Hoget Sector Headquarters

Hoget Sector Headquarters, or Hoget Base as it is called, is a huge, ovoid construct left from the previous masters of Hoget Sector. At each of the poles is an opening to enter the two, cavernous docking bays, each of which is large enough to house a dozen Imperial-class Star Destroyers with ease. Numerous airdocks with magnetic atmosphere seals branch off the docking bays, the two largest measuring roughly four kilometers long, two wide and one and a half tall. The addition of heavy environmental coils and humidity management systems means that all but the most massive Imperial warships may be repaired without the use of pressure gear.

On either side of each of the openings is a large turret housing a massive rail gun capable of destroying medium sized cruisers twice as far as you can with turbolasers. These four massive guns are supplemented with lasers, ion cannons and tractor beams. It interesting that the original owners used equal numbers of guns in different sizes, one from each pair obviously intended for capital ships, and the other for light gunboats and fighters. These are supplemented by a minimum of four wings of TIEs, one each of Skiprays, various shuttles and customs ships.

Like all of the Ruins, Hoget Base was in remarkably good condition when surveyed by the Old Republic. When the Empire decided to refurbish it or use as a military headquarters, it took less than a year. The powercore had to be refueled, and while it does not conform to any Imperial models, it is at least as safe and efficient. The environmental systems, again, merely needed refilling, and the chemical requirements were easily enough to determine. The hardest part was refitting the airdocks with Imperial standard ship building equipment. One example of how this was built, was that original sensors and short range communications systems were still functional once they had power

One thing that was incredibly resistant to the conversion was the computer systems. To date, not a single Hogetian computer has given up one file. The mainframe at Hoget Base is no exception. All attempts reformat it have also met with failure. The one attempt to remove it caused the powercore to enter a power spiral that would have cause the station to self destruct in ten minutes. Obviously, it was not intended for the computer to ever be removed. Separate, parallel computers have been installed, one for military use, and one for general use. New terminals have sprung up next to old ones, and the original command bridge sealed off. Interestingly enough, the system has not rejected having new mainframes spliced into the original data trunks.

With over a million cubic kilometers of volume, there are tens of thousands of kilometers of corridors that have not yet been explored. An area must first be explored by a party, then mapped by the Imperials, before the turbolifts will stop in that region. In fact, there are whole levels that are still unexplored. Stories speak of strange droids and animals that roam those halls, technology well in advance of what the Empire possesses, pirate treasure, secret Rebel bases, even colonies of Hogetians. One of the favorite past times of those who live on station is to explore the halls. Not all of the intrepid adventurers have come back....

Military Sectors

Hoget Base is military by mission. It is the heart of the Empire's presence in the Hoget Sector, housing the Moff's office, thousands of troops and storage for hundreds of military ships and vehicles. It is protected at all times by a Heavy Squadron (skirmish) of capital ships, including a Victory Star Destroyer, and an ad hoc Battlegroup, composed of a Line regiment, an Assualt regiment, a battalion each of Naval troops and stormtroopers, and a single COMPForce company. They are supported by the equivalent of a company of Customs troops, the Sector Rangers' office (usually 3-8 field agents are on station) and 2 platoons of Hoget Marshals. Also, all troops in transit in and out of the Hoget remain at the station for a few weeks of R&R and for briefing/debriefing, as do many units transferring between worlds. There is also usually a line or better of naval forces on R&R.

The offices of the Moff are located on board, along with a heavy communications array. This is staffed by a mixture of Naval and Intelligence personnel. While not listed as part of the forces that are assigned to the Base, there is an estimated company of IntSec troopers aboard, with an equal number of their ISB Enforcement counterparts. Several detached units are also housed on station when not in the field, including a platoon each of SpecNav troopers and Jagdtroopers, as well as the three detached Army Special Missions battalions assigned to the Hoget.

Only about 15% of the living and heavy vehicle/weapons storage areas are currently in use, but the rest of the areas stand ready to be used to support a massive influx of new troops on an hours notice. In the current situation, even the lowest ranking troops live in relative comfort by Imperial standerds, with three enlisted meal shifts per day and quarters usually only reserved for low ranking officers (leutentants and captains (Army)) being issued to privates and deckmen (with either a sargent or corporal assigned to each 4-bunk suite). Those who are not on duty, and not under restriction, are allowed to roam the civilian areas, so long as they stay in uniform and sign out when leaving the North 60.

There are several areas that are considered "military only". The first of these is the Northern Docking Cavern, which houses most of the capital ships that docked at the station. The upper two thirds of the northern hemisphere are also restricted to Imperial personnel, as are all gunnery stations. A pass key is required, along with a randomly selected voice recognition, retina, dermal ridge, dental x-ray or DNA sampling test, at all of the entrance points. Stormtroopers, SpecNav troopers and Intelligence IntSec troops assigned to the Base have had transponders built into thier armour which allow the portal controls to recognize them and allow rapid passage.

Also included in the "north 60" (as it is called by the base residents) are the detention blocks and the Customs/Rangers office. Any ships that are to be given a "special inspection" by the Customs office, or impounded by the Sector Rangers are to enter through the Northern Docking Cavern, where they are under the watchful eye of every ship in the place. There is a larger office for Customs located at the Southern Docking Cavern, but if you are sent to there, your inspector with only be accompanied by Customs troops, not Navy Infantry or Stormies.

Civilian Sectors

Since the station is so massive, Moff Quillian has decided to open up much of the station to the public. The "Southern Half" is considered the civilian sector, with a population higher than many planets in the Hoget. The original architecuter has been rebuilt in many places, providing artificial green areas and half kilometer high skies in some places. Even though there is a huge area to live in, most people and companies are located in the first hundred and fifty, or so levels up from the south pole (about three kilometers)

The most popular area in the civilian sector is called the Concourse. It is the outer most area of level S53 (53 levels up from the mouth of the Southern Cavern), with it's glassed outer walls. It houses some of the more popular shopping and eating establishments on the base, the local branch of the Bank of the Core, and several hotels. If you can legally purchase it, then you can find someone willing to sell it on the Concourse.

There are several levels of residential areas. While rent is higher than you would pay planet side, it is still much cheaper than it would be on other stations, mostly due to the lack of crowding. It is actually low enough that there are children on the station, with the schools and such that correspond with them.

The typical civilian on the base is employed either in the starports or at one of the factories located on S128, 231 and 140. The three largest are Drearian Defense Conglomerate, Merr-Sonn Mil/Sci and Santhe/Seinar, who even has a TIE plant on station. Smaller plants are located here, including SurvivaTech, Imperial Droid Corp, and a local company called "Hoget Salvage, Inc.", which recovers and refurbishes old equipment left behind by the Hogetians. While there are few difficulties other than getting raw materials into the base, the have been occasions where industrial espionage has gotten out of control, and fire fights have broken out between corporate secutiy forces in the empty levels of the base.

Security is provided by many sources. Imperial troops, Hoget Marshals, Sector Rangers and corporate security have come to an agreement concerning the policing of all but the North 60. Everyone plays nice, and keeps the interagency gunfights in the empty corridors, and the Moff doesn't declare marshal law. If he does, the non-Imperial troops have ten minutes to turn ver their weapons, or be considered suspected Rebellion agents. As a result, most of the corporate partrols are assigned an observer from the Empire, although this assignment changes on a random basis. Due to the massive areas that must be patrolled, the Moff has purchased an assortment of security droids to supplement these personnel, ranging from Stilettos and BT-16to LE-VOs to K-4s.

As per Imperial law, all droids must be fitted with a restraining bolt while on the station. Wookies, Trunsks, Gammorreans and other slave species must keep an ID card with the name and image of their owner in plain view at all times, and accompanied by their owner. Sidearms are allowed on the station, but all longarms, heavy melee weapons (force pikes, taser staffs, and the like), and explosives must either be kept aboard your ship at all times or placed in a Customs security lockup. The fee for being able to leave these weapons aboard your ship is 50cr/weapon/week, doubled for explosives and anti-vehicle grade, non-ship mounted, hardware. The permits for transients carrying slugthrowers, vibroblades and blasters cost 100cr, and are good for one month. There are special permits available for concealed carry, but these are only available to station residents who meet certain requirements and pass a background check.

Docking Caverns

The "Caverns" are located near the poles of the station. They are entered through an oval-shaped opening (called Gateways) that is almost five kilometers in diameter. Through a series of repulsors and limited power gravity field generators, all but the final hundred meters or so of space before you come the floor is in free fall and vacuum. The inside of the cavern is much, much larger than most similar structures, measuring thirty kilometers in diameter at the base, and 5 kilometers deep. The floor has gravity generators which align you coreward. (note: in the Southern Cavern, this means the you are upside down in relation to the rest of the station)

The walls are filled with little nooks and crannies equipped with atmospheric containment shields. These docking bays vary in size from maybe a dozen meters square and four high, to massive holds large enough to hold a trio of bulk freighters with enough ceiling space to stack them atop each other. These are entered through an airlock which feeds into a long hallway.

There are even a few 0-gee airdocks with ship cradles. The largest of these are large enough to house three Imperial Star Destroyers with ease, measuring 4x3x1.5km. One of this size is located in each Cavern, and is considered Imperial military territory. Smaller ones, ranging down to corvette size, are scattered across the walls. Four of the smallest in each Cavern have been converted to hold a wing of TIEs, and there are dozens of hanger bays in the Southern Cavern which are used by the Military to house blastboats, shuttles and transports.

The traffic in the Caverns is controlled by a Flight Office located just inside the Gateways. These are staffed by Imperial officers, and are responsible for granting authorization to land, landing assignments and the other duties assigned to the flight office of any starport. The Southern Flight Office backed up by two platoons of Customs troops, one of Stormtroopers and usually a company of either Army or Navy Infantry troops. Ships are selected at random for customs inspections, as are any that appears to be in violation of Imperial law or fit certain profiles for smugglers and other riff-raf. Any ships that are deemed suspicious enough are sent to the Northern Cavern, where they are met by a senior Customs officer and a platoon of Stormtroopers, who can happily dissect your ship before your eyes if you create enough of a ruckus.

For ships not needing the service of an airdock, and too large to fit into a landing bay or on the Cavern floor, there are several docking arms with universal airlocks scattered across the suface of the station. There are also several small landing bays on the surface, most of which are owned by pro-Imperial corporations, such as Santhe/Seinar, who has a TIE fighter factory just south of the North 60. A few are used by the Empire for covert operations and by Intelligence, while there is one that is jointly owned by the base's wealthiest individuals, and berths thier private yachts. A word of caution- except for the docking arms, the Flight Offices have no control over these facilities. They are private strips which are owned by private entities.

Support Sectors

Like all space stations, Support is perhaps one of the single largest areas. The most important of these is the power core. Located in the exact center, the power core is exactly one-quarter the size of the station itself. The primary generator is the one peice of Hogetian technology that Imperial science ha yet to duplicate- a direct matter-energy converter. This monster is nearly a tenth of the station's volume, eight kilometers tall and 19 wide, with most of that being shielding. To date, an analysis of this technology has not be accomplished, as there is no access portals into the core of the reactor itself other than the fueld feed, and Moff Quillian personally spaced the last man who suggested taking the reactor off line, and cutting a hole in the shielding.

The auxiliary power is provided by a pair of over-large deuterium-lithium fusion generators, very similar in many ways to the much more compact and efficient units used by the Empire. These where also used to prime the main reactor when it was brought back on line approximately ten years ago. They remain in a warm-standby at all times, and can be fully activated inside of ten minutes to provide extra power for defense or to pick up dips in power form the main reactor.

Because or the wide spaces that are unused, Moff Quillian has authorized the refurbishment of the hydroponic farm, aquaculture and meat stable (mostly banthas and nerfs). This means that there is some locally produced fresh food, much of which is bought by the garrison. Troops posted to the Base get a ration of fresh fruits or vegetables every other day, and real meat or fish (usually fish) once a week. (Yet another of the Moff's moral building measures. Ships that are assigned to guard the Base have their share of the fresh rations shuttled out to them.) Troops are assigned to the agricultural facilities as a company punishment (the stables) and/or reward (when you are cooped up on a ship, an acre of zazo beans is a wonderful sight), and volunteers from the forces are encouraged to help out.

Another nice thing about Hoget Base, which was a left over from the original owners, is the environmental system. Most ships, after the water has been circulated a few times, becomes what is known as grey water, and the air picks up that tang of dirty socks and sweaty boots. By using the agricultural areas, in addition to micron filters and activated carbon beds, the water is purified to levels that would normally only be found on luxury liners. Similar filters exist for the air, so you never end up smelling the socks of the guy two doors down.

While support equipment is scattered throughout the station, the vast majority of the bulky machinery is located in the equatorial areas, between 20 degrees South and 20 degrees north. While the outer kilometer or so of these levels is usually used for various purposes (storage space, civilian areas, gunnery bays, etc), this area has been nicknamed the "Mid Forty".

Hoget Sector Headquarters (aka Hoget Base)
Type: Deep Space Station
Temperature: Normal (can be adjusted)
Atmosphere: type I (some areas of type II, IV and vacuum)
Hydrosphere: Normal
Gravity: Normal (variable)
Terrain: urban
Length of Day: 24 standard hours (artificial)
Length of Year: 368 local days (artificial)
Sapient Species: Humans, a few aliens
Starport: 2 Stellar class
Population: 836200 (best estimate)
Planet Function: sector government, trade center
Government: Imperial Moff's Office
Tech Level: Space
Major Exports: Imperial forces (to the Hoget Sector), TIE fighters, small arms
Major Imports: rawmat, high tech, midtech, food


Hoget Sector Headquarters: game stats

model: unique Deepspace Station
era introduced: unknown, pre-Clone Wars
type: Deepspace Station
scale: Capital
diameter: 190km (48 space units)
thickness: 80km (20 space units)
approximate volume: 1,511,385km³ (28940 cubic spatial units)
crew: 6,000 (engineers and maintenance staff)
gunners: 6,440
skeleton: 100/+15 (engineers)
crew skill: Capital Ship Gunnery 5D, Capital Ship Shields 5D, Sensors 6D, Starship Gunnery 5D
passengers: 69,200 (military and intelligence, perminant and transient)
2000 (the Moff's office)
752,568 (civilians, current population)
cargo capacity: 4000 megatons
consumables: thirty years (estimated, at full capacity)
ten years (at current status)
hull: 8D
shields: 3D
sensors:
passive: 200/1D
scan: 500/2D
search: 800/3D
focus: 100/3D+2
note: supplemented by sensor buoys and probe droids
small craft:
300 TIEs (usually 2 Fleet Wings, 1 Interceptor Wing and a Hunter Wing, but they rotate, spplimented by a squadron of TIE/sh and /st local shuttle craft)
46 Skipray Blastboats (1 wing)
46 light and medium shuttles, various types (1 wing)
23 customs vessels, mixed types
over three hundred civilian vessels registered to the station
docking space for thousands of ships of various sizes (150km³ of docking bay space)
weapons:
240 Turbolasers
fire arc: 10/section
crew: 10
skill: Capital Ship Gunnery
fire control: 1D
range: 3-15/35/75
damage: 7D
240 Laser Cannons
scale: Starfighter
fire arc: 20/section
crew: 3
skill: Starship Gunnery
fire control: 2D
range: 1-3/12/25
damage: 5D
120 Ion Cannons
fire arc: 10/section
crew: 10
skill: Capital Ship Gunnery
fire control: 1D
range: 1-10/20/60
damage: 6D
120 Light Ion Cannons
scale: Starfighter
fire arc: 10/section
crew: 3
skill: Starship Gunnery
fire control: 2D
range: 1-3/10/20
damage: 4D
120 Tractor Beams
fire arc: 10/section
crew: 10
skill: Capital Ship Gunnery
fire control: 1D
range: 1-3/12/25
damage: 5D
120 Light Tractor Beams
scale: Starfighter
fire arc: 10/section
crew: 3
skill: Starship Gunnery
fire control: 2D
range: 1-2/8/16
damage: 4D
4 Heavy Rail Guns
scale: Capital
fire arc: Turret
crew: 50
skill: Capital Ship Gunnery
fire rate: 1/3
fire control: 1D
range: 10-20/50/150 (+1D difficulty to hit past 100)
damage: 8D
NOTE: Due to it's massive size, Hoget base is divided into 12 sectors per hemisphere

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