
Security
Key and Small Circle Symbols
Perimeter security is tight, the entire area is fenced off, ten thousand volts constantly running through the fence to keep intruders at bay. Secret monitoring stations are kept at ground level, detecting visual, infrared, heat, anomalies. Each station has an automatic laser and projectile turret and alarm system to stall off any threat until those in authority can deal with it. In some places the perimeter is mined to prevent unauthorized intrusion via sappers. Only league members know where to look for these mine fields. There are manned gun towers at every corner and every 100 meters, each with an NPC guard trained to fire a high caliber machine gun and rain grenades on the first sign of unauthorized intrusion. These guards are all capable soldiers.
Once inside, there is additional security for the main compound. Automated turrets with advanced aiming protocols protect the lobby, and will not fire upon anyone who has access to the league. There is also a manned security checkpoint at the door, and another behind the lobby desk.
CHU Area
Containerized Housing Units
CHUs are moderately-sized metallic buildings designed to hold four personnel semi-comfortably. There is a bed and two lockers per person; any further furnishings such as desks and chairs must be provided by the person living there. There are community latrines and shower areas located throughout the CHU area (separated into male and female latrines). Novice Mercenaries (Private through Lance Corporal) bunk four to a room. Corporal through Master Sergeant, and 2nd Lieutenant through Lieutenant Colonel bunk two to a room. First Sergeant or Colonel and above bunk one to a room. The CHU row closest to Research and Development is reserved for crew members (security level four or higher), and each has its own bathroom with shower.
Departmental Complex
All departments, from Intelligence to Criminal Justice, make their home in this complex. (The only exception being Research and Development, whose needs are too dangerous to allow them to share an area with the others.) Each room is specifically designed to accommodate the needs of that department. There are two sets of stairs and an elevator that lead underground to the War Room.
MWR
Morale, Welfare, and Recreation
The MWR building has all the comforts of home. Sofas, TVs, computers with Internet access (heavily monitored, of course), movie theaters, restaurants, clothing and other misc. shops, electronics stores, and a game room, complete with hands-on games like ping-pong and pool, and all the latest video game consoles (Wii, XboX 360, PS3.)
DFac
Dining FACility or Chow Hall
The dining facility has space to seat the entire League twice over. The food is free to all members of the League...but sometimes leaves something to be desired. Usually taste. Yet the food is high in nutritional content, and occasionally tastes like what it's advertised to be.
Commissary
For those who can't...stomach the food at the Dining Facility, the Commissary offers more...substantial-tasting food at...reasonable prices. Some of the more popular food the commissary offers is the fresh sushi, and the ready-to-grill steaks. The commissary also sells little comforts, like magazines and chewing gum.
Park
Carefully gardened (and enhanced by R&D's plant advancement research projects), the park offers fresh air and greenery to those who want to get a little sunlight and a place to stretch their legs. Litter is heavily monitored, so the area stays very clean. A force field is activated over the park when rain comes down, keeping the area free of mud.
R&D Compound
Research and Development/Department of Magic
The largest building above ground on the complex, this area serves as a testing ground for the Research and Development department, as well as an area recently converted for use for the Department of Magic. It's lack of proximity to more populated areas of the base is important; the type of experiments and inventions that are being tested in there could cause significant widespread harm if used carelessly.
Detention Center
The Department of Criminal Justice
A large holding cell complex used to detain intruders and violators of Mercenary League Code. The cells are not strictly iron bars, as magical seals and force fields are also utilized to keep in even the most powerful or clever of detainees.
War Room
This massive building beneath the departments compound is used for mass meetings or strategy sessions. It is equipped with enough space to hold the entire League's forces with room to spare, an event that would only take place during an Omega-level alarm.
TOC
Tactical Operations Command
A secret area, accessible only by those with a level four or higher security clearance.
