Vanguard is the first prison said to be built specifically and exclusively for the detention of meta and paranormal villains. Prior to its creation metahumans were usually imprisoned in special wards in local prisons, however concern about the danger posed to non metahuman inmates by the frequent breakouts in the prisons led to those wards being closed.

Another venue, the energy research facility Project Omega was also briefly used, though the unsuitability of such an institution for use as a general prison led to the imprisonment of most criminals there being discontinued eventually. The US government decided to cash in on this need for a special facility and set about building a unique penitentiary dedicated and designed exclusively for the detainment of metahuman criminals. Using expertise, research and technology pioneered at Project Omega and extremely robust materials such as adamantite and mithril, a prison which would float in the sky was built. Funding for Vanguard was approved in June, 2000 and construction began immediately. The project was coordinated by Dr. DNA, who called upon some of the finest scientific and technical minds in the world to provide the security systems for the prison. The security robots and autoblasters were provided by MetaTech. Internal security was provided by Securitech. DNA himself designed the laboratories for studying the superpowered prisoners. Many other scientists and eminent engineers contributed to the plans.

Vanguard is a 5 story aerial prison complex floating over the New Mexico desert. The harsh desert surroundings isolate Vanguard from the casual visitor, and even if someone were to wander by, there is no way up to Vanguard except by flight. Vanguard consists of three major sections:
Administration, Cell Blocks, and the Power and Storage section. The first level consists of administration, laboratory, and barracks for the guards. The second, third and fourth levels have the actual cells that hold the prisoners. The fifth level contains the prison's power station and storage facilities. A central elevator shaft provides the only connection between the different levels.
Level 1 has many different functions in Vanguard. It provides a centre for the administration that is handled on site. The level also includes special laboratories and testing facilities for short term storage and testing of supervillain gadgets. Finally, the level has barracks facilities for the guards, technicians, and administrators of Vanguard. The 'brains' of Vanguard reside on level 1.

The standard cells, even with their plug-in modules to handle special powers, aren't sufficient to handle the really powerful or multitalented supervillain. Vanguard's designers understood this, and reserved Level Four for special cells. These cells are designed to the specific villain based on what Vanguard's scientists can determine of his powers. Each cell begins as a standard cell, but is also designed to take one of the prepared plug-in modules without taking up extra space. Vanguard's scientists and technicians can devise special cells usually within a few days. While the villain waits for his cell, he is in a standard cell with the most appropriate module, under continuous surveillance by two robots, and two guards. The cell powers will be run from devices usually placed in the adjoining cell, taking up room there. If more room is needed, the cell on the other side can be used, or even the cells across the hall. Cells on other wings are never used to hold devices, and cell power devices are never placed in the hallways.

The following plug-in modules were designed by Vanguard's scientists to hold the most common types of supervillains. These modules are already prepared and are stored on the Power Room level. Installing one of these modules is the work of only about 2 hours, as there is already room for the module built into the cell.
Reinforced Cell: This is a general purpose, extra tough cell. This cell is rated to hold anyone with a Strength of 70 or less. The cell is also effective against those villains with Energy emission.
Desolidification: This cell is designed to hold those people who can become ethereal and walk through normal matter. A special electrified field encloses the cell, preventing Desolidified people from passing through.
Ego Shield: This cell is designed to prevent those people with mental powers from influencing the guards.
X-ray Proof: This cell is lined with lead, to prevent those villains with X-ray vision from learning things about the way Vanguard is built.
Invisibility: This cell is equipped with sonar, so that a character who can turn invisible won't pull any nasty surprises.
Shrinking: This power requires very special measures. The cell is hermetically sealed to prevent escape. Air is piped in through a millipore filter, and there is an airlock in the door to pass the food trays in and out.
Telekinesis: This cell has a doable port in the door, so that when the food tray is passed inside, the occupant of the cell can at no time see outside. The small window is also removed from the door.
Etc. etc.

The fifth level of Vanguard is used for power generation and storage. Two large generators and their control rooms dominate this 10 metre tall level. Materials and robot storage areas are also housed on this level. Level 5 is not normally guarded or manned and is left to the silent robots and whirring machinery.

The security system in Vanguard consists of 4 major components, the sensors, the computer, the guards, and the robots. First the sensor systems alert the staff to any type of escape attempt. Then the computer processes the sensor information and determines the position and severity of any escape attempt. The guards provide the flexible response and intelligent interface necessary to deal with the escape threat. Finally, the robots provide the heavy, expendable, fire power necessary to hold and retrieve any escaped prisoners. Each component is dependent upon
the other components in a team effort to enforce maximum security.

Inside of the Vanguard corridors there are TV sensors. The sensors watch the cells and sweep the halls. The TV pictures are transmitted back to the corridor's controlling guard shack and the security computer on Level 1. The TV cameras are hidden behind special opaque panels in the ceiling. The 4 cameras are mounted directly in the middle of the corridor, every other hex. If a character with invisibility and a fringe effect steps directly under a camera he will be spotted. Any attempt at Darkness (where the computer does not already know there is a power failure or burnt out light) will trigger a security alert. Backing up the TV cameras in the halls are infra-red heat scanners. These scanners track a target's general body shape by the heat that it emits. If at any time a heat source (or extremely cold area) falls in front of the scanner the computer checks the identity of the source using the TV setup. If the source is a guard or a robot, nothing happens. If the source is an escaped prisoner, a Level 3 security alert is called. If the TV camera can not find the he

Security Alerts
LEVEL 1: A precautionary alert. All guards in the immediate area are notified of an interesting event. A robot is sent to investigate the event. Guards may, at their discretion, investigate the event. The warden's secretary and the sergeant of the current guard shift are notified of the alert. Level 1 alerts can be caused by minor sensor malfunctions, a prisoner attempting to get attention, or any minor violent accident (heavy boxes falling, etc.).
LEVEL 2: A defensive alert. All guards on shift are notified as to the event. A robot and 2 guards are required to investigate the event. The warden and the lieutenant are notified of the alert. Level 2 alerts can be caused by possible escape or breaking attempts, possible sabotage, or any major, but unsubstantiated threatening event.
LEVEL 3: A full security alert. All guards and robots are activated for duty. All bulkhead doors are to be shut. All use of the elevator must be first cleared by the warden or the lieutenant. All safeties are removed from all weapons. All scientists, technicians, and administrative personnel are to report to the break room for briefing. Guards are to be doubled at all points. All available reserves are to be sent to the source of the event. Level 3 alerts can be caused by
confirmed escape attempts, confirmed assaults, or any confirmed threat to Vanguard or its integrity.

The 52 guards that are always on duty at Vanguard are keenly aware that they hold one of the most dangerous security jobs in the world. They uphold this responsibility with flare and determination. The 48 unranked guards are split into 3 shifts of 16. Each shift guards for 9 hours a day, with a half hour overlap between shifts. Each of the guards is trained in combat techniques, life saving and first aid, and prisoner psychology. Because of the pressure of the 7 day a week schedule and the closed environment of Vanguard, the guards serve a one month tour of duty. If for any reason a guard is unable to work, he will be replaced immediately by reinforcements flown in from Albequerque.

The most amazing, technological, and expensive parts of the Vanguard security system are the security robots. The designers of Vanguard felt that the supervillains quartered there would be so dangerous that the security forces would need some form of expendable firepower. The robots were manufactured by MetaTech and integrated into the security systems of Vanguard. These robots are the latest in flexibly programmed computers. They can make good decisions within the realm of their programmed responses, but none of the robots are intelligent. They will certainly make wrong or random choices when confronted with decisions outside the range of their programming. As the robots do not contain
any sort of intelligence, they may not be effected by mental powers. The robot's sensory information may be displayed in the guard shack of the level the robot occupies, or on the security console in the warden's office. The robots may be controlled from any of three places. Normal control comes from within the robot's own computer brain. Secondary control may be exercised from any guard shack on the same floor as the robot. Overriding control may be exercised by the security console in the warden's office. When under outside control, the robots retain all of their basic
statistics and abilities. If a robot could be stopped, gotten inside of, and reprogrammed, secondary and override control could be eliminated. While under their normal programming, the robots will try to subdue any escaping prisoner or any being who attempts to stop them from subduing an escaping prisoner.

The Vanguard Mobile Detention Unit (SMDU) is basically an armoured truck, with a detachable armoured box for holding the prisoners. The box has no windows, and is hermetically sealed to prevent characters with Shrinking or Stretching from escaping. The interior of the box can be observed from the cab of the truck with a TV monitor that is hidden in the wall of the box. The truck can hit 100 kph on a level road.

 

 

Third Parties