Base Building

In addition to (or in one case, instead of) the base facilities listed on pg134 of the *Player's Manual*, the following facilities can be constructed in bases.

###### CANNERY*:*

A facility for pickling and storing food for the winter. Up to two people can spend a shift here canning food. Each person can convert 10 units of domestic food and 10 units of water into 10 units of canned food. Canned food functions as an MRE.

* PREREQUISITES: Basic tools
* TIME: One week
* SKILL: STAMINA (Builder), SURVIVAL (Cook)

###### CINEMA:

A small movie screen with a projector and some seats. Requires power, but counts as small device. If the group spends one shift watching movies, for the next week they must meet two of the conditions listed on pg41 in order for unite morale to decrease, not one.

* PREREQUISITES: Basic tools, 10 general spare parts, 2 electronic spare parts, a film reel (must be obtained by trade or scrounging)
* TIME: One week
* SKILL: STAMINA (Builder), TECH (Electrician)

###### CONCEALMENT:

Using camouflage netting, paint, and possibly moving existing terrain features like rocks and trees, the base is hidden from a casual observer. When somebody who doesn't know the base's location approaches, they must make an opposed RECON roll against the RECON of one person present at the base. The person at the base is at -1 to their roll, or -2 if the base has more than 5 buildings (including camouflage). If the person approaching fails their roll, they cannot locate the base.

Whenever a new building is built on the base, it destroys the concealment building, which must be built again (representing the need to camouflage the new structure).

* PREREQUISITES: Basic tools
* TIME: One week
* SKILL: STAMINA (Builder), RECON (Infiltrator)

###### DISTILLERY:

A facility for making alcoholic drinks. One person can spend a shift here and make a TECH (Chemist) check and consume up to 10 units of water and 10 units of wild food. They can produce either 20 units of beer or 10 units of spirits. Failure means the units are consumed but nothing is produced, and the PC must roll TECH again - if they fail, a fire starts, destroying the distillery.

* PREREQUISITES: Basic tools, 10 general spare parts
* TIME: One week
* SKILL: STAMINA (Builder), TECH (Chemist)

###### FREEZER:

A walk-in freezer suitable for storing food. Can also function as an impromptu prison. Domestic food and wild food stored here will keep for three months before spoiling. Requires power.

* PREREQUISITES: Basic tools, 10 general spare parts, 2 electronic spare parts, 2 mechanical spare parts
* TIME: One week
* SKILL: STAMINA (Builder), SURVIVAL (Cook)

###### GUARD TOWER:

A freestanding tower that can mount a heavy weapon. The tower provides cover with 2 armour and gives the person firing it the +1 bonus for elevated firing position for all their attacks. The tower can hold three people in total.

* PREREQUISITES: Basic tools
* TIME: One week
* SKILL: STAMINA (Builder)

###### HYDRO GENERATOR:

A collection of improvised floating water wheels, or a single large wheel built into a hillside. Provides power to a single large electrical device. Requires a water source. Only one per camp. Does not function in winter.

* PREREQUISITES: Basic tools, 60 general spare parts, 40 electronic spare parts
* TIME: One week
* SKILL: STAMINA (Builder), TECH (Electrician)

###### KITCHEN:

A field kitchen for cooking. Up to two people can use the kitchen during a shift. When using the Cooking action and using the kitchen, you can cook up to 40 daily rations of raw food or wild food and have +1 to the SURVIVAL roll.

* PREREQUISITES: Basic tools
* TIME: One week
* SKILL: STAMINA (Builder), SURVIVAL (Cook)

###### POWERED GARAGE:

When powered (counts as a large electrical device), gives you a +2 modifier to all TECH rolls for repairing vehicles. Can also be used for construction, and if doing so, halves the time taken. If not powered, it functions as a regular workshop.

* PREREQUISITES: Basic tools, 100 general spare parts, 20 electronic spare parts
* TIME: Four weeks
* SKILL: STAMINA (Builder), TECH (Electrician)

###### POWERED WORKSHOP:

When powered (counts as a large electrical device), gives you a +2 modifier to all TECH rolls for repairs, except on vehicles (see Powered Garage for that). Can also be used for construction, and if doing so, halves the time taken. If not powered, it functions as a regular workshop.

* PREREQUISITES: Basic tools, 100 general spare parts, 20 electronic spare parts
* TIME: Four weeks
* SKILL: STAMINA (Builder), TECH (Electrician)

###### SPIDER HOLE:

A small, well concealed hole dug into the ground from which a soldier can hide and ambush the enemy. Gives 1 cover and a +2 bonus to RECON rolls for anybody hiding in one. Can hold one person. Multiple holes can consist of larger holes (with room for multiple people) or multiple smaller holes.

* PREREQUISITES: Basic tools
* TIME: One day per hole
* SKILL: STAMINA (Builder), RECON (Infiltrator)

###### WELL:

(Replaces the *Well* entry on pg135). Creates 30 water rations every day.

* PREREQUISITES: Basic tools
* TIME: Two weeks for the first well, one week for subsequent wells
* SKILL: STAMINA (Builder), SURVIVAL (Quartermaster)