.

Capital Ships:
Imperial I-class Star Destroyer
Victory I-class Star Destroyer
Super-class Star Destroyer
Carrack-class Light Cruiser
Lancer-class Frigate
Marauder-class Corvette
Dreadnaught-class Heavy Cruiser
CR-90 Corvette
CR-92R Battle Corvette
Mon Calamari MC-80a
Mon Calamari MC-80b
Mon Calamari MC-60
Mon Calamari Home One Crusier
Nebulan-B Frigate
Nova Battle Crusier
Darkstar Battleship
Guardian-class Medium Cruiser
Ithorian Herd Ship
Lictor-class Dungeon Ship
XL-7000 Battleship
Pulsar Battle Cruiser
Quasar Fire class Bulk Cruiser
Teta-class Old Republic Battle Cruiser
Acclamator Assault Ship
Battle Dragon
Sabaoth Destroyer
IPV-1 System Patrol Craft
CR-110a Gunship
CR-110b Gunship
CR-110c Gunship

Freighter ships:
Lambda Shuttle
Star Galleon
Sentinel Shuttle
Gamma Assult Shuttle
Murrian Transport
Modified Star Ranger

Freighters:
Lambda Shuttle
Star Galleon
Sentinel Shuttle
Gamma Assult Shuttle
Murrian Transport
Modified Star Ranger

Fighters:
TIE-Ln
TIE-Bomber
TIE-Interceptor
TIE-Scout
Cygnus Gunboat
A-Wing
B-Wing
X-Wing
Viper
Miy'Til
Hetrinar Assault Bomber

Ground Vehicles:
AT-ST
AT-AT
SN-7 Battle Tank
AT-PT
Juggernaut
TIE-Crawler
Hover Tank
H-1 Light Battle Tank
MTV-7
SX-65 Groundhog

Speeder Vehicles:
Cloud Car Combatspeeder
QH-7 LAVr Chariot
T-47 Airspeeder
S74-2 Speeder Bike
Air-2 Swoop
QH-3 LAV
V-Wing Airspeeder

Barges Vehicles:
QH-1 Imperial barge

Aquatic Vehicles:
Imperial Attack Sub
Mon Calamari Attack Sub
Amphibion Hover Boat
Conquest-class Carrier
Defiant-class Frigate
Hunter-class Corvette
Triumph-class Destroyer

Survival Iteams:
Amphibian Survival Mask
Amphibian Survival Backpack
Camouflage Tent

Tools:
Thermal Goggles (Heat Sensor)
Electronic Lock Breaker
Stun Cuffs
Multiple Sensor Pack
Energy Sensor Pack
Biological Sensor Pack
Grappling Hook
Remote
Jetpack
Laser Scalpel
Crafting Kit

Clothing:
Imperial Fighter Pilot Flight Suit
Imperial Fighter Pilot Flight Mask
Rebel Pilot Flight Suit
Rebel Pilot Flight Mask
Mask

Armor:
Corellian Powersuit Armour
Corellian Powersuit Helmet
Kinetic Armor
Camouflage Scout Armor
Camouflage Scout Helmet
Battle Armor
Heavy Battle Armor
Heavy Battle Helmet
Combat Armor
Ceremonial Armor
Hapes Ceremonial Armor
NAO Guardian Flight Suit
NAO Guardian Flight Helmet
NAO Guardian Flight Backpack
Fallen Federation Royal Armor
Fallen Federation Royal Helmet
SWLTR Suit
SWLTR Helmet
Storm Trooper Armor
Storm Trooper Helmet
Storm Trooper Toolbelt
Snow Trooper Armor
Snow Trooper Helmet
Snow Trooper Backpack
Imperial Royal Guard Armor
Imperial Royal Guard Helmet
Rebel Trooper Armor
Rebel Snow Armor
Rebel Snow Helmet
Rebel Camouflage Gear
Rebel Camouflage Helmet
Rebel Camouflage Toolbelt
Riot Shield
Handheld Shield
Energy Shield
Sonic Helmet

Computers:
Targeting Computer
Tracking Device
GPS

Cybernetics:
Level 3 Cyborg Unit
Level 1 Cyborg Combat Unit
Level 2 Cyborg Combat Unit
Level 3 Cyborg Combat Unit
Artificial Eyes

All Rare Items

Droids:
R3
R4
R5
Battle Droid
Super Battle Droids
Destroyer Droids
IG Assassin Droid
RA-7
MD Medical Specialist
Probe Droids
Patrol Droid
Mouse Droid
2X-3KPR

Weapons:
All Rifles.
All missile launchers and other heavy weaponry that isn't considered a rifle or a pistol.
All grenades, detonators, flashbangs and other such devices.

Facilities:
Anti-Air battery
Atgar 1.4 FD P-Tower
Golan Laser Battery
SAM Launcher
Slave Market
LNR I Series Turbo Laser Cannon
LNR II Series Turbo Laser Cannon
KDY v-150 Planet Defender
Labour Camp

Space Stations:
Asteroid Hideout
Ataturk-class Station
Golan I
Golan II
Platform XQ1


CUSTOMS Service

Corellian Security Forces will serve as customs agents in Corellian Sector. They hold the authority, by order of the Sector Moff, to board all ships within the sector at any given time and search the ship. They also hold the power to sieze and impound a ship at the Moff’s confirmation.


IMPOUNDING, Siezure, and Auction

An object is impounded when it is seen as illegal, or believed to hold illegal substances. Impounding will result in the taking of a ship for a period of time until it is proven no longer illegal, or it has passed a search by CorSec scanning crews.

An object is seized when it is proven to be illegal, i.e. on the illegal list or not registered after 48 hours. Objects seized will not be returned.

An auction will be held once enough objects have been gathered from those failing to register their legal ships/vehicles/weapons. At this auction, the objects will be placed on a bidding block and sold at non-reserve prices. The money from the sale will then be sent back into the Corellian Sector economy, to be used to aid in protection of the sector residents. Banned/illegal objects will not be auctioned off.