Difference between revisions of "Liberty Navy Guard ID"

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(replaced: {{Version|4.85.3}} → {{Version|4.85.2}})
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!Base!!System!!Location
 
!Base!!System!!Location
 
|-
 
|-
|[[Richmond Station]]||[[Virginia]]||[[[[Liberty]]]]
+
|[[Guard Station]]||[[Bastille]]||[[The Admins]]
|-
 
|[[San Jacinto Station]]||[[Virginia]]||[[[[Liberty]]]]
 
|-
 
|[[Radford Station]]||[[Virginia]]||[[[[Liberty]]]]
 
|}
 
 
|}
 
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[[Category: ID]]
 
[[Category: ID]]

Revision as of 06:43, 17 February 2013

Warning.png
Article possibly outdated (
v4.85.2
)

This article has not been verified to be up to date for the latest version of the Discovery mod. The last edit was made on 17.02.2013 (DD/MM/YYYY). You may help by updating it, often by using the code generator.

Pilot carrying this ID is in the Liberty Navy Guard, who :

  • Can destroy traders in Liberty who belong to corporations headquartered in Houses that Liberty is at war with if the trader refuses to drop all cargo and leave Liberty.
  • Can trade and escort traders
  • Can operate within Alaska and Nomad infested systems (excluding Omicron Alpha and Gamma)
  • Can demand contraband, levy fines and destroy ships if they refuse to comply in a gunboat or smaller (cruisers and battleships may only demand allied pilots)
  • Can hunt pirates and terrorists within their Zone of Influence
  • Cannot ally with any unlawfuls except with the Xenos against non-Liberty pirate or military invasions
  • Cannot participate in any unlawful actions
  • Cannot fulfill bounty contracts
  • Cannot use any transports with more than 4,300 cargo

Allowed ships: Fighters, Freighters, Transports, Gunboats, Prison Liner, Cruisers, Battleships

Carrying unmounted IDs in your ship, as well as not equipping an ID, is a serious crime. Entering the Alaska system is not sanctionable if your ID does not say you can lawfully do so. It just means that there may be in-character consequences if you are not lawfully allowed.

Availability