Star Wars Roleplay: Chaos

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Approved Location Undercity HoloNet Hub

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OUT OF CHARACTER INFORMATION

SETTING INFORMATION

[*]Accessibility: There are four large blast doors that allow entrance into the district the Undercity HoloNet Hub encompasses. These doors are flanked by both anti-infantry and anti-armor turrets and rarely open. No one unassociated with the Helix Syndicate or the Cabal are given clearance to enter the HoloNet Hub, though rumors of secret entrances seem to persist...
SECURITY

Strolling through the streets of the Undercity HoloNet Hub, it would be understandable to think that it is under some sort of military occupation. Anti-infantry and anti-vehicle turrets are commonplace at crucial street junctions throughout the HoloNet Hub. Droid patrols can frequently be seen crossing down these streets - constantly on alert for trespassers.

The roads closer to the Hub’s central control core are patrolled by a mix of Syndicate Shock Troopers and war droids. The junctions that lead into the central control core are kept blocked off by magnetically sealed, ray-shielded blast doors. Once past those, there is the familiar mix of defense turrets and the added supplement of two Impervium-armored Mk. II war droids. Away from the control core, defenses are more mundane and standardized. Droids are relied on more than the Shock Troopers and the Mk. IIs in the other blocs are without the extra protection Impervium affords.

Gaining access to most of the HoloNet Hub requires a special ID card. More vital locations will require a retinal scan. Security cameras are also commonplace both in the streets and inside of buildings. These considerable defenses are monitored and maintained from the security control center in Bloc 3. Which, as it happens, is also blocked off by a magnetically sealed, ray-shielded set of blast doors.

It is worth noting that, thanks to the original tactics used to hijack the district from its previous occupants, many of the defense elements have been outfitted with ionization buffers. These prevent premature deactivation from both traditional Ion weapons and electromagnetic pulses.

DESCRIPTION

Prior to the Battle of Network Access, the organizations that managed the district had one thing in common: a collective lack of technical skill and manpower necessary to administer this behemoth of a communications array. Now all this has changed, as Helix Syndicate money pours in from the Pentastar Alignment to affect a refurbishing initiative previously unheard. It was not long into this process that the Syndicate stopped calling the district “Network Access” and began referring to it as the Undercity HoloNet Hub.

Unlike its sister site in Harnaidan, the Undercity HoloNet Hub is not a single building but a sprawling district made up of eight nodes across four blocs. Each bloc is anywhere from one to four buildings in its own right. Aside from the nodes themselves, there are some warehouses and leisure areas, but these are not very lavish or important locations. Warehouses are used to store food and supplies while the leisure areas, mostly bars and cafeterias, give employees someplace to go during their union-mandated breaks. There are even some apartment complexes for those who prefer to work on-site, but these are small and generally spartan.

The physical layout of the Undercity HoloNet Hub is nothing to get excited about either. The four blocs are arrayed two by two, connected by open streets. The junctions that lead to different blocs are, of course, manned security checkpoints with a number of defensive measures. Navigating the Hub on foot is something of a pain, as debris and refuse still clog much of the street (not accounting for stray wildlife either), so most employees prefer to get around through a shuttle service the Syndicate has provided.

Shuttles are not the only vehicles to be encountered in the streets either. Each bloc has a pair of Satyr-Class Scout Walkers to patrol the streets. In addition to the Scout Walkers, Bloc 4 has its own Minotaur-Class Assault Walker.

POINTS OF INTEREST
  • Bloc 1: Databanks
    Node 01: HoloNet access node. This node monitors the HoloNet activities of all HoloNet users whose connection passes through this node. Activity is immediately recorded and sent to one of the Databank nodes.
  • Node 02: Databanks. This node serves as a gargantuan storage unit for the volumes of data constantly being processed by the Holonet Hub.

[*]Bloc 2: Databanks
  • Node 03: HoloNet access node. This node monitors the HoloNet activities of all HoloNet users whose connection passes through this node. In this case, most of Hutt Space. Activity is immediately recorded and sent to one of the Databank nodes.
  • Node 04: Communications node, planetary. This node monitors and processes communications that are transmitted from somewhere on Nar Shaddaa to another place on Nar Shaddaa. For deciphering encrypted communications, an Aurelius-Class Decryption Engine is utilized.

[*]Bloc 3: Security Center
  • Node 05: Databanks. This node serves as a gargantuan storage unit for the volumes of data constantly being processed by the HoloNet Hub.
  • Node 06: Communications node, interplanetary. This node monitors and processes communications that are traveling between two different planets. For deciphering encrypted communications, an Aurelius-Class Decryption Engine is utilized.
  • Command Center: This “node” features the primary command and control center for all of the Undercity HoloNet Hub’s security forces. It also features an armory and a series of maintenance garages for both droids and vehicles. It is the most defended point of the HoloNet Hub.

[*]Bloc 4: Control Core
  • Node 07: This node is the nerve center for all the activities carried out by the other nodes. This node contains a connection to the HSNET so as to maintain communications with the rest of the Helix Syndicate. An H01 Artificial Intelligence (codenamed Newton) is present here to assist in coordinating activities.
  • Node 08: Databanks. This node serves as a gargantuan storage unit for the volumes of data constantly being processed by the Holonet Hub.

HISTORICAL INFORMATION

Once called Network Access, the Undercity HoloNet Hub changed hands repeatedly as the balance of power in the region shifted. Most recently it was held by a joint concern of private security companies on the payroll of various Hutt crime lords. This changed when an enigmatic entity known as the Collective appeared from nowhere and, despite all the odds, took control of the entire district. This was, of course, incredibly displeasing to the most powerful Hutts on the moon. A gaggle of humans who nobody knew or controlled now had unfettered access to their communications.

This had to change.

Gorba the Hutt took the opportunity to lead the effort, contracting a variety of entities from various points in the galaxy in addition to his own retainers and those of other Hutt collaborators. The Collective fled Network Access before it could be completely destroyed, leaving the district in Hutt hands once again. Very briefly. One of the allied organizations gathered by Gorba, the Helix Syndicate, decided to take control of Network Access for itself. Its first order of business was to stop calling it Network Access and start calling it the Undercity HoloNet Hub. You know, for consistency with that other one they already owned.

Having exhausted quite a bit of money on the battle and wary of conflict with Gorba’s ruthless allies, the other Hutts decided not to protest the transferring of the vital HoloNet Hub from one gaggle of human foreigners to another gaggle of human foreigners. The Syndicate cooperates amicably with the various Hutts as they operate the HoloNet hub. Which is to say that, as long as you pay the relevant protection fees, the Syndicate won’t spy on you at the behest of your rivals.
 
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