Difference between revisions of "Policetown Tower"

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(BUILDING LAYOUT)
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<br>'''Subfloor S1''' - The first sub-floor houses the forensic labs, autopsy room and the morgue.  If it is dead, it goes here first for examination.
 
<br>'''Subfloor S1''' - The first sub-floor houses the forensic labs, autopsy room and the morgue.  If it is dead, it goes here first for examination.
 
<br>'''Subfloor S2''' - This floor is off limits to unauthorized personnel.  It houses the tower's main power generator systems and the secondary backups.  Anyone without proper ID and security will be detained post haste.
 
<br>'''Subfloor S2''' - This floor is off limits to unauthorized personnel.  It houses the tower's main power generator systems and the secondary backups.  Anyone without proper ID and security will be detained post haste.
<br>'''Subfloor S3''' - The deepest darkest part of the tower is home to the building's shield generator room and the magic nullification chamber as well as Team Warrior's meeting room and computer center.  See the section of security for further information.
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<br>'''Subfloor S3''' - The deepest darkest part of the tower is home to the building's shield generator room and the magic nullification chamber as well as Team Warrior's meeting room and computer center.  See the section of security for further information.  This place is also very very bad for you to be if you are not authorized.
  
 
== External Defenses ==
 
== External Defenses ==
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The exterior of the building has multiple layers of external defenses to protect the structure from attack.  The first line of defense, if active, is a shield system that provides protection from energy based weapons, much like the shields of a starship. The shields are powered by the shield generators located on Sub-Floor 3 inside the tower.  The shields are not quite as effective at keeping projectile based weapons such as cannon rounds, rockets and missiles out.  For those kinds of attacks the building must rely on it's thick Duracrete(tm) armor and reinforced plate steel armor layers underneath. The armor can handle impacts from up to 155mm howitzer rounds and can defeat most anti-tank missiles.  Repeated strikes in the same location can quickly take their toll though and allow for penetration into the building interior, if the attack is around long enough to continue concentrated fire on the same spot.
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<br>The top of the tower has additional defensive systems design to handle air threats.  These consist of four separate ''Phalanx 20mm point-defense turrets'' capable of tracking high-speed missiles and aircraft.  They can engage targets up to 2 miles away with a 6000 round per minute fire rate.  If that doesn't knock the threat from the sky two ''AAD-8 Rising Sun SAM'' launchers packing 8 missiles each can track and fire on targets up to eight miles away.  Each missile packs enough firepower to knock a large bomber class aircraft from the sky.
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== Internal Defenses ==
  
  
 
[[Category:Locations]]
 
[[Category:Locations]]

Revision as of 06:24, 4 June 2016

Police-Town2.png

If ever you wanted to know what justice looked like wonder no more. At the heart of the downtown area of Neo-Tokyo City is the impressive Police Town Tower. This beacon of law and order was built fifteen years ago and replaced the outdated and tiny NT Police building that once occupied the block. It was quickly realized that the normal police structure and equipment used to help enforce law in the city that never sleeps was not going to be up to par with the flood of super powered and super weird criminals flooding into the reality. Funding was extremely tight and city planners doubted they could do anything to upgrade the police force that was constantly getting it's butt handed to it by criminal elements until one day a mysterious benefactor donated an insane amount of money to the city with the strict caveat that it was to be spent on upgrading the police infrastructure of the city and prepare it meet the standards of today's super criminals and other weirdness. Over the course of a year the forty story sky scrapper of justice slowly rose into the skyline and there it remains today.


BUILDING LAYOUT

Police-Town-Floors.png

The Tower is forty stories tall though not all the floors have a separate designated use nor have they been created. Some of it is just administration. Some of the floors are used to serve as the maximum security prison. The below diagram to the left roughly lays out what floor's have active rooms you can go to and what's on that floor.

Floor 1 - This floor houses bookings, the waiting room, the holding cell, briefing rooms for the officers and many of the offices of the ranking police officers.
Floor 2 - This floor has the notorious cafeteria, Olympic pool, gym, showers and locker rooms as well as the firing range.
Floor 3 - This floor is where bad guys go to get interrogated. It also houses the evidence storage vault and equipment requisitions departments.
Floor 4-20 - This is the maximum prison. Floor after floor of cells hold some of the worst scum NT City has ever experienced. These floors have some of the highest level of tech and security in the building. (explained in detail below)
Floor 21 - This floor is home to Section 9 which handles intelligence gathering and special espionage units. This place is referred to by other office as the Spooks.
Floor 22 - This floor is for Internal Investigation Services aka Internal Affairs. These cops make sure other cops are staying on the straight an narrow and weed out corruption in the force.
Floor 23 - This floor is dedicated to the hardworking people that keep the police books balanced and handle all damage claims.
Floor 25 - 911 Dispatch Call Center. Enough said. You call in for help, this is where the call goes. From there dispatchers can send out the appropriate response teams.
Floor 30 - This floor is off limits to unauthorized personal. This floor controls all the security in the building and outside the building. Seeing the section on building security for details.
Floor 31 - This floor is home to the AMP; Attacked Mystification Police. These guys handle all the scary supernatural cases and can also go toe to toe with criminal mages of the city. This floor is referred to as the Twilight Zone by other police departments.
Floor 35-40 - These floors are home to the G-Police, the Airforce of the Neo-Tokyo police. The 35th floor houses their offices, briefing room and pilot locker rooms. The other floors store their various flying machines which are then lifted onto the roof by moving platforms.

There are also three sub-floors under the tower that are not talked about the often and are not shown in the diagram.

Subfloor S1 - The first sub-floor houses the forensic labs, autopsy room and the morgue. If it is dead, it goes here first for examination.
Subfloor S2 - This floor is off limits to unauthorized personnel. It houses the tower's main power generator systems and the secondary backups. Anyone without proper ID and security will be detained post haste.
Subfloor S3 - The deepest darkest part of the tower is home to the building's shield generator room and the magic nullification chamber as well as Team Warrior's meeting room and computer center. See the section of security for further information. This place is also very very bad for you to be if you are not authorized.

External Defenses

The exterior of the building has multiple layers of external defenses to protect the structure from attack. The first line of defense, if active, is a shield system that provides protection from energy based weapons, much like the shields of a starship. The shields are powered by the shield generators located on Sub-Floor 3 inside the tower. The shields are not quite as effective at keeping projectile based weapons such as cannon rounds, rockets and missiles out. For those kinds of attacks the building must rely on it's thick Duracrete(tm) armor and reinforced plate steel armor layers underneath. The armor can handle impacts from up to 155mm howitzer rounds and can defeat most anti-tank missiles. Repeated strikes in the same location can quickly take their toll though and allow for penetration into the building interior, if the attack is around long enough to continue concentrated fire on the same spot.

The top of the tower has additional defensive systems design to handle air threats. These consist of four separate Phalanx 20mm point-defense turrets capable of tracking high-speed missiles and aircraft. They can engage targets up to 2 miles away with a 6000 round per minute fire rate. If that doesn't knock the threat from the sky two AAD-8 Rising Sun SAM launchers packing 8 missiles each can track and fire on targets up to eight miles away. Each missile packs enough firepower to knock a large bomber class aircraft from the sky.

Internal Defenses

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