Star Wars Roleplay: Chaos

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Approved Location DeadSpear Arsenal

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Source
OUT OF CHARACTER INFORMATION
SETTING INFORMATION

  • Military Base Name: DeadSpear Arsenal
  • Classification: Heavy Arsenal
  • Location: Pzob
  • Affiliation: Ardgal Raxis owns and runs this through RMIA
  • Population:
    Combat: 10,000 Garrison troops
  • Non-combat (engineers, scientists, technicians, mechanics, maintenance, etc): 15,000

[*]Accessibility: The DeadSpear Arsenal is cut off from society, especially since Pzob is. The base is not common knowledge at all. DeadSpear is not hard to locate from space. However, if a ship approaches even orbit without the proper clearance, they will risk facing defensive fire. The Base rests in the middle of a jungle, aside from the unnaturally perfect clearing made for the base that extends in all directions for a quarter mile. Any approach to Pzob over land covers this jungle (which is hard) and the clearing to it (which is fully exposed).
[*]Description: DeadSpear Arsenal is best described in one term--fortress. The entire place is surrounded by a massive quadranium steel and stone wall. The wall is thick enough for a speeder to cross on, and 25 feet tall. Ultraguard turrets line the wall and guards walk the parpets often. The buildings within the wall are well organized and present a prefect defense range that organized for both defensive purposes and weapon smithing. Buildings are lined in perfect rows on a grid, with defensive embankments along the roofs.
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Source Interior of the Mechanics Bay​

POINTS OF INTEREST
  • Armory: A lovely stockhouse of guns, knives, armor, explosives, and other cool stuff.
  • Landing Pad: There is a massive landing pad on the North end of DeadSpear where 1 ship up to 800 meters in length can land, or any number of ships that really kinda add up to that. In addition to these, as part of the standing garrison, 3 squadrons of Sandhawk-class dropships are stationed at DeadSpear.
  • Command Center: This is the brain of all of DeadSpear. The command center monitors everything, literally everything, in DeadSpear.
  • Medical Center: Using some of the most advanced medical tech, and the personal advice of his lady love, [member="Rashae"], the DeadSpear has a rather sophisticated medical center. The building touts some near-legendary (and expensive) medical gear, a host of bacta tanks, highly trained doctors and assistant medical droids that are kept in pristine condition.
  • Food Stores: DeadSpear has a massive cellar full of dry good foods that will keep pretty much forever. While these nutrient rich foods have everything that most beings need to stay alive (with the exception of more exotic beings, they could die or just not get what they need from eating these foods), they lack a lot of flavor. Like, its almost sort of a hey, can we try eating cardboard next? sorta thing. The food stores contain enough food to keep the base personnel alive and well for up to 3 years in a siege.
  • Mechanics bay: Repairs, overhauls, maintenance.... and general construction. This area is pretty large and takes up both overground and underground space. Here we have a factory area where most of RMIA's war machines are made, its pretty grand. From walkers to tanks to APC, they are all made here in a grand symphony of machinework. But this also includes a rather large area where dedicated mechanics under the grease-stained Mable Simmons to keep DeadSpear's garrison up and running and repair them from pretty intense damage.
  • R&D Lab: Here is a really fun place where we get to test out pretty awesome stuff. From shooting fruit with gravity guns, to atomizing durasteel plates with explosives, there is always something going on here. Its this fantastic and semi-controlled environment where weapons are tested out and refined. There's always something awesome going on here, and the scientists that run this are led by the semi-sane Doctor Checkitov, a man who's love of all things explosive are top shelf.
  • Underground storage: Here is where we keep the crapton of stuff we make before we sell it--or turn it into something to sell. This massive storage facility keeps raw materials like durasteel, quadranium steel, batteries, wires, and all sorts of other things you could ever need to make things that go boom or pow. The secondary area stores all the manufactured goods in bubble wrap when the mechanics bay is done making them before we send em off. After all, if the Sith Lord Edgymus orders 400 tanks, we gotta store them somewhere before he picks em, right?
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Source The interior of the R&D Lab​

DEFENSES
  • Internal security measures: All the buildings in DeadSpear have security, some have higher levels than others. Security around this place range on a scale of 1-10. Level 1 security zones are simple conference rooms, the landing pad, and the simple sorts of places that someone just has to be to conduct business. These zones can be accessed by a simple keycard, nothing else. From there Zones 2-9 are sort of intermittent. Levels 2-3 are accessible by the common foot soldiers, mechanics, janitors, and engineers of RMIA. They aren't too important, and really not too secret agent-y. Levels 4-5 are places were stuff could be kinda broken, like the power generator and auxiliary power generator (which are on separate sides of the base), or the water supply. Levels 6-7 are RMIA's more tech-based stuff, like the R&D development center, or the database that contains the company's patent.s Levels 8-9 are only accessible by the Godkillers, permitted family, and other super important people. Level 10 is only accessible by the big man himself, Ardgal Raxis. These perameters are enforced with heavy scanners (Lifeforms scanners, retinal scanners, finger print voice recognition, etc, etc), Ray shield, check points, gravfield generators, Cabur-class sentry droids, quadranium steel blast doors, security cameras, and regular patrols. To prevent the old "Sir they went up the ventilation shaft" the air vents are too small for anything larger than a rodent to squeeze through.
  • Defensive Shield: The entire place is protected from orbital bombardment by planetary shields, because no one wants to have some squirrelly fool come up and drop rocks on your shinny new speeder, right?
  • Defense Batteries: Ultraguard Turrets line the wall around DeadSpear. In addition, anti-orbital turrets to defend against ships in orbit or coming into atomosphere are built into DeadSpear's infrastructure.
  • Dry Moat: The massive clearing around DeadSpear Arsenal has 5 feet of dirt covering a durasteel plating, and under it a massive, 30 ft cavernous opening. During construction, Ardgal had his workers dig out this massive clearing and lay it over with the covering in with the durasteel plating. This is all pretty normal. Vessels can cross over this without any difficulty, and sensors don't pick up anything strange or largely anomalous. However, there are explosives that can be triggered from the Command Center of DeadSpear Arsenal that send the whole thing tumbling down and opens up the 30 ft gap all the way around the base's opening. These can be triggered across a certain area, or in totality across all areas. This is to be a fantastic last-leg defense against overland attacks.
  • Minefield: The clearing around DeadSpear Arsenal over the Dry Moat is a massive minefeild lined with PlasmaBurst Mines.
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HISTORICAL INFORMATION
DeadSpear Arsenal is a relatively new base, in terms of the galactic standards. Ardgal decided to set his eyes on Pzob to establish the planet as his new military center and base of operations. The remote nature of the planet just made an idea location for RMIA, so that no one could tell him how to do his business. The location where Ardgal first landed, he established a central base of operations and named it DeadSpear. DeadSpear was at first, just a small location, with a few ships and tents serving as temporary barracks. Ardgal knew that if he was going to successfully take the planet, he would need to shore up the defenses of his own base and make it virtually impregnable. But the warrior had a longer eye in mind.

DeadSpear would end up serving as his new headquarter and the general knew that he would probably eventually end up catching someone's bad eye. Afterall, you don't serve as a mercenary against forces larger than you without the knowledge that--you could end up taking the sharp end of the stick too if you weren't careful. So the general did not hold back in shoring up his defenses against forces a lot larger than just an angry rabble of Gamoreans.

RMIA's construction began with clearing out a large swath of the surrounding jungle. Obviously, Ardgal didn't want to have any would be hostiles or wildlife being able to sneak up on the DeadSpear Installation and getting the drop on his troops without any chance of being in some wicked kill zone space. Here the wide half mile of space is pretty wide open, with nowhere to run, hide, or take cover. To make matters worse, the whole place has been meticulously laden with mines in a "blow it all up" sort of thing. If any attackers decide to just charge strait through, well obviously, they would run through some pretty sick mines. If they decided to take the time to disarm the PlasmaBursts, then they would pretty much do so the whole way under enemy fire.

The wall around DeadSpear was the next structure to be build, and in two installations. The first installation was half the size of the current wall, and was only meant to keep out the locals for the time being.

Now, obviously, the DeadSpear Installation has a massive factory that produces most all of RMIA's war machines. Some of these are built for RMIA's private use during their deployments to fight other people's wars--and some of these war machines are distributed to RMIA's buyers like the Commenor System Alliance, private armies, or the Mando'ade, and so on and so forth/ Building this stuff requires a lot of material, and that material has to be stored somewhere. To save on surface clutter and building materials, Ardgal decided to dig underground, and provide ample storage for all the raw materials that RMIA brings in to DeadSpear for the creation of their war machines.

After this the General had the barracks built. This was mainly because he didn't feel that his troops needed to continue to sleep in tents and on ship cots. These rooms are clean, efficient, and span several stories. There are separate barracks for the officers, civilians workers (engineers, scientists, mechanics, etc), and the rank and file soldiers. Each have their own security levels and so on.
 

Zeradias Mant

Democracy Dies in Darkness
[member="Ardgal Raxis"]

SETTING INFORMATION
  • The military base name field is blank
  • Please link the planet the base is located on
DEFENSES
  • You reference 'anti-orbital turrets' in addition to the ultraguard turrets. Please link a Factory sub or Wiki page to which kind of turret you are referencing.
HISTORY
  • For a privately-owned base of such a scale, please add at least a paragraph to the history justifying the very high defenses. Please elaborate beyond being prepared for all scenarios.
 
[member="Zeradias Mant"]

Sure I can do that, man. Would it help if I also linked this thread, where a friend and I work out the details IC-ly? We both wanted to get a business thread out of the way for our expansions and stuff, its where I got the idea to sub this base (be it so belatedly after the completion :D).
 

Zeradias Mant

Democracy Dies in Darkness
[member="Ardgal Raxis"]

I won't require it, but feel free to add it to the links section. Otherwise, this looks good to go. Let me know when you're ready for me to chalk it up to pending.
 
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