Table of Contents
Maverick Hunter HeadQuarters
Maverick Hunter HQ is a massive building that stands inside Able City. It is numerous stories tall with many floors devoted to specific functions.
Underground
Underneath HQ, there is a massive space with numerous vehicles parked. Most ground based vehicles are stored here (from landchasers to hulking robot rides). There are also a few aircraft stored here too (mostly ones waiting to be serviced or having already been serviced but are awaiting return to the 10th level).
This also happens to be where vehicles get serviced. Hunter HQ has an extremely well equipped garage with 5 bays and multiple technicians working together to keep HQ's fleet of vehicles in working condition. (They don't exactly love most of the Hunters though… Many hunters have throw-away tendencies with vehicles.)
To the right of the building is an entrance allowing ground vehicles to exit. On the left is a launching pad which raises up through the ground and allows aircraft to take off (either vertical take-offs or using forcefields to generate lengthier runways).
First Floor
This houses the main (aka public) entrance to Hunter HQ reception area, which has a large marble-like desk with two or three hunters working the front desk. (Both hunters here are combat trained… just in case mavericks try anything.)
On the left side, there is a massive hall used for awards, public assemblies, lectures, speeches or any sort of gatherings necessary.
At the back of the building there is the emergency entrance leading into medical bays. The medical bays feature 12 operating theatres (10 for reploid only with 2 capable of both human and reploid). Plus a small supply room full of parts for reploids. (If they need more or specialized parts they get them from R&D labs.) The medical bay also has a small teleportation room that links to the main one on the 9th floor. (This allows the teleportation room to deliver injured parties right to the medical bay.)
Second Floor - Dorms 1
The second floor is composed only of dormitories.
The rooms here are generally small, each is outfitted with a desk and computer terminal that links to Hunter Database, a bed and a locker for storage. Some units have showers, others do not. (Certain ones share communal showers sections. )
Third Floor - Training Room
This floor houses the absolutely massive training simulator. It is a single room inside the floor with hallways all the way around it. There are 4 entrances to this room, each having a large pneumatic seal to lock air in. These doors are blast resistant from both sides.
Inside the training room, at the back is the control room. It is elevated 20 feet so that the operators can view everything going on inside this room.
By default the training room has white-tiled walls with no real defining features. Though when activated this room projects holograms and forcefields to create virtually anything. This allows the room to simulate past opponents and battlegrounds. Individual users also are given the option to create pre-set training programs to test themselves in certain scenarios (either for them or against them). Most hunters have at least 1 training program they've created. A popular side game for hunters is to create training simulations to challenge their fellow hunters.
Fourth Floor - R&D
This floor houses 20 in-house research and development labs. Each lab comes fully stocked with tools and computers allowing developers to work efficiently.
This section also houses 10 external research and development bays. These are labs not currently in use by existing hunter developers and are granted for on-site testing/development of Hunter-contracted developers.
This level also houses a large weapons armoury, featuring many weapons purchased or created for Hunters. In the very back of the armoury is a special R&D weapons section for housing prototype weapons that have not yet officially passed testing (or are pending trials). Most hunters (virtually all except R&D workers) do not have access to the prototypes room.
Fifth Floor - Servers
The fifth floor is consumed entirely by servers. This holds the majority of the Hunter's computer network. This level of the building is heavily fortified and protected. Each wall is protected by internal forcefields, preventing explosives or high power artillery from penetrating. This level has the capability to survive the weight of entire building collapsing upon it all at once.
After the events of Chaos Advent, where unauthorized users were able to gain access to the server room, security tightened considerably on this level. It now has numerous extra security measures to prevent unauthorized access including: facial scanning, ID card checks, voice confirmation and secret password entry.
Sixth Floor - Dorms
This is the second level of dorms. Features as many rooms as the previous floor.
Seventh Floor - Navigators
The 7th floor houses the Navigators control room. This is where the navigators use extremely advanced and sensitive electronics to monitor Hunter teams. Because of the sensitive nature, this floor has numerous noise filtering technologies to prevent noise from the outside or even other floors from reaching here. This level features sophisticated electronic counter measures to prevent spying on what goes on here. (Most radio frequencies within this level are jammed, thus preventing signals from being sent out or from receiving signals. Thus necessitating special hunter issue communication frequencies be used on this level, and these frequencies are heavily monitored for any abnormal usage.)
Many reploids hate this level because it jams their other comm unit frequencies making them feel out of touch with others.
Navigators are given their own terminal with multiple screens in front of them. Each terminal is specially coded and keyed to navigators to make viewing without the proper descrambling code impossible, meaning video cameras designed to record screens only get blank or jumbled messes. Though navigators can temporarily disable this security… but it gets logged whenever this happens and a reason has to be provided.
Eighth Floor - Administration
This is where all of Hunter HQ's officer workers are. These are the accountants, managers, public relation officers and other staff that help ensure Hunter HQ (and the entire network of Hunters) operates.
This level houses the leader's office also, which overlooks parts of the city. Which tends to have a great view of the sunset.
Ninth Floor - Mission Staging
This level is where hunters go to get ready for missions. It features several briefing rooms (each with a computer and electronic counter-measures similar to the navigator's floor), a small armoury stocking weapons and commonly used items Hunters may need, a terminal with access to the Maverick Power Database for weapon selection and of course the teleportation room.
The teleportation room is at the back of this floor (directly over the teleportation room in the medical bay to be precise). This room has 4 operators on to assist in teleporting users to where they need to go.
Tenth Floor - Aerial
This level is where most of the aerial vehicles are stored when not being serviced. Vehicles here can be launched in a hurry by opening the walls of Hunter HQ (like drawbridges) and using them as runways. Though they are most commonly loaded onto either of this floor's lift elevators (one is at the front, another at back of this level) and raised up through the roof to be launched.
Roof
The roof has several small instruments for gathering data plus satellite dishes uplinking HQ to their network and relaying communications and other data (though these instruments/dishes are only third level backups, there are others on the side of the building that are used primarily).
This is also where vehicles are usually launched from. The railing at the front and back retracts into the building so vehicles can