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Old 04-28-2022, 10:08 AM   #4
swordtart
 
Join Date: Jun 2008
Default Re: World-Building, Campaigns, and Scenarios

Each settlement has a few stats (culled from another RPG originally - can't recall what and later uplifted as things occurred to me). One of these determines the likely hood of response. This is down modified by a multiple of the patrol range of the settlement, and often the road type (highways usually being the highest priority, through state roads and down to county roads etc.) Thus an attack on a highway is more likely to get a response than if you got into trouble on back roads (but a backroad a mile away will probably get priority over a state road 25 miles away)

Within patrol range it might be 7+ on 2d6 for a settlement that is well policed. At range x2 it increases to 8+ and each range band out from that until there is no chance of a response. The range band is set based on the cruising speed of the patrol vehicle.

For example - Brandon with its Helo force has a range band of 10 miles but Homeland militia infantry, whilst very well equipped, has a range band of only 1/4 mile as it doesn't like sending out foot patrols too far, it has a few off-road cars and they have a range band of 2 miles. Brandon is only really interested in protecting its supply routes and so for anything other than a state road it takes a -2 on it's response roll, trucks get a +1. The exception is attack by dregs, as they are poorly equipped Brandon often sends in some air cavalry on a turkey hunt (+4 to chance of response) and is fairly indiscriminate who it kills (so it seldom has to do it more than once). Homeland on the other hand takes a +1 vs bike gangs and a +2 if the attack is called in by a lone vehicle or someone they know. They don't care where the attack happens (they will be in the scrub anyway) so there is no modifier for the road type.

The level of response will be proportional to the level of threat (if the patrol base doesn't have the resources to send a proportionate response they simply won't go) and the response time is calculated by distance from the nearest patrol base at the patrols cruising speed. Patrol bases are often checkpoints on the bridging points within the patrol range of the settlement, but for Brandon it is the Helo base. Brandon also has ground cars and the have their own priorities that affect how they respond.

It sounds more complicated than it actually is. Its basically add a few numbers together and roll a dice - just like combat. Usually the "police" will be first responders and only when the area is secure will other emergency teams attend. Police therefore are usually trained and equipped as first responders (paramedic, fire fighting and combat- often as specialised team members).

Of course the plot may require or enable exceptions. For example one of the characters took on the job of delivering a mail package to an out of the way location. The players didn't know it but that meant they became a priority for help from Homeland (+2) as the Post Master there was very serious about US mail carriers being impeded in their duty. The designation of mail carrier was worth infinitely more than the $20 they were paid to perform the delivery had they only known.

In addition my first responders differentiate between rescue and recovery. In a rescue they will risk their lives, in a recovery they will not. They have clear guidelines that if they won't get to an incident before it is all over it will be a recovery operation and they will take the time to go fully prepared and with escorts (and allow the instigators to get away if necessary to protect their own crews). In CW, combats are finished in under a minute so almost all incidents are recovery unless there is a long stern chase happening and the responders are converging.

Last edited by swordtart; 04-28-2022 at 10:14 AM.
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