INTRODUCTION
The Star Wars 5th Edition roleplaying game is about storytelling in worlds of gritty bounty hunting and militarized political conflicts. This book is designed to add another significant layer to your SW5e experience. The rules are designed to work alongside the traditional SW5e ruleset, and so an experienced player should have no trouble jumping right into the book. For the less experienced-or more curious-player, this Introduction discusses the basics.
Game Master (GM): on the horizon just north of you stronghold, outside of the main gate your stationed guards spot a group of bandits approaching, approxmately 3 squads worth and their commander, a grizzled wookie warlord.
Drew (commanding the stronghold's defenses): I want to sound the alarm right away, and send commands to move all guards deployed on the perimeter wall to focus their attention to the north facing battlements.
Rickey (Commanding squads of Troopers): I’m going to gather about 2 squads of troopers and make my way to the northern gate, ready to engage them when they get close to the walls.
Unlike a game of make-believe, D&D gives structure to the stories, a way of determining the consequences of the adventurers’ action. Players roll dice to resolve whether their attacks hit or miss or whether their squads of troops can break the enemies siege, or which army wins a given engagement. Anything is possible, but the dice make some outcomes more probable than others.
Game Master (GM): OK, one at a time. Drew you want to move all the guards on the walls to the north side
Drew: Yeah, let's do it.
DM: Okay, but they wont be in firing position until next turn, Rickey you want to collect 2 squads and enter formation in the courtyard on the other side of the northern gate?
Rickey: yeah i want them in a tight wedge formation, so as soon as the enemies are within firing range we can use the attack-move maneuver to get the troops outside, and engage with the enemy as soon as possible.
DM: Sure, it'll take you a few rounds to get organized, so Drew, want to roll the attacks for your 4 squads on the walls now that they're in position?!
Rickey (rolling the d20): Ugh, no rolls higher than an 11. . Does that hit?
DM: Your troops piled on the battlements struggle to get accurate shots in, barely missing the warband as they march in loose formation towards the strongholds gate.
In the Dungeons and Dragons game, each player creates an adventurer (also called a character) and teams up with other adventurers (played by friends). Working together, the group might obtain a freighter and take to the stars, expanding the scope and potential of their game. They might become pirates, the scourge of the Outer Rim, or they may accept missions from a leading faction. They may become smugglers, taking jobs as they see fit, or become bounty hunters in the employ of a powerful hutt.
One player, however, takes on the role of the Game Master (GM), the game’s lead storyteller and referee. The GM creates adventures for the characters, who navigate its hazards and decide which paths to explore. The GM might describe an ongoing naval battle, and the players decide what they want their adventurers to do. Will they choose a side and join in the combat? Will they attempt to mediate a truce? Or will they simply choose a new destination?
Then the GM determines the results of the adventurers’ actions and narrates what they experience. Because the GM can improvise to react to anything the players attempt, D&D is infinitely flexible, and each adventure can be exciting and unexpected.
The game has no real end; when one story or quest wraps up, another one can begin, creating an ongoing story called a campaign. Many people who play the game keep their campaigns going for months or years, meeting with their friends every week or so to pick up the story where they left off. The adventurers grow in might as the campaign continues. Each force defeated, each adventure completed, and each relic recovered not only adds to the continuing story, but also earns the adventurers new capabilities. This increase in power is reflected by an adventurer’s level and the quality of their stronghold, represented by the stronghold's tier.
There’s no winning and losing in the Dungeons and Dragons game - at least, not the way those terms are usually understood. Together, the GM and the players create an exciting story of bold adventurers who confront deadly perils. Sometimes an adventurer might come to a grisly end, dispatched by a Sith lord. The party itself might meet its demise should it bite off more than it can chew and declare war on a more powerful faction. Even so, the other adventurers can beseech a powerful Jedi to revive their fallen comrade, or the players might choose (or be forced) to create new characters to carry on. The group might fail to complete an adventure successfully, but if everyone had a good time and created a memorable story, they all win.
But if your players want to command their faction and establish a base for themselves, this book is designed to meet those ends.
USING THIS BOOK
The Galactic Strongholds Book is divided into _ chapters;
Chapters X-X are about designing and running a stronghold. It includes information on constructing structures, the different tiers of structure quality, structure upgrades, structure room modifications, and the variant options that you can choose from. Many of the rules in these chapters rely on material found later in the book. If you come across a game concept that you don’t understand, consult the book’s table of contents.
Chapters X-X detail the rules of how to run the stronghold portion of the game, beyond the basics described in this introduction. These chapters covers where the rules deviate from the ground game, and where they remain the same, as well as detailed rules for running squad tactics style encounters as well as mass-battlefield combat.
Chapter X is for GMs, and covers the rules for generating strongholds to be used as fortifications for the enemies in your encounters and villainous faction bases, as well as the stats for using enemy structures as fortifications as part of normal ground combat.
HOW TO PLAY
Generally, playing sw5e with a stronghold runs almost identical to games without these rules. The GM still describes the environment, and the players describe what they want to do. The GM then narrates the results of of the adventurers’ decisions regarding their base.
GAME DICE
THE D20 The same d20 that a Jedi uses to swing his lightsaber is used for rolling for a stronghold's actions. The biggest deviation here is that when a stronghold makes a saving throw or any kind of action requiring a roll, they use the tier modifier instead of a proficiency bonus. The reason for this is two-fold:
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In the ground game, players gain skill with their weapons and tools, while strongholds have a set quality to their actions. Since this is designed to enhance the way the game is played, the stronghold's rolls should not be penalized for being slightly different from other characters or enemy statblocks by not having "proficiency"
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How accurate a stronghold's fortifications and weapons are, is modified by the operator's dexterity modifier and proficiency, not tier. A skilled operator can make the most out of any fortification, even weapons on low tier strongholds, consequently yielding a greater likelihood of accuracy.
This deviation will be discussed at greater length in Chapter X: Using Ability Scores.
ADVANTAGE AND DISADVANTAGE
Advantage and Disadvantage function identical to the ground game; with advantage, you roll two dice and take the higher value, while with the disadvantage you roll two dice and take the lesser.
SPECIFIC BEATS GENERAL
In the same vein, while latter chapters contain broad strokes for the game’s rules, certain stronghold traits or structure features override those rules, creating an exception to how the rest of the game works. Remember this: if a specific rule contradicts a general rule, the specific rule wins.
ROUND DOWN
There’s one more general rule you need to know at the outset. Whenever you divide a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater, unless otherwise specified.
WHAT IT BRINGS
The Galactic Strongholds book is designed to be an in addition to rather than instead of. The rules here, predominantly, function identically to the ground game, but the features and boons achieved here are designed to be kept separate. While features of the ground game, such as your characters’ species, classes, backgrounds, and customization options impact your character’s prowess in the game, the faction and stronghold management game should not affect your characters in the ground game.
As always, there might be some exceptions to this rule; for instance, many of the suite options offer bonuses that affect the ground game, and players can use their stronghold's fortifications, political power, and ultimatly thier own army to assault an enemy stronghold that their characters might not be able to conquer on their own. Ultimately, the cross over is up to the GM to adjudicate.
A single room, scrap-made cabin lived in by a hermit force-wielder, secluded on an uninhabited world. A well armed base of operations for a group of smugglers, bounty hunters, or pirates. A forward military base, or hidden faction safehouse. Or even a massive compound inhabited by people who share a common goal, that looks more like a city than a single structure.
Content Summary
What all of these structures have in common, is that they are a means to transition from one kind of tabletop experience to another. In D&D, players adventure and travel through the world, acquiring money and experience, and eventually reach the pinnacle of their character's power and the campaign ends. Constructing a stronghold is a means to prolong that end, where in traditional fantasy settings a budding adventure can quickly be caught up in the politics of the realm, and be granted a castle or fort with which to act as their estate. After constructing a stronghold, the focus of the game shifts, from individual or party problems, to local problems. As the stronghold gains size and utility, the transition shifts to national or global problems, eventually allowing the players to rival the strength of other factions and wage war between armies and resources, leading to galactic level power structures that could rival the might of the Sith or Republic empires at their respective peaks.
In this book, you'll find rules for constructing, upgrading and modifying Structures, which are the buildings that make up your full stronghold. Every stronghold needs workers and guards to perform tasks inside the stronghold, so rules for basic Personnel are also provided. as well as rules of engagement and large scale combat can be found in Chapter X
Every stronghold has the capacity to make it's owners more powerful than they were before, with structures that provide bonuses while within the area of your stronghold's Property, which is the area of land around your stronghold you control. Some structures provide opportunity for better downtime activities than normally available, or can assist in tasks such as crafting, Some structures even provide the production of resources, or their refinement into mass quantities of resources, weapons, or ammunition.
Building a stronghold also inspires the local people around you to join your cause, these new members of your faction could be new units of personnel, but you can also be joined by unique NPC's known as Companions, Which could be an experienced mercenary, a crafting specialist, research scientist, or even a foreign ambassador.
Some Companions are called Special Personnel and they can provide unique benefits when overseeing a specific structure, while other followers can act as your lieutenant, commanding your stronghold and acting in the players stead as a secondary party member while the players are away from their property.
Large-scale actions taken by your stronghold may happen once per month or once per Season, these time measures are considered 4 weeks of seven days each per month, (28 days per month) and 12 weeks per season. (84 days per season) with each season representing a quarter of the galactic year. (for a total of 336 days per year)
Additionally, some structures have the ability to enhance your players performance improving your signature class features, such as increasing the limits of a engineer's potent aptitude or a fighter's superiority dice. Structures that grant these Improved Class Features are limited in how often and how long the character can use the structure's benefits. When your stronghold abilities run out of steam, you can refresh these new features by spending a week or more of downtime performing duties at your stronghold, taking a Prolonged rest as detailed in Chapter X
Chapter 1: Step-by-step Strongholds
Your first step in transitioning to the base management portion of your Star Wars 5th Edition campaign is imagining how having a base of operations affects the way the game is played. Many of the strategic elements of the game are impacted by these choices, the size and specifications of the structures they own and maintain, and the modifications and equipment that the structures have installed, as well as the makeup of your workforce and number of combat troops. These choices can enhance and enrich your political games.
Before you dive into step 1 below, think about why your adventurer would be most likely to own and operate their own stronghold. You might be a charismatic diplomat, working to further the aims of your government in local politics. Perhaps you are a brash rebel commander, directing a war effort from a secluded rebel outpost, or maybe even a group of jedi, training a new generation of knights to oppose the evil of the imperials and their sith emperor. Maybe you are interested in a mixture of these roles.
Additionally, what kind of stronghold you build, and its intended purpose, can impact these decisions. Do you want to be a soldier in the Imperial army, commanding a forward military base and leading a battalion of troops? Or are you more inclined to operate as an independent mercenary guild with a shared base of operations, taking jobs as you see fit in order to keep the credits rolling in? Maybe you instead want to have a luxury apartment on Coruscant to spend downtime between missions and ignore all the combat and sieging that owning a stronghold implies.
Once you have an idea in mind, follow these steps in order, making decisions that reflect the faction and stronghold you want. Your conception of your character and independent player faction might evolve with each choice you make. What’s important is that you come to the table with a character or stronghold concept you’re excited to play.
Throughout this section, we use the term stronghold sheet to mean whatever you use to track your structures and personnel that make up your stronghold, whether it’s some form of digital record, or a simple piece of notebook paper.
Building a simple defensive stronghold: Jabba's Palace
Each step of stronghold creation includes an example of that step, with a player building an iconic military stronghold fit for a crime lord, mercenaries, rebels or any other military faction in the star wars galaxy. This guide will help you balance the costs and upkeep of a small, lower tier stronghold, as well as establishing a small defensive force and building combat fortifications.
1. Acquire a Stronghold
A faction is nothing without its stronghold base, and this chapter covers the acquisition or initial construction of strongholds. Like classes or starships, structures have their own features that are driven primarily by the tier of the stronghold. This chapter provides more information about acquiring a stronghold, stronghold quality and the basic statstics and attributes of your structures. What kind of structures you construct is the second impactful decision you make when you adopt the base-management portion of your campaign.
Each tier, your stronghold gains the ability to construct unique structures and powerful fortifications, and determines what kind of personnel your stronghold requires to operate, and how many people the structure can support. A Small stronghold, for instance, can support a handful of people, and at most is suitable to support a single adventuring party within the structure. On the other hand, a Large stronghold has enough room to support an entire company of soldiers. At larger sizes, the personnel can shift into the hundreds and thousands of crew members a stronghold can support, possibly becoming the size of an entire city.
There are multiple ways to acquire a stronghold, in order of most to least expensive, are; Construct a new stronghold, Refurbish a damaged stronghold, Purchase land or a pre-constructed stronghold, or be granted a finished stronghold by a faction benefactor.
Constructing a Stronghold:
Constructing a stronghold from scratch is a costly endeavor, but is usually the only method of constructing a stronghold in an isolated area, such as when building on an uninhabited world or when attempting to keep your structure a secret from local actions. A new stronghold usually starts by building a single structure, which starts at tier 0 and is constructed by spending the structures base cost & time values, once a single structure is completed, other structures can be constructed alongside it to further enhance your stronghold, and ts tier can be upgraded to support more powerful structures and modifications.
Reparing a Dilapidated or Damaged Stronghold:
Sometimes, you may discover an abandoned structure or destroyed stronghold that you wish to repair and serve as your own faction stronghold. When constructing buildings that replace or repurpose a preexisting structure (even if that structure is no more than a pile of rubble, also known as a leveled structure.) This is known as refurbishing a structure, constructing a new structure on top of structures that already exist also counts as refurbishing a structure. (such as when you need more space for living quarters, so you build a medium barracks over the area where a small barracks currently occupies.)
When constructing a structure with construction materials to recycle, or when otherwise refurbishing an existing structure into something new, the new structure costs half as much, in both time and Credit expenses, as the existing foundations and materials are torn down and repurposed. Material cost can also be waived at the DM's discretion if the old structure required the same material components. (when constructing a medium power generator to replace a small power generator, for example.)
Purchasing Land or a Prexisting Stronghold:
When building a stronghold as part of a civilized area, such as purchasing a home in a city or when purchasing land to build on, you must pay a flat credit sum of 100cr to own and be able to modify each 5ft square of your property. for example, purchasing a plot of 50x50 feet of space (a 10x10 square area) would cost 10,000 credits to own, possibly split into 10 monthly payments of 1000 credits each (DM's discretion) while purchasing an area of 500x500 feet would instead cost over 1,000,000 credits, spread over monthly mortgage payments, with added interest over many years before the land is truly owned.
Renting a Structure: Taxes, Utility Cost, etc.
Renting a stronghold or otherwise operating a structure that is dependant in the surrounding locals for services and workers comes with a selection of differences in your expenses, at the advantage of not needing to be self sufficient in regards to feeding, housing, and providing utilities to your employees.
when constructing the stronghold in a civilized area with access to a power or life support grid, you can purchase utilities for a fixed cost instead of constructing power generators, each unit of power your stronghold requires costs 100cr per month period when purchased from a planetary power grid.
Similarly, when in a civilized area and you require workers but do not wish to feed or house them, you can hire them as employees instead, employees live at home and work at the stronghold, and follow different payment rules; Employees cost 1/2 the base hiring cost for a similarly trained unit of workers, and work shorter shifts and spend less downtime at the stronghold, as a result each unit can only perform a maximum of 2000 man-hours of work per workweek, or 4 days a week instead of 5, but do not need to be housed or have appropriate living quarters or other amenities like food. Combat personnel who do not live on-site cannot be deployed immediately when the stronghold is threatened, and spend off-duty time in their local home city.
Gifting the Characters a Stronghold or personnel:
Sometimes, the player characters may join an existing faction with plenty of spare credits to purchase, construct, or otherwise help fund the cost of a stronghold for the player's to use. The parent faction that supplies the stronghold and pays for the upkeep of all the structures and personnel is called a Benefactor, which is detailed below. The benefactor determines the terms of this agreement, including if the benefactor pays the wages of personnel at all, or exactly how much of an upkeep budget the player characters are allowed for repairs, expenses, and upgrades. Some benefactors would pay all the costs for the stronghold and also play the characters to act as caretakers and operators, while some benefactors may just pay the initial costs and leave the stronghold up to the characters to pay for its maintenance and hire their own workers. Maybe the benefactor is a powerful military faction, and the players are soldiers and officers in their employ, this benefactor may pay for all the costs of operation, and handle all the upkeep and hiring to keep the outpost stocked with troops at all times, while the players reap all the benefits from having a functional base of operations, but no control over its personnel or structures. Or is the benefactor a wealthy philanthropist or crime lord, offering a basic unkept warehouse to a group of mercenaries in exchange for repaying him through hard work.
Utilizing a Faction Benefactor:
When using a faction or other benefactor its important to first decide what kind of benefactor they are, and just how much of the stronghold they are willing to pay for. Some DM's may wish to use the rules in this book without requiring the player's to monitor every cost and expense. Others will want the act of maintaining and paying for a stronghold very player managed, and may only award the basic stronghold structures and require the characters to manage the cost of workers and Upkeep themselves. Determining which costs the benefactor will pay for and what price the benefactor asks in return, whether they take control of the strongholds personnel or advancement decisions, or ask to be reimbursed the strongholds cost over time or by completing a quest(s) for the benefactor to repay them, is all determined by the DM and the nature of the benefactor, as each benefactor/player relationship will likely be different. It is still advised that the awarded stronghold eventually be payed back in full, and the players end in control of their stronghold, however some campaigns may only put the players in a advisory role, taking care of the stronghold but only keeping it operational for the parent faction to benefit from its profit or units.
Building Jabba's Palace: Step 1
Before we can construct his stronghold, we must first consider the notorious crime lord himself, Jabba the Hutt. While he would not be considered his own benefactor in relation to his own fortress, he (or any other crime lord common throughout the galaxy) would make for a quick and easy Benefactor for any adventuring party looking for a place to call their own. Jabba assumedly controls a decently sized faction, and offers the player characters a Tier 1, Medium sized, multi-room stronghold in the spaceport of Mos Eisly to use as their base of operations. (a stronghold of this size includes a storage area, 2 small bedrooms, a refresher station, with a remaining 10x15 foot empty room for activity space, constructed as a single building on a 25x25 foot plot of land.)
A structure of this size would ordinarily cost quite a lot of credits too, (25,000 credits to purchase a plot of land in Mos Eisley that size, 12,650 credits for the price to construct the structures, add 3900 credits for the cost to upgrade to a tier 1 stronghold, for a total value of 41,550 credits for a simple storefront in a low end spaceport. The upkeep cost of such a structure is 1050 cr per month for maintenance and the stronghold has a 200 credit utility bill for power each month also.)
However, Jabba is willing to cut the players a deal for their newfound home, he offers the best pilot in the group a chance to race in Jabba's name in an upcoming pod racing tournament. Winning the tournament (which may require a piloting skill challenge or rolling some creative downtime activities to prepare for such a race.) nets the player characters the grand prize; 60,000 credits, enough to pay off the hutt and afford the players almost a full year of upkeep expenses if they budget correctly. If the player's botch the race, they may have to perform other tasks for him to pay off their newfound debt.
2. Constructing Additional Structures & Upgrading Tier
Tier
Once you've obtained your stronghold —through any number of ways— you gain the ability to Build structures and upgrade the quality of your structures. Typically, like starships, strongholds are obtained or constructed at tier 0. A tier 0 stronghold is typically constructed quickly, or otherwise not optimized for combat or efficiency.
Starting off at tier 0 marks the beginning of your strongholds expansion. Over time, with the use of resources and workers —and credits— a stronghold can be upgraded from tier 0 all the way up to tier 5, unlocking unique structures and room upgrades as it improves. the stronghold's tier is representative of the level of quality in the structures, determined by the available building materials, the price of the furnishings, and the general structural integrity of the stronghold itself. When constructing a building for the first time, that structure becomes a stronghold at Tier 0, and you can spend an amount of credits to upgrade from one tier to the next, the base cost of upgrading is determined by the table below;
Tier | Base Cost |
---|---|
1 | 3,900 cr |
2 | 77,500 cr |
3 | 297,000 cr |
4 | 620,000 cr |
5 | 1,150,000 cr |
Depending on the size of your stronghold, you must spend more credits and time to improve the tier of all the structures in your stronghold, determine the total area in square feet, of all structures in your stronghold individually, and determine from those numbers the total area in square feet that your stronghold takes up, and using the corresponding modifier to the base cost to upgrade to the next tier below;
Area of Structures | Size (Cost Modifier) |
---|---|
less than 100 square feet | Tiny (0.25) |
100-249 sq. feet | Small (× 0.5) |
250-749 sq. feet | Medium (× 1) |
750-2,499 sq. feet | Large (× 2) |
2,500-6,399 sq. feet | Huge (× 5) |
6,400-24,999 sq. feet | Massive (× 10) |
25,000-95,000 sq. feet | Gargantuan (× 15) |
95,001-249,999 sq. feet | Gigantic (×25) |
250,000 sq. feet or larger | Expansive (×50) |
When constructing new structures in a stronghold above Tier 1, you must multiply the base cost in time and credits by the stronghold's current tier number.
Building Jabba's Palace, Step 2
Jabba's palace is a decently upgraded and modifed structure, with multiple floors and a much higher tier than players would normally acquire for themselves at the start, but there are exceptions to every rule, and every stronghold (regardless of how upgraded and well defended) can be stormed and taken by force. If the players managed to wrestle Jabba's coveted fortress from his grasp, they would find themselves in control of a Tier 3 Huge stronghold, comprised of X, X, X, X, X, X, X, and a X. For simplicity, assume the structure occupies a compact, 100 by 50 foot rectangle. and has a total area of 5000 square feet.
Structure Quality
Your tier determines the structural integrity of the stronghold, determined by a hit die used for calculating structure hit points, using the table below;
Tier (Quality) | Hit die (Ave. HP per die) |
---|---|
0 (Decrepit) | 1d4 (2.5) |
1 (Rundown) | 1d6 (3.5) |
2 (Refurbished) | 1d8 (4.5) |
3 (Average) | 1d10 (5.5) |
4 (Modernized) | 1d12 (6.5) |
5 (State of the Art) | 1d20 (10.5) |
Each structure has two different hit point values, the structural HP of the building and the hit points of the walls and and other external structures;
Structural HP: The structural hit points of a building is used to determine how much damage a structure's integrity can take before the building becomes leveled. A structures Hit Die count is determined by counting the length and width of the structure using 5ft increments, giving the structure an equal amount of structural hit die. The hit points of a structure is calculated by multiplying the number of hit die by the Average HP per die, rounded down. (see above) when multiple structures are built into the same building, calculate the number of hit die individually for each structure, but calculate the number of hit points of the building as a whole, based on the total number of hit die as shown. For example, a barracks building that takes up a space of 30x60 feet contains 17 5ft. squares in its length and width, which equates to 17d4 hit die at tier one, with a total structural HP value of 42. structures that are made with Reinforced or Armored materials can only be damaged by starships or by vehicles and creatures that have the siege trait, or deal at least 10 damage from a single attack or source. Starships deal normal, unscaled damage to structural HP, and creatures and vehicles deal 1 point of structural damage for every 10 points of damage they would deal.
Superficial HP Each 5ft wide section of exterior wall has a separate hit point value, calculated by giving each wall section 10 hit die of the current tier, and wall sections have an amount of superficial HP equal to the average number of hit points per hit die, plus a bonus to hp equal to your toughness modifier for each hit die. When a section of wall is destroyed, it has no effect on the structure's stability. For example, a section of wall for a tier 2 structure with a toughness of 14, would have 10d8 hit die with a +2 bonus to HP, and 65 hit points per 5ft section of wall.
The structure also has a set armor class based on the materials used to build the structure. (If a building contains a component, assume it uses non-structural values, if there is a material in its construction cost, assume the building is of that type, otherwise use standard values.) Below are common building constructions;
AC (Material) | Examples of material |
---|---|
5 (Non-Structural) | Scrap, weak or temporary structures, vulnerable machinery. |
10 (Lightweight) | Glass, wood, synthetic materials or decorative structures, not meant for defense . |
15 (Standard) | Basic durable materials including stone and metal and plastics. |
20 (Reinforced) | defensive alloy and concrete structures, including most security buildings, and military bunkers. |
25 (Armored) | heavy reinforced plating or multiple layers of blast resistant materials like metal alloys, ferroconcrete, and other top quality defensive constructions. |
Basic Mechanics
There are plenty of things that a stronghold needs, but the one need above all others is space. It doesn’t matter how rich you are or how much material you have. If you can’t fit the stronghold in an area, then it can’t being made. The other needs are as follows:
- Structure Toughness & Traits
- Upkeep & Manpower
- Labor (personnel and combat units)
- Cost
- Materials and other requirements
Toughness
Each stronghold has a toughness score, calculated like a players ability scores, which starts at 10 (Modifier +0) when purchasing or building a tier 0 stronghold. whenever you increase the tier of the structure, you increase its toughness score by (+2) up to a maximum of 20. (+5) you add your toughness modifier when calculating superficial hit points, and when a structure would be forced to make a saving throw, (usually a stronghold only makes constitution saves, or possibly strength or dexterity for unique, mobile structures) your modifier to ad for saving throws is calculated by rolling 1d20 as normal, and adding your toughness modifier to the roll.
Structure Traits
Each structure has the following traits;
- Immunity to poison, psychic, and necrotic damage.
- if the structure was crafted from reinforced or armored materials, it is also resistant to kinetic and energy damage from unenhanced weapons.
- Structures are immune to all conditions, cannot be targeted by effects that require a wisdom, charisma, or intelligence saving throw. structures incapable of movement automatically fail dexterity saves and all buildings with foundations secured to the ground automatically succeed on strength saves that target the structure.
- Security structures have their own, separate set of superficial hitpoints, toughness, and AC, which replace the values the structure has when targeted unless the stronghold's base values are higher than the structures statistics.
Upkeep
Upkeep is simple: it is the cost in both credits and resources to operate your stronghold. Personnel must be paid a monthly salary, vehicles cost credits to purchase and maintain. Basically, everything including the rooms themselves require upkeep to keep things repaired and fully operational, if you cannot pay a workers upkeep cost they will desert your strongholds service, and if you cannot pay the upkeep for a certain room or for the whole stronghold, the functions of that structure do not take effect. (including production facilities)
Additionally, some structures require materials as part of their upkeep, and it is required that you pay these materials at the same time as other upkeep costs, material costs are resources used by the structure as part of their effects, if you do not have access to the desired resource you must pay its cost for each unit per month for the structure to function.
Labor & Personel
Personnel are the NPCs who run the stronghold’s various rooms and services. Servants, cooks, soldiers, technicians, et cetera, they all do something for the stronghold. Each personnel unit is considered a group of personnel that is hired and deployed for the same purpose, and share a skillset and job station. When a structure or room lists a manpower number, you must have a number of personnel units equal to that number stationed in that area for the structure to function. Personnel are divided into a few major categories based on skill level;
First are untrained workers, who can preform the bare operations of your facility, such as cleaning, cooking, and working as physical laborers to haul objects, or work a production facility such as a mine or a farm. Next are trained personnel, who have learned enough skill knowledge to preform more advanced tasks, such as repairing the stronghold, operating machinery, or construction of new facilities, as well as unique technicians, doctors, and dedicated crafters. Once a group of trained laborers gains more education, they become skilled personnel, which can preform the same actions a trained personnel could, but they gain a specific specialty in a skill or tool, they become a unique worker that can be assigned to a variety of special jobs in a stronghold. A skilled group of laborers can learn even more, and when fully trained they become expert personnel. Each expert must have chosen a specialty already from becoming a skilled worker, and they advance to reach the height of their job training, gaining expertise in their specialty.
Below is a general table containing a few general examples of workers you could hire for your stronghold, and their relevant hiring costs and upkeep costs (monthly pay) if a worker has two skill or tool proficiencies, they cannot be trained personel and must be hired and paid as a skilled personnel or expert, other workers may exist, such as unique faction workers and guards (such as force sensitives and mandalorian mercenaries) or unique NPCs that can be hired. (Check the followers section in GW.) On the following page is a sample table for many common specialties for skilled and expert workers to have based on the tools, kits, and skills they may have specialized in;
Hire cost | Wages /Month | Name | Skill level |
---|---|---|---|
6,500cr | *1525cr | Laborer Droids | Untrained |
30,000cr | *7500cr | Class I & II Droids | Trained |
55,000cr | *13,750cr | Adv. Droids | Skilled |
*none | 100cr /unit | Slave laborers | *Untrained |
200cr | 60cr /unit | Basic workers | Untrained |
1500cr | 120cr /unit | Trained workers | Trained |
5000cr | 250cr /unit | Skilled Personnel | Skilled |
12,000cr | 450cr /unit | Expert Tech. | Expert |
Some units are unique, droids do not need food, supplies, or monthly wages, but are at risk of malfunctioning or breaking, (roll -1d100 every month period, on a roll of 25 or lower, some droids must be repaired or replaced, pay credits equal to the droid's wage cost.) Slaves cannot be recruited, but must be bought or captured and forced to work, (to purchase slaves, you must find a slave dealer, roll 2d4 and take the highest number, or use the lower roll if your character is experienced with slave trading, and pay an amount of credits equal to the roll x100 per slave unit.) Slaves cannot be anything other than untrained laborers and are not payed wages directly, instead wages are spent on additional medicine, and repairs caused by minor uprisings.
Specialty Training | Tool or Kit |
---|---|
Historian | Archeologist's Kit |
Weapons technician | Artilerist's Kit |
Armorer | Armormech's Tools |
Weapons crafter | Armstech's Tools |
Lightsaber Artisan | Artificer's Tools |
Artist | Artist's Tools |
Droid Engineer | Astrotech's Tools |
Researcher | Bioanalysis Kit |
Chemist | Biochemist's Kit |
Biologist | Biotech Tools |
Distiller | Brewer's Kit |
Cook | Chef's Kit |
Builder | Constructor's Tools |
System Technician | Cybertech's tools |
Demo. Experts | Demolitions Kit |
Spy | Disguise Kit |
Gambler | Gaming Set |
Gemcutter | Jeweler's Tools |
Mechanic | Mechanic's Tools |
Munition's Crafter | Munitions Kit |
Performer | Musical Instrument |
Poison Crafter | Poisoner's Kit |
Junker | Scavenger's Kit |
Quartermaster | Security Kit |
Hacker | Slicer's Kit |
Drug Crafter | Spicer's Kit |
Lookout | Surveyor's Tools |
Textile Worker | Synthweaver's Tools |
Handyman | Tinker's Tools |
Handler | Animal Handling |
Pilot | Piloting |
Medic | Medicine |
Laborer | Athletics |
Expert Training | Tool or Kit, & Skill |
---|---|
Adv. Systems Technician | Cybertech's Tools, technology |
Counter Intel. Officer | Disguise Kit, deception |
Logistics officer | Forgery Kit, Insight |
Band | Musical Instrument, Performance |
Scavenger | Scavenger's Kit, Perception |
Captain | Security Kit, and either Intimidation or Persuasion |
Intel Officer | Surveyor's Tools, Perception |
Wilderness Expert | Animal Handling, Survival |
Smuggler | Piloting, and either Deception or Forgery Kit |
Doctor | Medicine, and either Bioanalysis or Biochemst's Kits |
Diplomat | Persuasion, and either Insight or forgery Kit |
A specialized worker is considered proficient with their chosen specialties tool, kit, or skill for the purpose of performing tasks using that tool or skill (such as crafting or performing skill checks) and a skilled/expert job can only be done by a worker with the appropriate specialty. When a worker becomes an expert, they can either become proficient in a new tool or skill, gaining one of the unique expert types, or they can gain expertise in one skill or toolkit they are currently proficient in.
Security & Combat Units
Recruiting units to defend your stronghold is similar to hiring workers, but combat units are personnel skilled in fighting and using weapons and armor, and are deployed to varying defensive positions instead of maintaining a specific building. Typically a unit of combat trained soldiers can be deployed to defensive structures and operate weapons, and a structure that requires units must be manned to provide its function, each standard unit starts as a green recruit and slowly can earn experience and be upgraded to a higher level;
First, Green Recruits are standard minimally trained guards useful for simple operations, such as guarding doors, watching slave personnel, and hunting small game.
Once your recruits can be upgraded, they become Trained Guards, which become a combat unit with unique statistics, trained guards can man stronghold weapons, take up defensive positions, and be more helpful during a siege.
After considerable training, trained guards can be upgraded into Seasoned Troops, which are even more powerful in combat, and can preform minor leadership and critical command positions, and arm powerful planetary defenses, as well as be deployed outside of the stronghold as a fielded squad of troops.
The pinnacle of training for combat units is the rank of Veteran Soldiers, a soldier can preform command roles, , and even use heavy weaponry and vehicles in battle. Below is a list of sample guards and their upkeep and hiring costs;
Hire cost | Wages /Month | Name | Experience |
---|---|---|---|
500cr | 120cr /unit | Recruits | Green |
3000cr | 250cr /unit | Guards | Trained |
1500cr | 450cr /unit | Thugs | Trained* |
10,000cr | 500cr /unit | Troops | Seasoned |
5,000cr | 850cr /unit | Mercenaries | Seasoned* |
25,000cr | 1000cr /unit | Soldiers | Veteran |
Thugs and mercenaries are hired soldiers who aren't loyal to you, but fight for the highest bidder, they are less costly to hire but have a much higher monthly wage. Fielded thugs and mercenaries automatically fail morale checks, and disband when defeated instead of recovering.
Stations & Deployment
Each room with a manpower number must have specific workers assigned to the station within the structure to maintain it and handle day to day operations, the workers handle the production and upkeep of the structure, and guards are deployed throughout to protect the stronghold and be available if trouble arises. If a stronghold has multiple types of guards or workers deployed, it will display each manpower number differently, but many structures only require one type of worker unless room modifications add other functions to a room, deployments for room modifications are separate from the manpower of the structure, and require a different unit to be stationed to both deployments.
Each unit of personnel is a different number of workers or guards, some units contain 10-15 people, while more specialized units can handle a deployment with only 4-6 skilled workers, and some unique NPC's can fill the role of a deployed unit by themselves.
Guards are usually stationed in defensive structures and the vulnerable points of the stronghold, and unless the stronghold features a command center, you cannot assign patrol routes or station guards in any room, and they must be deployed to defensive structures by default. Workers and normal personnel are usually deployed to stations within a structure, but their are a wide variety of tasks that workers can perform regardless of skill level;
Personnel Actions
-
Construction & Repairing Structures: Workers can build new structures by spending the requisite time and credit cost of the structure, or use stored materials to repair and retrofit existing structures. When a structure becomes damaged, a unit of personnel can spend 1 workweek repairing the damaged structure's superficial -OR- structural hit points, expending 1 crate of materials of the type the structure is constructed from, roll 1 hit dice every day, restoring a number of hit points equal to the roll plus the structures toughness modifier to the structure. Up to 5 hit die for each workweek and crate of materials expended.
-
Hauling Resources: workers can haul material crates using lifting machines (like forklifts or wheelbarrows) to move crates from one locations to another storage location, each workday a unit can move 5 crates, or 25 crates per workweek for full time staff.
-
Hunting & Gathering: workers can attempt to retrieve materials from the land, either by collecting food or scrap, or hunting local game. Each workweek, make a single ability check for the gathering units based on the skill involved in the check, such as survival or scavenger's kit proficiency (untrained workers have no modifier, trained workers add +2, skilled workers add +5 if their specialty could help, and experts with expertise training on the subject add +8 to their roll.) adding the result to the next roll. Once you determine the modifier, roll 1d100 for each unit gathering a local resource to determine how many crates of resources you can attain;
Gathering/Hunting Check
Ability/Tool roll | D100 Roll Modifier |
---|---|
10 or lower | +5 |
15 | +10 |
20 | +15 |
25 | +20 |
30+ | +25 |
Results
D100 | # of gathered crates of materials |
---|---|
1-40 | Failure to gather any useful amount of materials |
41-70 | unable to gather the materials sought for, but you do find 1 crate of an unrelated material |
71-100 | you acquire 1d4+1 crates of the chosen material |
101-110 | you acquire 2d4+2 crates of the chosen material |
111+ | you acquire 2d4 crates of the chosen material, and 1d4 crates of another useful material. |
- Clearing Trees and landscaping: Workers can also spend time working the land and making the area suitable for inhabitance, simple tasks like removing trees and hauling rocks are similar to hauling, a single group of workers can move or remove 5 huge or smaller objects each workday, up to 25 similar items per week. Larger, gargantuan sized objects, like ship scrap or other heavy debris take 1 whole workday to move or clean up, and tasks such as bulldozing the ground flat or damming off rivers can easily take a full workday as well.
Cost
Every room in the stronghold has three costs that all must be fulfilled before a room's construction is completed and the structure is fully operational.
- Space
- Credits
- Labor and Materials
- Time
Space
Space is self-explanatory: it is the amount of physical area a room takes up. For instance, a small living space might be 10ft by 10ft, and therefore have a space requirement of 10x10. If the structure doesn't specify the structure's height, it assumes a 10ft high ceiling, higher or lower ceilings (12-6 ft.) can be installed based on species preference at no extra cost, when space asks for the number of 5ft squares take up a stronghold, the height of the ceilings don't matter, each 5ft square of floor space is calculated from top down, and each floor is treated separately.
Credits
Rooms take several things to build: manpower, resources, permits, and a slew of other things, but what do all of those things have in common? They all require credits to pay for them. A room’s base credit cost is determined on a room’s size, complexity, and location and is listed for each structure. For instance, a room made to be a small barracks in the middle of an open field is nowhere near as expensive as a power generator built four levels underground on a large asteroid.
When attempting to construct a structure underground or in a inhospitable area, increase the base cost of construction by one of the following modifiers;
Construction modifiers
- Underground: double the time required to construct each structure, and pay additional credits equal to half the structures base cost for each level deeper underground from the surface you have to dig access too.
- Building on top of an existing structure: you must refit the roof of the previous structure to support additional weight, increase the time required to complete the structure by half the base, and pay additional credits equal to (50 cr for each 5ft square the new structure occupies on the surface of a previous structure.)
- Extreme Hazard zone: when constructing buildings on hazardous worlds, like volcanic or frozen worlds, or worlds with no breathable atmosphere you must expend additional credits to insulate the structure, seal it from the outside, and construct airlocks on all exits. Pay a number of credits upon finishing the structure equal to (100 cr multiplied by the number of 5ft. squares the structure occupies.)
Labor & Materials
In order for a facility to operate, it requires workers to deploy within the structure to preform its function, and many structures have a manpower cost, which is the amount of workers required to keep the structure running and the level of skill required by the workers or guards that can be stationed there.
Additionally, many facilities require power, and each building or upgrade requires one unit of power (or more) to benefit the structure, if you do not have enough power for a new constructed building, it cannot be completed until your upgrade the power grid of the stronghold.
Some buildings also require materials to function, which are spent and listed as part of their monthly upkeep cost.
(For example in order to feed your workers, you have constructed a cafeteria, which requires workers to cook the meals and clean the building, and must provide the structure with a steady supply of food resources for your cooks to prepare. As long as the kitchen is staffed, upkeep is paid, and the cooks have the raw food they need, the cafeteria can continue to function.)
Time
Structures and Rooms take time to build. First, the room is designed, then the contractors are found, the materials shipped, the foundations laid, the structure built, the inside furnished, and then the room is done. As can be assumed, it takes time to get this all done. When upgrading or retrofitting a structure or facility the time required for construction is half the base time cost.
With sufficient workforce, a small structure can be constructed in no more than a week’s time. However, constructing a multi-room stronghold can take up to a month, and the construction of a much larger complex might take a year. It isn’t practical for a smaller workforce to work on such a large project, regardless of how much time the workers have.
The base time value needed to upgrade or construct a stronghold is calculated as follows:
time (in days) = (“base time value of new structure or upgrade” x “Size modifier (Tier) ”) / (500 x “size of workforce”)
It is assumed that each member of the workforce works 8 hours per day, and does up to 500 time value worth of work per workday, or 2500 time units worth of work during a 5 day workweek. part time personnel only do 2000 time units of work each week.
Additionally, bigger projects require more people to upgrade or construct new structures. For a Small project, a single person can do everything necessary (though additionally staff will reduce the time taken), while a much larger construction project requires a more extensive workforce, as shown below in the Workforce Size table below. determine the size of the project by calculating the number of 5ft squares being upgraded or constructed, and check the Size table of the stronghold tier section. one unit of laborers is equal to 10 workers when determining the workforce number.
Project Size | Minimum Workforce |
---|---|
Tiny | 1 |
Small | 2 |
Medium | 5 |
Large | 10 |
Huge | 50 |
Massive | 100 |
Gargantuan | 500 |
Expansive | 1000 |
Materials, Resources, and Components
The resources available are divided into groups, materials in each group can be used interchangeably unless a specific material is called for, the groups of resources are;
Food resources:
materials of this type are used to feed and provide for your workers and stronghold, facilities that require the use of food resources assume you have a local source of fresh water (usually via a well) and a source of nearby harvestable plants or huntable wildlife, each food resource should be listed in pounds, (each pound of food is enough to support a medium sized worker or other creature for a day) when stored, units of food have a cubic size like all other commodities listed in the material goods table below. Food can also be sold at half their purchase cost if your storage space runs low.
Material resources:
Material resources are basic and common materials that can be used for construction or manufacturing, common types of materials are cheap to purchase, and easily found and harvested on most worlds, such as wood, stone, carbon and other mineral deposits, or scrap metal. Units of materials and other resources are stored in 5 cubic foot crates, each unit has a weight and price, excess material components can also be sold for half their cost.
Luxury resources:
Luxuries can be found across the galaxy, and can be anything from sources of valuable materials like gold or spice, to a ancient tomb filled with archaeological treasures. Luxuries are high value commodities that can be exported off world for considerable profit. Luxuries are the only resources that can be sold for their full market price.
Electronic Components:
Electronics and machinery are a necessary part of life in the galaxy, and many advanced systems and facilities require purchasing or constructing computers, sensor relays, life support and shielding systems all require specialized machines and electronic parts as part of their construction requirements.
Exotic Components:
Exotic components are very rare and oftentimes imported commodities required for advanced projects. Rare flowering plants used to construct medical chems, stims, poisons and other drugs are common exotic materials, as are specialized ballistic components for manufacturing weapons and arms. Exotic components are valuable materials that are usually the end result of complicated manufacturing processes.
Variant: Scarcity/Abundance
On some planets, certain resources are more valuable and less valuable based on the ease of acquiring a certain commodity, when using these rules a DM should balance the amount of negatives and positives of a given planet, when building a stronghold on a world with no oxygen and low temperatures, the players will have higher upkeep than normal, it is suggested to offset this by adding a more valuable resource, such as expensive ice crystals to export, to balance out the higher costs. Additionally for player groups with multiple bases on different worlds, consider making some resources more/less valuable to encourage importing and exporting through their own properties to become self-sufficient.
Base Cost Modifier | Reference |
---|---|
0.25% | Worthless - oversupplied, low-value item |
0.50% | Discounted - common locally, but valued as an export |
0.75% | High supply - Common, renewable commodity with |
0.90% | Cheap - Low demand, or discounted item |
125% | Valuable - Local, scarce commodity with abnormally high value |
150% | Expensive - Locally unavalable, or requires high cost to import |
250% | High Demand - Rare, high value commodity |
300% | Priceless - Incredibly rare and valuable, or blatant scam |
Materials, Commodities, and Resources
Material | Cost / Weight per unit | Examples |
---|---|---|
Food / Harvested crops | 60 cr / 60 lbs. per 5ft sq. | raw plant material |
Food / Hunted game | 500 cr / varied lbs. per 5ft sq. | 1 medium ( or similar sized chunk) of a native alien animal, the creature must be beast type. |
Food / Livestock | 250 cr / 75 lbs. per 5ft sq. | 5 small or a single medium creature(s) of CR 2 or less. |
Food / Processed food | 500 cr / 80 lbs. per 5ft sq. | prepackaged nourishment or prepared food |
Material | Cost / Weight per unit | Examples |
---|---|---|
Material / Raw materials | 450 cr / 400 lbs. per 5ft sq. | Mined raw mineral ores, silcates , stone, or wood that can be manually refined into an appropriate building material. (DM discretion, usually scrap, lightweight, or standard only) |
Material / Scrap materials | 800 cr / 300 lbs. per 5ft sq. | scrap and leftover materials used to construct non-structural buildings |
Material / Lightweight building materials | 1000 cr / 350 lbs. per 5ft sq. | glass, and other vulnerable building materials |
Material / Standard building materials | 1200 cr / 500 lbs. per 5 ft sq. | Common materials like wood and bricks |
Material / reinforced building materials | 1600 cr / 700 lbs. per 5ft sq. | blaster-resistant metal and concrete |
Material / Armored building materials | 2200 cr / 1000 lbs. per 5 ft sq. | Starship-grade materials and defensive upgrade materials |
Material | Cost / Weight per unit | Examples |
---|---|---|
Components / Basic machinery Parts | 100 cr / 80 lbs. per 5ft sq. | parts for installing or repairing basic mechanics or simple systems like water collection or power |
Components / Premium computing Parts | 240 cr / 140 lbs. per 5ft sq. | parts for installing or repairing computers, sensors, and simple equipment like communications and automated weapons. |
Components / Prototype tech. | 360 cr / 220 lbs. per 5ft sq. | parts for repairing or installing complex systems including life support and defensive systems |
Components / Advanced machinery | 720 cr / 300 lbs. per 5ft sq. | parts for repairing and installing highly complex systems like command centers, advanced planetary shields and weapons, and AI controlled systems |
Material | Cost / Weight per unit | Examples |
---|---|---|
Luxury / Rare ores | 5000 cr / 1 tonne per 5ft sq. | Gold, or any other valuable metal |
Luxury / Antiquities | 2000 cr / 650 lbs. per 5ft sq. | Artifacts, Art, and treasure of all kinds |
Luxury / Crystals | 3000 cr / 1500 lbs. per 5ft sq. | Gemstones, crystals, and other rare stones, can be refined by a gemcutter to produce kyber crystals used in lightweapon or blaster modifications. |
Luxury / Textiles | 1000 cr / 425 lbs. per 5ft sq. | rope, cloth, and handmade rugs and other woven materials made of wool, silk, or another expensive fiber or animal hair or hides, can also be used by the synthweaver to make clothes and other cloth items. or armorer to craft leather or weave armors. |
Luxury / Hunting Trophy | 2500 cr / 850 lbs. per 5ft sq. | Animal Hides, fangs, unique organs and glands, and any other rare, sought for animal or alien parts. |
Luxury / Spice | 1500 cr / 10 lbs. per 5ft sq. | addictive and illegal chemicals, drugs, or alcohol. |
Exotic Resources
exotic materials are the materials required to craft on a mass scale, manufacturing using exotic materials requires harvesting the raw exotic materials, which must then be refined into usable crafting materials, which can be used alongside the rules for crafting wretched hives. Each type of raw exotic component requires a different refining and manufacturing process to produce the crafting materials.
Raw Material | Value / Weight / Refining Prerequisites |
---|---|
Raw metals | 1500 cr / 1 tonne per 5ft sq. / can be refined using Smeltery to produce armor, vibroweapon, and/or building materials. Or can be refined using the Machining Plant to produce droid and mechanic's parts. |
Raw Plants | 1250 cr / 800 lbs. per 5ft sq. / can be refined using Distiller to produce alcoholic substances, or can be refined using Paintmaker to make pigments and paint. |
Raw Spices | 750 cr / 100 lbs. per 5ft sq. / can be refined using Drug lab to produce addictive substances based on the raw spice processed. |
Raw Fuel | 250 cr / 60 lbs. per 5ft sq. / can be refined using Refinery to produce usable starship and generator fuel worth 500cr (Approximately 10 units for a small sized ship, or 5 units for a medium ship.) |
Raw Material | Value / Weight / Refining Prerequisites |
---|---|
Raw Ballistics | 2000 cr / 1 and-a half tonnes per 5ft sq. / can be refined using Arms factory to produce Munitions components, blaster, or lightweapon parts. they can also be refined using a Explosives plant to produce explosives, starship ammunition, and other demolitions equipment. |
Raw Scrap | 450 cr / 500 lbs. per 5ft sq. / can be refined using the workshop into nonstructural and scrap materials. |
Raw Fibers | 550 cr / 900 lbs. per 5ft sq. / can be refined using the Synthweaver to produce twine, rope, and textiles. |
Raw Chemicals | 3000 cr / 10 lbs. per 5ft sq. / can be refined using the Pharmacy to produce medical materials, or using the Distilery to manufacture raw poisons and more powerful addictive brews. |
Refined Material | Value / Weight / Crafting |
---|---|
Armor plating | 3000 cr / 1000 lbs. per 5ft sq. / used by an armorer to craft armor. |
vibroweapon components | 3500 cr / 1200 lbs. per 5ft sq. / used by the weapons crafter to craft vibroweapons. |
Blaster components | 4500 cr / 1500 lbs. per 5ft sq. / used by the weapons crafter to craft blasters. |
Mechanic's Parts | 4000 cr / 1350 lbs. per 5ft sq. / used by the weapons and system technician's, as well as the mechanic for the repair of machinery, vehicles, and system parts as they wear out or become damaged. |
Droid Parts | 5000 cr / 1675 lbs. per 5ft sq. / used by the droid engineer to repair and construct new droids. |
Lightweapon components | 6000 cr / 1 tonne per 5ft sq. / used by the lightsaber artisan to craft and maintain lightweapons. |
Explosive components | 6750 cr / 2 and-a half tonnes per 5ft sq. / used by the Demolitions expert to produce grenades, and other volatile ammo, starship ammuniton, and traps |
Scrap Components | 800 cr / 300 lbs. per 5ft sq. / used by the junker and handyman to repair nonstructural buildings, and manufacture cheap pieces of equipment. |
Paint components | 125 cr / 80 lbs. per 5ft sq. / used by the painter to produce art or decorate the stronghold. |
Alcoholic substance | 750 / 75 lbs. per 5ft sq. / used by the distiller to produce varying brews and alcoholic drinks. |
Refined Chemicals | 4750 cr / 15 lbs. per 5ft sq. / used by the drug crafter to produce addictive substances, or by a poison crafter to make poisons and harmful substances. |
Medical Materials | 6000 cr / 25 lbs. per 5ft sq. / used by a doctor to produce medkits and other medical consumables. |
Structures, Rooms, and Mechanics
Structures have several different aspects to them. First, you have their cost in time, credits and/or materials, and space. Then it’s upkeep in credits, resources, and manpower, then there is a room’s description, then its function, then its capacity (though capacity is optional for a variety of reasons) Rooms available to be built can be seen below, divided into a few general categories based on type;
-
Utility Services: The General day to day operations of a stronghold would not be possible without utilities, power, life support, waste management and communications relays, as well as other smaller structures with unique purposes, like restrooms or elevators.
-
General Facilities: The stronghold can have a variety of special buildings that provide unique services for the stronghold, such facilities include repair workshops, cantinas & lounges, base control and command facilities, and class-specific downtime rooms for the players to use while spending time at their stronghold.
-
Suite buildings: The stronghold needs space for all those workers and guards, and suites are facilities that house workers or players during their off time. Suites also include hangars for vehicles and starships, droid storage bays, cells and animal enclosures, and stockpiles and warehouses for storage.
-
Production buildings: Allow the stronghold to generate materials or credits the sustain the compound, can be anything from a simple farm or mine, to a casino or refining factories dedicated to the construction of usable or sellable components.
-
Security buildings: In order for the stronghold to defend itself during an attack or siege, the stronghold can have structures installed to defend from intruders or large scale attacks, facilities of this type can only be manned by trained guard personnel, and includes shield generators, turrets and walls as well as security stations, watchtowers and training yards for guards or soldiers.
-
Room modifications: Some things are built in addition to a preexisting structure, many of these rooms add special functions to a structure, or add traps and internal defenses to your buildings, if a room doesn't specify a maximum number of modifications, it can have a number of rooms installed equal to the stronghold's tier number. Many room modifications have requirements that must be met to construct then, such as being installed inside a specific structure, or being attached to an exterior wall of your stronghold. Some room modifications are listed as a Room Upgrade, each structure can have only one room upgrade constructed in a structure at a time, which doesn't take up a room modification slot.
Upgrading Structures:
Some structures have an upgrade trait in addition to their other characteristics, upgrading a structure is the equivalent to allocating more space, workers, resources, and credits to a structure or task to increase its benefit. To upgrade a structure, pay that structure's base cost and construction time again, to increase the structure's level (from base to a +1, +2, etc.) unless otherwise stated, an upgradeable structure's maximum level is equal to your structure's tier modifier. if a structure requires more space as part of the upgrade, it is listed in it's upgrade trait, and requires the new add-on to be constructed adjacent to the upgrading structure.
TEMPLATE
Credits: _ cr Material Cost:
Requirements: None
Space: x feet
Time:
Upkeep: _ cr /month
Manpower: No deployments
Power: N/A
Function:
Upgrade: Does not upgrade, more can be constructed.
Utility Services
A wide variety of unique essential structures for generating power and providing life support as well as smaller structures not part of an existing room, like restrooms and sensors
Power Generator
The heart of any fortress, this structure produces energy to power other systems of your base.
Small Generator
Credits: 2000 cr
Requirements: None
Space: 10x10 feet
Time: 2000
Upkeep: 100cr /month
Manpower: No deployments
Power: N/A
Function: Provides 10 power to the base.
Upgrade: Does not upgrade, more can be constructed.
Medium Generator
Credits: 3500 cr (3650 cr without materials) Material Cost: 1 (Basic) Component
Requirements: Tier 2
Space: 15x15 feet
Time: 4000
Upkeep: 300cr /month
Manpower: 1 (Trained) Personnel
Power: N/A
Function: Provides 25 power to the base.
Upgrade: Does not upgrade, more can be constructed.
Large Generator
Credits: 7500cr (7800 cr without materials) Material Cost: 2 (Basic) Components
Requirements: Tier 4
Space: 20x20 feet
Time: 6000
Upkeep: 750cr /month
Manpower: 1 (Skilled: Technology) Personnel
Power: N/A
Function: Provides 60 power to the base.
Upgrade: Does not upgrade, more can be constructed.
Structural Rooms
Small Structures that serve roles in decoration and with logistics of the stronghold
Empty Corridor sections
Credits: 100 cr per 5ft section
Requirements: None
Space: Variable amount of 5ft squares
Time: 500 time units per 5ft square section
Upkeep: 0 cr /month
Manpower: No deployments
Power: N/A
Function: allows for the construction of hallways and empty rooms by 5 foot sections of thin walls.
Upgrade: Does not upgrade, more can be constructed.
Small Bridge
Credits: 1000 cr per section
Requirements: None
Space: 10 feet wide, each section is up to 20 feet long.
Time: 2000 time units per section
Upkeep: 50 cr per section /month
Manpower: No deployments
Power: N/A
Function: a constructed bridge spans the gap between two points, each section must be linked to another in a straight line to form a bridge, the bridge is 10 feet wide, enough for foot traffic and tiny hand vehicles, any objects or creatures bigger than large size cannot cross the bridge.
Upgrade: Does not upgrade, more can be constructed.
Medium Bridge
Credits: 2500 cr per section
Requirements: Tier 2
Space: 20 feet wide, each section is up to 20 feet long.
Time: 3000 time units per section
Upkeep: 100 cr per section /month
Manpower: No deployments
Power: N/A
Function: a constructed bridge spans the gap between two points, each section must be linked to another in a straight line to form a bridge, the bridge is 20 feet (4 squares) wide, enough for most vehicles and creatures, any objects or creatures bigger than Gargantuan size cannot cross the bridge.
Upgrade: Does not upgrade, more can be constructed.
Large Bridge
Credits: 5000 cr per section (7500 cr without materials)
Material Cost: 1 (Reinforced) material
Requirements: Tier 4
Space: 40 feet wide, each section is up to 40 feet long.
Time: 5000 time units per section
Upkeep: 250 cr per section /month
Manpower: No deployments
Power: N/A
Function: a constructed bridge spans the gap between two points, each section must be linked to another in a straight line to form a bridge, the bridge is 40 feet (8 squares) wide, enough for multiple vehicles to pass side by side, and can support vehicles of any size as long as they fit on the bridge's space.
Upgrade: Does not upgrade, more can be constructed.
Fencing
sections of 6ft tall fence, not suitable for defense but has its use as a dividing measure or to corral animals. Can be constructed in any size.
Credits: 150 cr per 5ft section
Requirements: None
Space: Variable amount of connected, 5ft wide sections of fencing
Time: 100 time units per 5ft section
Upkeep: N/A
Power: N/A
Function: Each section of fence is 6ft high, and 5ft wide, with a thickness of less than 1 foot, some materials may be see-through or provide limited cover, but the fence uses the statistics of a lightweight construction.
Upgrade: can be expanded by using the variables above.
Airlock Door
Credits: 1800 cr Material Cost: 1 (basic) component
Requirements: Tier 1
Space: 10x5 feet
Time: 2000
Upkeep: 100 cr /month
Manpower: No deployments
Power: N/A
Function: Keeps air and conditions inside the stronghold separate from outside conditions like extreme heat and cold, and other hazardous atmospheric conditions. This structure must be placed and maintained on every entrance and exit point for structures like temperature control and oxygen collection to function.
Upgrade: Does not upgrade, more can be constructed.
Temperature Control
Temperature control allows a stronghold to be built in what would normally be hazardous conditions, for example, Hoth and Mustafar.
Credits: 3,500 cr (3,800 cr without materials) Material Cost: 1 (Premium) Component
Requirements: Tier 1
Space: 10x10 feet
Time: 4000
Upkeep: 450cr /month
Manpower: 1 (Trained) Personnel
Power: 2
Function: Regulates the temperature inside of a stronghold, negating the effects of a hot or cold environment while inside the stronghold. The Structure at base level only provides it's benefit if the stronghold is large or smaller. (under 750 squares)
Upgrade: each upgrade after base requires an additional 10x10 area added to the temperature control's space. Each level also adds an additional 100cr to the upkeep of this structure, and increases the power requirement by +1. Each level above base increases the limit of the controlled climate by one size category per level. (to a maximum of level +5 for an expansive sized stronghold.) Only one temperature control may be constructed per stronghold.
Service Rooms
Areas of a stronghold with smaller benefit to a stronghold, but necessary in the right circumstances.
Refresher Rooms
Small areas with dedicated showers for water of sonic bathing, as well as a toilet, sink, and other restroom amenities.
Credits: 750 cr
Requirements: None
Space: 5x10 feet
Time: 1000
Upkeep: 50 cr /month
Manpower: No deployments
Power: N/A
Function: provides comfort, a stronghold must have 1 refresher station for every 5 units of personnel, most living quarters have enough refresher stations for their occupants.
Upgrade: Does not upgrade, more can be constructed.
Utility Relay
Allows power and other life support to connect strongholds that do not share walls, by suspending the pipes and cables safely.
Credits: 500 cr (650 cr without materials) Material Cost: 1 (Basic) component
Requirements: Tier 1
Space: 5 foot diameter tower, at least 15 feet high
Time: 500
Upkeep: 50 cr /month
Manpower: No deployments
Power: N/A
Function: Each relay can support suspended cables and pipes within a 50 foot radius of the tower, or up to 100 feet between relays.
Upgrade: Does not upgrade, more can be constructed.
Utility Pipes
Allows power and other life support to connect strongholds underground, or to pipe fluid or air below ground
Credits: 100 cr per 10 foot section Material Cost:
Requirements: None
Space: 1 foot diameter tube, at least 10 feet long.
Time: 100 per section
Upkeep: 5 cr /month
Manpower: No deployments
Power: N/A
Function: safely transports life support or power underground through buried tubes, allowing structures to be connected without having adjacent walls.
Upgrade: Does not upgrade, more can be constructed.
Hypercomm Relay
A large, satellite antenna designed to allow communication between strongholds and other worlds, un-encripted channels exist to allow communication across the galaxy, or a personal satellite network can be constructed to facilitate closed communications.
Credits: 1500 cr (1800 cr without materials) Material Cost: 1 (Premium) component
Requirements: Tier 1
Space: 5 foot diameter tower, at least 25 feet high, or a 15ft radius satellite dish affixed to a 5x5 foot joint.
Time: 2000
Upkeep: 100 cr /month
Manpower: No deployments
Power: 1
Function: The Communications relay is required to facilitate communication between strongholds on the same planet, as well as receive transmissions and information from the greater galaxy. Only one communications relay may be constructed per stronghold.
Upgrade: Does not upgrade, more can be constructed.
Dining
Structures whose purpose is to feed the personnel and inhabitants of your structure.
Dining Room
Credits: 3000 cr
Requirements: None
Space: 15x20 feet
Time: 3000
Upkeep: 0 cr /month
Manpower: No deployments
Power: N/A
Function: Contains a personal kitchen and storage area for foodstuffs, and has space for up to 10 people to eat and relax. The food storage area contains space for two 5ft crates of food materials, or about 160 portions of food, enough for 10 people to eat for 16 days without restocking.
Upgrade: Does not upgrade, more can be constructed.
Cantina
Credits: 6500 cr
Requirements: Tier 2
Space: 30x40 feet
Time: 8000
Upkeep: 350 cr /month
Manpower: 1 (untrained) worker
Power: 1
Function: Contains a staffed kitchen and bar, and space for eating, drinking, and lounging for up to 25 people. The kitchen contains food storage for up to 5, 5ft crates of food materials, or 480 portions of food, enough food for those 25 patrons to eat every day for a little over two weeks without restocking (averages out to 19 days of rations at full capacity.)
Upgrade: Does not upgrade, more can be constructed.
Cafeteria
Credits: 15,000 cr
Requirements: Tier 4
Space: 60x100 feet
Time: 10000
Upkeep: 750 cr /month
Manpower: 2 (untrained) worker
Power: 2
Function: Contains a staffed kitchen and communal eating area, and space for eating for up to 100 people. The kitchen contains food storage for up to 15, 5ft crates of food materials, or 1440 portions of food, enough food for those 100 patrons to eat every day for a little over two weeks without restocking (averages out to a little over 14 days of rations at full capacity.)
Upgrade: Does not upgrade, more can be constructed.
Security Camera Booth
A secure web of cameras positioned around the stronghold to detect intruders and keep an eye on prisoners or slaves, security cameras can be installed in various locations as a room modification.
Credits: 5000 cr (5300 cr without materials) Material Cost: 1 (Premium) component
Requirements: Tier 2
Space: 25x25 feet
Time: 5000
Upkeep: 400 cr /month
Manpower: 1 (Green) Combat Personnel -OR- 1 (Skilled: Perception) Personnel
Power: 2
Function: When this station is manned, it allows the stationed personnel to perform perception checks against any hidden creatures or objects visible and within the camera's line of sight, the structure has a maximum limit of 25 connected cameras at base level. Only one camera viewing booth may be constructed per stronghold.
Upgrade Pay the upgrade cost, the upkeep of this structure increases by +100 credits, and the space increases by 10x10 feet. The structure requires 1 additional personnel for each level above base, each level increases the maximum number of attached cameras by 20.
Orbital Sensor Suite
Detecting ships without a sensor suite is hard going on impossible. This allows tracking of vessels within a certain distance.
Credits: 5000 cr (5150 cr without materials) Material Cost: 1 (Basic) component
Requirements: Tier 1
Space: 20x25 feet
Time: 4000
Upkeep: 300 cr /month
Manpower: 1 (Trained) Personnel
Power: 1
Function: When this station is manned, it allows detection of ships within 10 miles that fail a stealth check with DC-15 Only one sensor suite may be constructed per stronghold.
Upgrade: Pay the upgrade cost, increase the upkeep by +100 cr per level above base, and requires 1 additional (Trained) Personnel per level. Each level increases the detection distance to the following tier, using the table below;
Level | Detecton Distance (miles) |
---|---|
Base | 10 |
+1 | 30 |
+2 | 100 |
+3 | 300 |
+4 | 1000 |
+5 | 3000 |
Life Support
Oxygen is essential to most life forms, which makes this system essential for bases in orbit or other low-oxygen or hazardous environments.
Oxygen Compressor System
Credits: 3,500 cr (3,800 cr without materials) Material Cost: 1 (Premium) Component
Requirements: Tier 1
Space: 50x50 feet
Time: 5000
Upkeep: 500 cr /month
Manpower: 1 (Trained) Personnel
Power: 3
Function: Collects and saturates oxygen from a renewable source like algae or hydrogen evaporation, providing all rooms with an unlimited supply of oxygen, as well as stations to fill vacsuits, this system can be turned off for any room. At base level can provide oxygen for strongholds of large size or smaller.
Upgrade: Each upgrade after base requires an additional 10x10 area added to the Compressor's space. Each level also adds an additional 100cr to the upkeep of this structure, and increases the power requirement by +1. Each level above base increases the limit of the oxygen recycling by one size category per level. (to a maximum of level +5 for an expansive sized stronghold.) Only one Oxygen Compressor may be constructed per stronghold.
Air Ventilation System
Credits: 3000 cr (3150 cr without materials) Material Cost: 1 (Basic) Component
Requirements: None
Space: 10x10 feet
Time: 1000
Upkeep: 100 cr /month
Manpower: No deployments
Power: 1
Function: Circulates air in sealed strongholds or underground bunkers, vital for keeping air breathable even if oxygen is plentiful on the surface, does not mean a simple vent will supply breathable air underground. Supports a stronghold Large or smaller at base level
Upgrade: Each upgrade after base requires an additional 10x10 area added to the Ventilator's space. Each level also adds an additional 50cr to the upkeep of this structure, and increases the power requirement by +1. Each level above base increases the limit of the oxygen recycling by one size category per level. (to a maximum of level +5 for an expansive sized stronghold.) Only one Air Ventilator can be constructed per stronghold.
General Facilities
A selection of structures that serve general tasks in the stronghold, like maintenance and rest areas.
Transit Facilities
A variety of ways to transport personnel and resources quickly through a stronghold.
Elevator
Credits: 1000 cr (1150 cr without materials) Material Cost: 1 (Basic) component
Requirements: Tier 1
Space: 10x10 feet
Time: 1000
Upkeep: 50 cr /month
Manpower: No deployments
Power: 1 power for each elevator shaft; regardless of number of floors.
Function: Allows transit between floors via an elevator shaft, elevator must be constructed on each floor individually.
Upgrade: Does not upgrade, more can be constructed.
Stairwell
Credits: 500 cr Material Cost:
Requirements: None
Space: 15x15 feet
Time: 1000
Upkeep: N/A
Manpower: No deployments
Power: N/A
Function: allows foot travel between floors, stairwell must be constructed individually for each connected floor.
Upgrade: Does not upgrade, more can be constructed.
Freight Conveyor Belt
Credits: 500 cr (650 cr without materials) Material Cost: 1 (Basic) component
Requirements: None
Space: 10x10 foot section
Time: 500 cr
Upkeep: 50 cr /month
Manpower: No deployments
Power: 1 power required for every 10 sections of interconnected conveyor belt
Function: allows rapid movement of materials, resources, or personnel from one structure to another, allows resources to move almost instantaneously.
Upgrade: Does not upgrade, more can be constructed.
Carrier Droid Station
Credits: 1500 cr (1800 cr without material) Material Cost: 1 (Premium) Component
Requirements: Tier 2
Space: 15x15 feet
Time: 2000
Upkeep: 100 cr /month
Manpower: No deployments
Power: 1
Function: has storage and charging space for 10 mouse droids or any similar tiny sized tracker droid, which are used to rely sensitive information and mail between the varied stations of the stronghold.
Upgrade: Does not upgrade, more can be constructed.
Mechanic's Shop
Credits: 7500 cr
Requirements: Tier 1
Space: 40x40 feet
Time: 8000
Upkeep: 400 cr /month
Manpower: 1 (Trained) worker
Power: 1
Function:
Upgrade:
Construction Yard
Credits: 7500 cr
Requirements: Tier 2
Space: 50x50 feet
Time: 9000
Upkeep: 450 cr /month
Manpower: 1 (Trained) worker
Power: 0
Function:
Upgrade:
Medical Clinic
Credits: 4500 cr
Requirements: Tier 1
Space: 25x25 feet
Time: 6000
Upkeep: 300 cr /month
Manpower: 1 (Trained) worker
Power: 1
Function:
Upgrade:
Medical Facility
Credits: 9500 cr
Requirements: Tier 3
Space: 40x120 feet
Time: 16000
Upkeep: 800 cr /month
Manpower: 1 (Skilled: Medicine) worker
Power: 2
Function:
Upgrade:
Workshop
Credits: 4500 cr
Requirements: Tier 1
Space: 30x30 feet
Time: 6000
Upkeep: 250 cr /month
Manpower: No Deployment; station is deployed by 1 player engaging in the Crafting downtime activity.
Power: 1
Function:
Upgrade:
Command Facilities
Unique structures that have special benefits or grant a special bonus to all personnel of a given type in the stronghold.
Command and Control Center (CCC)
The 3C is where the strongholds operations are controlled and managed. Patrols, maintenance routines, and other duties are processed through the 3C’s terminals.
Credits: 7000 cr (7300 cr without materials) Material Cost: 1 (Premium) component
Requirements: Tier 3
Space: 25x30 feet
Time: 5000
Upkeep: 500 cr /month
Manpower: 1 (Trained) Personnel
Power: 2
Function: Acts as a center for communications, intercom services, and scheduling and information distribution. Any units within the stronghold that are friendly to you gain tactical support in the form of Intel and communications throughout the stronghold. If they would roll initiative while inside the stronghold, they have advantage on the roll, if both initiative die rolled are higher than the initiative of the current threat, the personnel get the benefits of a surprise round on their first turn unless the enemy or threat cannot be surprised.
Upgrade: Does not upgrade, only one can be constructed per stronghold
Combat Information Center (CIC)
The CIC is similar to the 3C, except that only the arts of the stronghold that deal with the military aspect of it are dealt with. Defending from attackers, gathering an assault force, et cetera, are all planned here.
Credits: 7000 cr (7300 cr without materials) Material Cost: 1 (Premium) component
Requirements: Tier 3
Space: 30x30 feet
Time: 5500
Upkeep: 500 cr /month
Manpower: 1 (Trained) Combat Personnel
Power: 2
Function: Allows the deployment of combat personnel in any room, and allows the scheduling of patrols within or outside the boundaries of the stronghold, additionally any units within the stronghold that are friendly to you gain tactical support in the form of Intel and communications throughout the stronghold. If they would roll initiative while inside the stronghold, they have advantage on the roll, if both initiative die rolled are higher than the initiative of the current threat, the personnel get the benefits of a surprise round on their first turn unless the enemy or threat cannot be surprised.
Upgrade: Does not upgrade, only one can be constructed per stronghold.
Suite Buildings
Structures designed for living quarters, as well as hangars and storage rooms.
Luxury Quarters
Every force needs a place to sleep, and these rooms are the finest.
Small Luxury Quarters
Credits: 6,500 cr
Requirements: Tier 1
Space: 25x50 feet
Time: 6000
Upkeep: 600 cr /month
Manpower: 1 (Untrained) Personnel
Power: 1
Function: Provides individual rooms for 10 beings. When a creature completes a long rest involving this suite, they regain all spent Hit Dice, instead of only half of them, and their exhaustion level is reduced by 2, instead of only 1. Luxury quarters can be rented out to paying customers for profit, each month you can roll 1d100, to determine how many rooms you can rent out in a given period of time, each room rented earns 250 cr in net profit for that month.
d100 | Number of rooms rented |
---|---|
1-30 | 1d4 rooms |
31-60 | 2d4 rooms |
61-100 | 3d4 rooms |
Upgrade: Does not upgrade, more can be constructed.
Medium Luxury Quarters
Credits: 14,000 cr
Requirements: Tier 3
Space: 50x100 feet
Time: 12,000
Upkeep: 1000 cr /month
Manpower: 2 (Untrained) Personnel
Power: 2
Function: Provides individual rooms for 25 beings. When a creature completes a long rest involving this suite, they regain all spent Hit Dice, instead of only half of them, and their exhaustion level is reduced by 2, instead of only 1. Luxury quarters can be rented out to paying customers for profit, each month you can roll 1d100, to determine how many rooms you can rent out in a given period of time, each room rented earns 300 cr in net profit.
d100 | Number of rooms rented |
---|---|
1-30 | 1d4 rooms |
31-60 | 3d4 rooms |
61-100 | 5d4 rooms |
Upgrade: Does not upgrade, more can be constructed.
Large Luxury Quarters
Credits: 30,000 cr
Requirements: Tier 5
Space: 50x200 feet
Time: 25,000
Upkeep: 2400 cr /month
Manpower: 3 (Untrained Personnel)
Power: 2
Function: Provides individual rooms for up to 50 beings. When a creature completes a long rest involving this suite, they regain all spent Hit Dice, instead of only half of them, and their exhaustion level is reduced by 2, instead of only 1. Luxury quarters can be rented out to paying customers for profit, each month you can roll 1d100, to determine how many rooms you can rent out in a given period of time, each room rented earns 600 cr in net profit.
d100 | Number of rooms rented |
---|---|
1-30 | 2d4 rooms |
31-60 | 4d4 rooms |
61-100 | 6d4 rooms |
Upgrade: Does not upgrade, more can be constructed.
Living Quarters
Every force needs a place to sleep, and these rooms will do well enough.
Small Living Quarters
Credits: 5000 cr
Requirements: None
Space: 10x10 feet
Time: 4000
Upkeep: 450 cr
Manpower: No deployments
Power: 1
Function: Provides space and accommodation for a single person or a couple. When a creature completes a long rest involving this suite, their exhaustion level is reduced by 2, instead of only 1.
Upgrade: Does not upgrade, more can be constructed.
Medium Living Quarters
Credits: 10,000 cr
Requirements: Tier 2
Space: 25x25 feet
Time: 8500
Upkeep: 750 cr /month
Manpower: No deployments
Power: 1
Function: Provides communal rooms for up to 4 beings. When a creature completes a long rest involving this suite, their exhaustion level is reduced by 2, instead of only 1.
Upgrade: Does not upgrade, more can be constructed.
Large Living Quarters
Credits: 25,000 cr
Requirements: Tier 4
Space: 50x50 feet
Time: 20,000
Upkeep: 1,400 cr /month
Manpower: No deployments
Power: 2
Function: Provides communal rooms for up to 10 beings. When a creature completes a long rest involving this suite, their exhaustion level is reduced by 2, instead of only 1.
Upgrade: Does not upgrade, more can be constructed.
Barracks
These rooms pack as many men as they can into as small a space as possible.
Small Barracks
Credits: 3,500 cr
Requirements: None
Space: 15x20 feet
Time: 3000
Upkeep: 350 cr /month
Manpower: No deployments
Power: 1
Function: Provides bunks for up to 8 beings.
Upgrade: Does not upgrade, more can be constructed.
Medium Barracks
Credits: 7,500 cr
Requirements: Tier 2
Space: 20x30
Time: 5000
Upkeep: 750 cr /month
Manpower: No deployments
Power: 2
Function: Provides bunks for 20 beings.
Upgrade: Does not upgrade, more can be constructed.
Large Barracks
Credits: 15,000 cr
Requirements: Tier 4
Space: 25x50
Time: 10,000
Upkeep: 1500 cr /month
Manpower: No deployments
Power: 2
Function: Provides bunks for 50 beings.
Paddock
A small enclosure for holding animals, slaves, and beasts of various needs and purposes.
Credits: 1000 cr
Requirements: None
Space: 10x10 feet
Time: 1000
Upkeep: 100 cr /month
Manpower: 1 (Untrained) Personnel
Power: N/A
Function: Holds 5 medium size creatures, or 10 small-sized creatures. Upgrade: pay the upgrade cost and increase the area of the paddock by 10x10 feet, and increase the amount of animals the pen can hold by 5 medium creatures.
Slave Pen
A sngle room, equipped with a key and code lock, with magnetic locks that prevent them from being opened during a power failure.
Credits: 2000 cr (2150 cr without materials) Material Cost: 1 (Basic) Component
Requirements: Tier 1
Space: 25x25 feet
Time: 1500
Upkeep: 150 cr /month
Manpower: 1 (Green) Combat Personnel
Power: 1
Function: Has enough crude cots and space to provide cramped living arrangements for up to 20 medium sized creatures. When a creature finishes a long rest involving this suite, their exhaustion level is not reduced. Additionally, after each month creatures spend in this suite, they gain one level of exhaustion.
Upgrade: Does not upgrade, more can be constructed.
Holding Cell
a single guarded cell meant to hold prisoners or disruptive guards and employees of little danger to the rest of the stronghold.
Credits: 5000 cr (6750 cr without materials) Material Cost: 1 (Basic) Component, 1 (Reinforced) building material
Requirements: Tier 2
Space: 20x20 feet
Time: 3000
Upkeep: 300 cr /month
Manpower: 1 (Green) Combat Personnel
Power: 1
Function: Provides a single cell to hold 10 prisoners that have a sliding cell door with a DC of 15 to hack from the outside.
Prison Block
Individual cells meant to hold prisoners of various importance.
Credits: 8000 cr (13,350 cr without materials) Material Cost: 1 (Premium) Component, 2 (Reinforced) building materials
Requirements: Tier 4
Space: 20x30 feet
Time: 6000
Upkeep: 600 cr /month
Manpower: 1 (Trained) Combat Personnel
Power: 2
Function: Provides cells to hold 20 prisoners that have doors with a DC of 20 to hack from the outside Upgrade: Spend the upgrade cost to increase space by 20x10 feet and the number of cells by 10. The upkeep of this structure also increases by 100 cr per month, and for every 2 levels above base, this structure requires one additional (Trained) combat unit.
Storage
Structures designed to store and hold resources and materials.
Stockade
a dug pit or other open air storage area, can be constructed in any size.
Credits: 150 cr per 5ft square area.
Requirements: None
Space: Variable amount of 5 ft. squares
Time: 500 units of time per 5ft square.
Upkeep: N/A
Power: N/A
Function: Provides a covered storage space for a number of crates (or piles) equal to the number of 5ft squares this structure occupies, materials and resources stored in a stockade are subject to the elements and deteriorate by the DM's discretion, food rots, materials become wet and mold, and any other resources become unusable after a time.
Upgrade: can be expanded by using the variables above.
Storage Shed
It’s a shed. That stores things. In a small location.
Credits: 1500 cr
Requirements: Tier 1
Space: 15x15 ft.
Time: 1000
Upkeep: 100 cr/ month
Manpower:
Power: N/A
Function: Provides a covered storage space for 9 5ft. crates of materials, is not refridgerated or monitored, so some sensitive supplies (like medicine or food) may deteriorate if kep in a storage shed in a harsh environment.
Upgrade: Does not upgrade, more can be constructed.
Silo
a tall storage structure used to store large amounts of a single resource
Credits: 3500 cr
Requirements: Tier 2
Space: 20 ft. diameter area, 30ft high ceiling
Time: 3000
Upkeep: 100 cr/ month
Manpower:
Power: N/A
Function: Provides a covered storage space for one type of resource, which is stored in the silo instead of in crates, The silo can hold 100 units of a resource (100, 5ft crates worth of materials.)
Upgrade: Does not upgrade, more can be constructed.
Warehouse
A much larger, controlled storage facility
Credits: 10,000 cr (11,250 cr without materials) Material Cost: 1 (Standard) building material
Requirements: Tier 3
Space: 25x50 ft.
Time: 8000
Upkeep: 800 cr/ month
Manpower: 1 (Untrained) Personnel
Power: 2
Function: Provides covered, temperature controlled and regularly inventoried storage space for 50, 5ft. crates of materials.
Upgrade: Does not upgrade, more can be constructed.
Hangar
Hangars provide an enclosed area for starships to land and resupply. Hangars come in three sizes: small, medium, and large.
Small Hangar
Credits: 10,000 cr
Requirements: Tier 1
Space: 40x100 feet, with a 25ft. ceiling
Time: 8000
Upkeep: 800 cr /month
Manpower: No deployments
Power: 1
Function: Provides landing space for 20 hangar units. (10 Small, or 20 tiny ships.)
Upgrade: Does not upgrade, more can be constructed.
Medium Hangar
Credits: 50,000 cr
Requirements: Tier 3
Space: 200x500 feet, with a 50ft. ceiling
Time: 18000
Upkeep: 1800 cr /month
Manpower: 1 (Trained) Personnel
Power: 2
Function: Provides landing and refueling space for 100 hangar units. (10 medium, or 50 small ships.)
Upgrade: Does not upgrade, more can be constructed.
Large Hangar
Credits: 250,000 cr
Requirements: Tier 5
Space: 500x600 feet, with a 50ft. ceiling
Time: 42000
Upkeep: 4200 cr /month
Manpower: 1 (Trained) Personnel
Power: 3
Function: Provides landing and refueling space for 250 hangar units. (2 large & 5 medium ships, or 25 medium ships.)
Upgrade: Does not upgrade, more can be constructed.
Landing Pad
A landing pad is able to hold more starships than a hangar, but the ships are exposed and unprotected. Additionally, the ships must be of a certain size.
Small Landing Pad
Credits: 8500 cr
Requirements: None
Space: 20x80 feet
Time: 6000
Upkeep: 600 cr /month
Manpower: No deployments
Power: N/A
Function: Provides landing space for 4 medium or smaller ships.
Upgrade: Does not upgrade, more can be constructed.
Medium Landing Pad
Credits: 17,000 cr
Requirements: Tier 2
Space: 40x150 feet
Time: 12000
Upkeep: 1200 cr /month
Manpower: 1 (Untrained) Personnel
Power: 1
Function: Provides landing and refueling space for 2 large ships or 6 medium or smaller ships
Upgrade: Does not upgrade, more can be constructed.
Large Landing Pad
Credits: 30,000 cr
Requirements: Tier 4
Space: 50x250 feet
Time: 30000
Upkeep: 3000 cr /month
Manpower: 2 (Untrained) Personnel
Power: 2
Function: Provides landing an refueling space for 2 Huge ships, 3 large ships, or 15 medium or smaller ships.
Upgrade: Does not upgrade, more can be constructed.
Garage
Walkers and speeders need somewhere to stay idle and be maintenanced, and the garage is the place to do so. The garage comes in three sizes: Small, medium, and large.
Small Garage
Credits: 3,500 cr
Requirements: Tier 1
Space: 30x50 feet
Time: 3000
Upkeep: 150 cr /month
Manpower: No deployments
Power: 1
Function: Provides storage space for 10 large vehicles.
Upgrade: Does not upgrade, more can be constructed.
Medium Garage
Credits: 7,500 cr
Requirements: Tier 3
Space: 40x60 feet, 20 foot high ceiling
Time: 6000
Upkeep: 300 cr /month
Manpower: No deployments
Power: 2
Function: Provides storage space for 10 huge vehicles, or 20 large vehicles.
Upgrade: Does not upgrade, more can be constructed.
Large Garage
Credits: 17,500 cr
Requirements: Tier 5
Space: 40x60 feet , 25 foot high ceiling
Time: 15000
Upkeep: 750 cr /month
Manpower: No deployments
Power: 3
Function: Provides storage space for 10 gargantuan vehicles, or 20 huge vehicles.
Upgrade: Does not upgrade, more can be constructed.
Droid Storage
This suite offers a single room featuring tightly-packed racks suitable for storing and housing a number of droids or drones.
Small Droid Storage
Credits: 3,000 cr
Requirements: Tier 1
Space: 20x20 feet
Time: 2000
Upkeep: 100 cr /month
Manpower: No deployments
Power: 1
Function: Provides storage racks and charging hookups for 16 Medium droids. Alternatively, this suite can house droids of other sizes. A Huge droid takes up the space of two Large droids, which in turn takes up the place of two Medium droids, and so on. Upgrade: Does not upgrade, more can be constructed.
Medium Droid Storage
Credits: 6,000 cr (6150 without material)
Material Cost: 1 (Basic) Component
Requirements: Tier 3
Space: 30 foot cube
Time: 3500
Upkeep: 200 cr /month
Manpower: No deployments
Power: 2
Function: Provides storage racks and charging hookups for 32 Medium droids. Alternatively, this suite can house droids of other sizes. A Huge droid takes up the space of two Large droids, which in turn takes up the place of two Medium droids, and so on. Upgrade: Does not upgrade, more can be constructed.
large Droid Storage
Credits: 15,000 cr (15,200 cr without material)
Material Cost: 1 (Premium) Component
Requirements: Tier 5
Space: 30x45 feet, with a 30 foot ceiling
Time: 10000
Upkeep: 350 cr /month
Manpower: No deployments
Power: 3
Function: Provides storage racks and charging hookups for 60 Medium droids. Alternatively, this suite can house droids of other sizes. Upgrade: Does not upgrade, more can be constructed.
Production Buildings
Structures designed to refine or produce a given resource, whether that resource is food, clean air, hard credits, or crafting materials.
Farms
Farms produce crops that can be used for various means. The DM determines what types of crops are locally available to grow, or which plants can be grown on a given world, choosing from one of the following types of resources; Food (crops), Exotic: (raw plants, spices, or fibers.)
Farm (Food resource)
Credits: 4000 cr
Material Cost: sample of (Food) Resource
Requirements: None
Space: 20x25 feet
Time: 3000
Upkeep: 400 cr /month
Manpower: 1 (Unskilled) Personnel
Power: N/A
Function: Each month period, roll 1d100, consulting the table below to determine how many resources you harvest;
d100 | Yield (# of 5ft crates) |
---|---|
Under 25 | Gain 1d6-1 resources (Minimum of 0) |
26-45 | Gain 1d10 resources |
46-60 | Gain 2d10 resources |
61-100 | Gain 3d10 resources |
Upgrade: Pay the upgrade cost, and increase the farm's area by 20x20 feet. The farm requires 1 additional personnel per level above base, and the upkeep increases by +100 cr. The farm produces 1d4+1 additional food resources per level.
Farm (Exotic resource)
Credits: 4500 cr
Material Cost: sample of rare plants (for raw plant, chemical or spice) or one group of suitable livestock (for fibers)
Requirements: Tier 1
Space: 25x25 feet
Time: 3500
Upkeep: 400 cr /month
Manpower: 1 (Trained) Personnel
Power: N/A
Function: Each month period, roll 1d100, consulting the table below to determine how many resources you harvest;
d100 | Yield (# of 5ft crates) |
---|---|
Under 40 | Gain no resources |
41-65 | Gain 1d8 resources |
66-85 | Gain 2d8 resources |
86-100 | Gain 4d8 resources |
Upgrade: Pay the upgrade cost, and increase the farm's area by 20x20 feet. The farm requires 1 additional personnel per level above base, and the upkeep increases by +100 cr. The farm produces 1d4+1 additional raw exotic resources per level.
Mine
Mines harvest raw materials from the surface of the planet that can be processed to create resources or sold to earn an income. The DM determines which areas are suitable for a mine, surveyor's equipment can be used to determine pockets of minerals or underground caves. Choose from one of the following types of resources; Raw Materials, Luxury: (ores, crystals, spice), or Exotic: (raw metal, raw fuel, raw ballistics)
Quarry (Raw materials)
Credits: 4500 cr (4650 cr without material)
Material Cost: 1 (Basic) component
Requirements: Tier 2
Space: 30x30 feet, 15 foot deep pit
Time: 4000
Upkeep: 450 cr /month
Manpower: 1 (Unskilled) Personnel
Power: 1
Function: Each month period, roll 1d100, consulting the table below to determine how many resources you mine;
d100 | Yield (# of 5ft crates) |
---|---|
Under 25 | Gain 1d6-1 resources (Minimum of 0) |
26-45 | Gain 1d10 resources |
46-60 | Gain 2d10 resources |
61-100 | Gain 3d10 resources |
Upgrade: Pay the upgrade cost, and increase the mines depth by 30 feet directly below the quarry, The quarry requires 1 additional personnel per level above base, and the upkeep increases by +150 cr. The quarry produces 1d4+1 additional raw material resources per level.
Mine (Exotic Materials)
Credits: 6500 cr (6800 cr without material)
Material Cost: 2 (Basic) components
Requirements: Tier 3
Space: 30x30 feet , 30 foot deep shaft
Time: 6000
Upkeep: 650 cr /month
Manpower: 1 (Trained) Personnel
Power: 2
Function: Each month period, roll 1d100, consulting the table below to determine how many resources you mine;
d100 | Yield (# of 5ft crates) |
---|---|
Under 40 | Gain no resources |
41-65 | Gain 1d8 resources |
66-85 | Gain 2d8 resources |
86-100 | Gain 4d8 resources |
Upgrade: Pay the upgrade cost, and increase the mines depth by 30 feet directly below the mine, The mine requires 1 additional personnel per level above base, and the upkeep increases by +150 cr. The quarry produces 1d4+1 additional raw exotic resources per level.
Mineshaft (Luxury Materials)
Credits: 8500 cr (8800 cr without material)
Material Cost: 2 (Basic) components
Requirements: Tier 3
Space: 30x30 feet, 30 foot deep shaft
Time: 8000
Upkeep: 1250 cr /month
Manpower: 1 (Skilled: mining tools) Personnel
Power: 2
Function: Each month period, roll 1d100, consulting the table below to determine how many resources you mine;
d100 | Yield (# of 5ft crates) |
---|---|
Under 20 | Gain no resources and must pay 3000 credits to re-dig tunnels |
21-35 | Gain no resources |
36-60 | Gain 1d6 resources |
61-85 | Gain 2d6 resources |
86-100 | Gain 4d6 resources, or gain 3d6 resources and 1d4+1 resources of a different type instead. (DM determines the nature of this effect, and which resource they uncover such as gemstones or rare ores) |
Upgrade: Pay the upgrade cost, and increase the mines depth by 30 feet directly below the mine, The mine requires 1 additional personnel per level above base, and the upkeep increases by +150 cr. The quarry produces 1d4+1 additional raw exotic resources per level.
Security Buildings
Structures designed for the protection and defense of the structure, mounted turrets, walls, gates, shields, and orbital defenses.
Room modifications
Structures that function as an addition to an existing structure and doesn't occupy its own space, traps, extra furnishings, and room upgrades and retrofits fall under this category.
Class-Specific Room Upgrades
Each of these room upgrades is unique, and grants its benefit to a player who has at least 1 level in the related class. By spending 8 hours of light activity in the stronghold, they gain an improved class feature from the room, which they can use once in a tier 1 stronghold. in order to recharge the ability, they must take a prolonged rest using the room, spending at least 8 hours each day for a week inside that structure to recharge the use of your improved class feature. Each room can be upgraded to provide an additional use of the class feature each prolonged rest, the room cannot be upgraded past the tier of the stronghold, to a maximum of 5 uses per prolonged rest.