Foe Hammer: Difference between revisions

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== Entrance Chamber ==
== Entrance Chamber ==
The large main chamber has had semi permanent walls placed; they are intended to stand, but can be collapsed rather eaisly in the event the directorate needs to move but still has time to get things ready. Alternative, they can be made to fall upon any unfortunant intruders. A straight path through is still available, in the event that moving quickly is necessary. This ends with the main chamber being divided into three sections; two large sections on either side, divided into four rooms each, with a path down the middle, roughly five standard humans wide (though it would be uncomfortable to actually walk through it with five people side by side).  
The large main chamber has had semi permanent walls placed; they are intended to stand, but can be collapsed rather eaisly in the event the directorate needs to move but still has time to get things ready. Alternative, they can be made to fall upon any unfortunant intruders. A straight path through is still available, in the event that moving quickly is necessary. This ends with the main chamber being divided into three sections; two large sections on either side, divided into four rooms each, with a path down the middle, roughly five standard humans wide (though it would be uncomfortable to actually walk through it with five people side by side).  
The rooms themselves are multi purpose; they can serve as impromptu barracks, short term prisons, a medical bay, ect. Usually, they serve as recreation for the support staff within Intel; it keeps them away from what they don't need to know, and keeps them from going crazy. This is true except for one closest to the door on the west side; this room is always carefully ignored by the saff. The effect is purely psychological; if any intruders begin to clear out the rooms, they will become worried about the one empty room, rather than pay all attention toward the people shooting them.  
The rooms themselves are multi purpose; they can serve as impromptu barracks, short term prisons, a medical bay, etc. Usually, they serve as recreation for the support staff within Intel; it keeps them away from what they don't need to know, and keeps them from going crazy. This is true except for one closest to the door on the west side; this room is always carefully ignored by the saff. The effect is purely psychological; if any intruders begin to clear out the rooms, they will become worried about the one empty room, rather than pay all attention toward the people shooting them.  




== Directorate General's Personal Room ==
== Directorate General's Personal Room ==
Used by the current Directorate General whenever he or she is within the base (though the nature of the branch would mean that this is rare). The room itself is highly customizable, though there are some permanent fixtures. The desk at the back of the room acts as a control center, allowing the D. Gen to manipulate all the electronic aspects of the base, including the walls within the main chamber. Infact, the desk itself is not truely a desk (as the name might imply) but actually a fixture of the building itself, the bottom being part of the floor.  
Used by the current Directorate General whenever he or she is within the base (though the nature of the branch would mean that this is rare). The room itself is highly customizable, though there are some permanent fixtures. The desk at the back of the room acts as a control center, allowing the D. Gen to manipulate all the electronic aspects of the base, including the walls within the main chamber. In fact, the desk itself is not truly a desk (as the name might imply) but actually a fixture of the building itself, the bottom being part of the floor.  


In addition to the 'desk', the room has several trap doors and escape hatches and many turrets (The D. Gen may hold his masters distaste for droids, but until he can indoctrinate his own batch of loyal citizens, he prefers programing to the thought that the ones operating the turrets may, in fact, not be his). Behind the desk is a special escape route which the Dark Jedi of the Directorate know about, as well as most former members, but is hidden from all but the most important non force users, in order to manipulate them into a sort of a 'last stand' mentality if under siege.  
In addition to the 'desk', the room has several trap doors and escape hatches and many turrets (The D. Gen may hold his masters distaste for droids, but until he can indoctrinate his own batch of loyal citizens, he prefers programing to the thought that the ones operating the turrets may, in fact, not be his). Behind the desk is a special escape route which the Dark Jedi of the Directorate know about, as well as most former members, but is hidden from all but the most important non force users, in order to manipulate them into a sort of a 'last stand' mentality if under siege.  
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Everything they will hear and see in this room will never leave it. After they have finally made it inside, the first  and biggest area he will see is the training room. There is a training ring for teaching and practicing close-combat, hand to hand, or training stealth attacks with concealed weapons like knives and small swords. On the edge of the room is a massive rack with all sorts of melee weapons and firearms that can be used on the R&CA shooting range. There is also a small improvised medical center with medical droids for treating injuries incurred during training.  
Everything they will hear and see in this room will never leave it. After they have finally made it inside, the first  and biggest area he will see is the training room. There is a training ring for teaching and practicing close-combat, hand to hand, or training stealth attacks with concealed weapons like knives and small swords. On the edge of the room is a massive rack with all sorts of melee weapons and firearms that can be used on the R&CA shooting range. There is also a small improvised medical center with medical droids for treating injuries incurred during training.  


On the right hand is the officer room. This is where all the reconnaissance , sabotage and assassination missions are planned. There are nine chairs for all the members off the R&CA around a big oval table. In front of every seat is a holopad where they can individually project info on maps or missions specific for that person in front of it.  In the middle of the table is a big holopad where constantly a AI hologram is presented for asking questions and looking into databases.  
On the right hand is the officer room. This is where all the reconnaissance, sabotage and assassination missions are planned. There are nine chairs for all the members off the R&CA around a big oval table. In front of every seat is a holopad where they can individually project info on maps or missions specific for that person in front of it.  In the middle of the table is a big holopad where constantly an AI hologram is presented for asking questions and looking into databases.  




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[[Category:Former Plagueis Locations]]
[[Category:Former Plagueis locations]]

Latest revision as of 22:53, 19 July 2016

The Jedi were real?
This article is part of the history of Clan Plagueis and isn't part of current events.
Please do not remove this tag or the contents. These articles exist for historic purposes.


Foe Hammer
General information
Constructed:

27 ABY

Destroyed:

36 ABY

Location:

Shintera

Builder:

Plagueis

Physical specifications
Population:

Jusadih Intelligence Directorate

Usage
Era:

Dark Jedi Brotherhood Era

Affiliation:
[ Source ]


The Foe Hammer installation was a former facility in service of House Plagueis, and existed for the usage of the Jusadih Intelligence Directorate. In the past, it was used for Jusadih special ops training (both Foxtrot and otherwise), and then for training within House Exar Kun. It now serves as the closest thing to a central base that the secretive nature of the Directorate allows.

Suspended on the canyon walls, it was only accessible via turbolifts and one large supply lift. Upon entrance one finds themselves standing within the vast, sectioned entrance chamber. At the back of this chamber, a large two-part door leads to the inner base, composed of a hall that leads to the mess hall, barracks, the R&CA headquarters, and a passage to the third hallway. This hallway holds the DAG headquarters, the S&I Center, and, at the end, lies the Directorate Generals personal room, so that he will have something should he be on base.


DAG Headquarters

In accordance to the informal but assumed tenants of the Foe Hammer's various rooms, the armory has no exact singular purpose. Refit for the Intelligence Directorate, it now holds numerous occupants in a relaxed atmosphere. Formerly, it served as the warehouse of all weaponry and technology utilized by Dark Jedi and the Jusadih Military armed forces. Agents are often found in the armory, chatting and enjoying various holo units that provide an assortment of recreational value. From video games to holonet broadcasts, there is little to be missed in this room.

The armory is furnished as comfortably as the rest of the facility, or rather, generally speaking. While durable and comfortable, nothing extravagant is in sight within this room. While it could be argued that the holo units are rather luxurious, they are also set as a requirement. Their intended purpose is to be utilized by agents to screen information broadcasted on their various channels and studied for any sensitive information. However, that is rarely the case as they maintain a status as an effective staple in the attempt to provide a comfortable atmosphere for some of the most stressed and weary individuals in the military. As it serves the DAG, it retains its old usage through hidden weapons and armor, though these would usually only be used by the DAG save in an emergency.


Entrance Chamber

The large main chamber has had semi permanent walls placed; they are intended to stand, but can be collapsed rather eaisly in the event the directorate needs to move but still has time to get things ready. Alternative, they can be made to fall upon any unfortunant intruders. A straight path through is still available, in the event that moving quickly is necessary. This ends with the main chamber being divided into three sections; two large sections on either side, divided into four rooms each, with a path down the middle, roughly five standard humans wide (though it would be uncomfortable to actually walk through it with five people side by side). The rooms themselves are multi purpose; they can serve as impromptu barracks, short term prisons, a medical bay, etc. Usually, they serve as recreation for the support staff within Intel; it keeps them away from what they don't need to know, and keeps them from going crazy. This is true except for one closest to the door on the west side; this room is always carefully ignored by the saff. The effect is purely psychological; if any intruders begin to clear out the rooms, they will become worried about the one empty room, rather than pay all attention toward the people shooting them.


Directorate General's Personal Room

Used by the current Directorate General whenever he or she is within the base (though the nature of the branch would mean that this is rare). The room itself is highly customizable, though there are some permanent fixtures. The desk at the back of the room acts as a control center, allowing the D. Gen to manipulate all the electronic aspects of the base, including the walls within the main chamber. In fact, the desk itself is not truly a desk (as the name might imply) but actually a fixture of the building itself, the bottom being part of the floor.

In addition to the 'desk', the room has several trap doors and escape hatches and many turrets (The D. Gen may hold his masters distaste for droids, but until he can indoctrinate his own batch of loyal citizens, he prefers programing to the thought that the ones operating the turrets may, in fact, not be his). Behind the desk is a special escape route which the Dark Jedi of the Directorate know about, as well as most former members, but is hidden from all but the most important non force users, in order to manipulate them into a sort of a 'last stand' mentality if under siege.

The various trap doors and escape hatches currently do not lead anywhere, and are actually hiding places. The current D. Gen is attempting to create at least three personal escape routes for the event that he may be trapped inside. He currently does not have any plans on releasing this information to the next D. Gen, instead preferring to let them find out themselves.


R&CA Headquarters

The Foe Hammer facility has a maximum security area with a very large steel door with big hinges that only unlocks when passing through a retinal scanner. Past this door, there is the middle room. A scanner is located that verifies if the person standing in front of the scanner matches the DNA profiles in the system. When this is correct, the laser grid in front will shut down and a massive slide-bar bracket will slide open. After going through this door, the individual is reminded of the oath that every member of the R&CA has made before joining.

Everything they will hear and see in this room will never leave it. After they have finally made it inside, the first and biggest area he will see is the training room. There is a training ring for teaching and practicing close-combat, hand to hand, or training stealth attacks with concealed weapons like knives and small swords. On the edge of the room is a massive rack with all sorts of melee weapons and firearms that can be used on the R&CA shooting range. There is also a small improvised medical center with medical droids for treating injuries incurred during training.

On the right hand is the officer room. This is where all the reconnaissance, sabotage and assassination missions are planned. There are nine chairs for all the members off the R&CA around a big oval table. In front of every seat is a holopad where they can individually project info on maps or missions specific for that person in front of it. In the middle of the table is a big holopad where constantly an AI hologram is presented for asking questions and looking into databases.


S&I Center

One of the most ominous rooms in the Foe Hammer is arguably the communications room, which performs in a fashion conflicting with its name. This room, instead of handling communications, is poised and established with the sole purpose of processing information and analyzing it; whether receiving the information, intercepting, or otherwise, this is the heart of all analyzation for the Foe Hammer, and perhaps the entire Intelligence Division. While this seems like a very exceptional and intimidating responsibility, when entering the room, it would sometimes appear otherwise. Intelligence Analysts work on hectic schedules on very boring and mentally taxing work.

With this in mind, officers ensure that their men are regularly rested. This means there are always people being cycled through the comm room to relieve analysts of their duties temporarily, or to otherwise assist in the performance or status of these hard working agents. The room is relatively large, fit with rows of computers each tasked by an intelligence agent who reviews everything and anything that appears on the computers. Many of these men are not fully trained, but instead just attain data and send it to an officer who is trained to analyze the data properly and fit it into a dossier. This room could very well be considered one of the most active within the entire Foe Hammer.