Expanded Base Rules

The majority of these rules are a copy of sorts from the Desperate Allies source book for Age of Rebellion. However this version is meant to be used specifically with this particular campaign.

Bases are perhaps one of the most important aspects of the war against The Empire. They are rare and they are expensive, but they are *vital* to the Alliances' survival. The grand majority of rebel bases are little more than small, remotely located and hidden away hidey-holes from which to resupply, rest, or hide.

There are other much more expensive and much larger bases are more elaborate, acting as training fields for new troops, housing entire fighter squadrons, even providing the alliance with valuable weapon and vehicle manufacturing capabilities.

Inherently however the rules for base management and building are largely narrative in fashion and require an application of common sense. A large rebel complex cannot be hidden on Coruscant but, could very well be on Hoth.

As the campaigns against The Empire intensify on the various worlds the Alliance liberates bases will become more and more functional and larger in scope over time. Usually this happens through financial application or willful assistance by the native population.

### What Sort of Base to Build

Whenever a base is built the players must first start with what sort of base they intend on building. Each has its' own strengths and weaknesses, and each has its' place in the tactical scheme of things.

#### Core BaseCost: 50,000 Credits

A core base is a standard outpost for operations on a planet. It includes bunk space for all team members and NPCs, as well as a kitchen/Mess hall. The base is capable of obtaining basic utilities from a local urban system or, if isolated, from an independent water well and power generator.

The base includes a crew to assist in administrative and housekeeping operations, it also includes a landing pad, or if a space station a landing bay, to house the teams' vehicles.

A core base has the following abilities.

1. Resupplies task forces to full after resting for one week.
2. Allows the PCs to buy and sell through the bases' on site quartermaster however prices cannot be negotiated or altered.
3. Allows the PCs to recover wounds and critical injuries in a safe and secure place.
4. Allows the PCs' to repair ships and vehicles as if at a docking port, however prices cannot be negotiated or altered.
5. Provides a means of storing the party's personal vehicles(however further upgrades are required to house permanent star-fighters and/or ground vehicles)
6. Can house upwards of 50 individuals, this can be upgraded.

The core bases' weaknesses are

1. Take 1 black die on any mass battle checks to defend a core base as they are generally somewhat vulnerable to attacks and raids.
2. Whenever an Imperial spy makes an attempt to locate a rebel base- core bases are automatically the first that they will find.

#### Safe House

Cost: 25,000 credits

Safe houses are designed to accommodate a small number of people deep within enemy territory for the purposes of providing them with a place for private communications, storage of contraband, and a storage area for escape vehicles. A safe house is primarily geared to help with saboteurs, scouts and even propagandists.

The Safe houses' strengths are

1. Upgrades the difficulty of checks made to locate a safe house by imperial agents twice.
2. Provides a place for PCs to rest and recover in enemy territory
3. Upgrades difficulty to locate persons or contraband hidden in safe houses three times.
4. Provides 1 blue for all survival, streetwise and stealth checks made to scout out the enemy.

The Safe houses' weaknesses are

1. The safe house is incapable of defending against mass battle checks, if it is discovered and assaulted the occupants MUST attempt to retreat.
2. The safe house can hold a total of 10 people at most. It cannot be upgraded to accommodate more.
3. The safe house can only hold ONE space vehicle of silhouette 4 or less.

#### Training Camps

Cost: 100,000 credits

Training camps are among the largest rebel bases that can be built and bought. They can hold a platoon of rebel soldiers, provide for their training, and are some of the most well defended bases the rebel alliance can have. A training camp is the only base capable of actually training recruits to become the various troop types fielded by The Rebellion.

A training camp has the following strengths

1. Can train recruits into any of the troop types known to The Rebellion.
2. Due to its' incredibly hardy defenses a training camp upgrades the positive die on all mass battle checks to defend it once. Further upgrades can improve this even further.
3. Automatically has the hangar and repair bay, Armory, and Training Facility upgrades.
4. Upgrade once on training rolls..

The training camp has the following weaknesses.

1. The training camp is very easy to find, imperial spies upgrade positive die twice to locate a training camp
2. A training camp adds 1 black die for recruitment checks on the planet it's stationed on. (As the populace is more concerned about openly supporting such a base for fear of imperial reprisal)
3. 1 blue die is granted to imperial gunnery teams bombarding the base from orbit or with artillery.

#### Meeting Center

Cost: 25,000 credits

The meeting center is an unusual example of a base, used to conduct diplomatic negotiations with worlds seeking help from the alliance against The Empire, the meeting center isn't so much a base as a neutral ground that the Rebellion just so happens to maintain.It is an ideal, non-threatening venue where two parties can sit down and talk without fear. Therefore a meeting center is usually very lightly armed- if it's armed at all.

A meeting center has the following strengths

1. Upgrade all negotiation, charm, coercion and deception checks made at a meeting center by 1.
2. Provides a living space for any amount of player characters, NPC alliance members, and foreign delegates as required. More so it allows for the storage, repair and resupply of all parties' ships.
3. The Empire cannot attack a Meeting center without risking open rebellion from the planet that it is based on.

A meeting center has the following weaknesses

1. Cannot fight back in the instance of a mass battle check, all residents must try and escape.
2. As a meeting center is a somewhat public venue- the Empire will always know about it.
3. Imperial heroes and inquisitors are also welcome at these venues to contribute "Their side of the debate".

#### Hidden Fortresses

Cost: 2,000,000 credits

A hidden fortress is the most expensive, most hidden and most powerful base the Alliance could ever build, borrow or steal. It is the source from which all rebel operations are coordinated, it is the place where its' brightest minds, it's strongest heroes and it's most valuable facilities are located. Usually a hidden fortress is on a world that is unknown to The Empire, or where the populace is extraordinarily sympathetic to the cause of The Rebellion.

A Hidden Fortress has at least one of every upgrade that a base can have- and still has room to upgrade from there. However the initial construction of a hidden fortress is EXTREMELY expensive- to this end it is not likely that The Alliance will be able to simply build such a thing- it must be taken, given, or otherwise earned.

Strengths of a hidden fortress

1. One of every possible base upgrade, with room for even more as each upgrade allows.
2. Imperial spies must upgrade the difficulty checks to locate a hidden fortress three times.
3. A hidden fortress grants 2 blue die to the encryption or decryption of information.
4. A hidden fortress grants 1 blue die when making checks to train new recruits
5. A hidden fortress grants a permanent 25% discount on all purchased goods and repairs when bought at the fortress.
6. Upgrade checks to defend a hidden fortress through mass battles twice. Checks to attack one are upgraded in difficulty once.
7. A Hidden fortress is the only base capable of housing production facilities.

A hidden fortresses' weakness is this.

Upgrade the difficulty on checks to evacuate and retreat from a hidden fortress once. Also, for every threat made on that check 10 soldiers of any level are left behind, captured or killed in the attempt- rather than just 5.

### Rebel Base upgrades

Unless stated otherwise in the upgrade description or base description Rebel Base can take any of the following upgrades.

Altered core focus. (Difference in costs between bases)

The rebel bases' core focus changes, and the base effectively grows or shrinks to change to whatever the Rebellion calls upon it to do. When the core focus changes the base is completely overhauled, it maintains its' upgrades, however it it loses the previous functions of its' previous self, changing to the new strengths and weaknesses of the new base. However- functionally specific upgrades will cease to be and be scrapped.

#### Enhanced Security

Cost: 10,000 credits

Base security improves, better protecting the rebels within(and their secrecy) When the upgrade is purchased select one of the following.

* All buildings(or doors within the space station) gain electronic locks that can be opened only with a hard (3 purple dice) computers check.
* The base gains reinforced armor, giving it an armor value of 2(weapons unable to inflict more than 2 planetary scale damage cannot damage the buildings)
* The base gains reinforced shields, granting it defense 2 against weapon attacks from the outside.
* The base gains security cameras that can be accessed from a central control room
* The base gains a concealed heavy repeating blaster turret that covers the main entrance and has a gunnery skill of 2 and an agility of 0(if unassisted it rolls 2g for gunnery checks)

#### Base Defenses

Cost: 20,000 credits

Unlike base security base defenses are meant to repel much larger scale attacks. When the upgrade is purchased select one of the following

* The base gains a wall with medium laser cannon turrets surrounding it. Automated guns have a gunnery skill of 3 and an agility of 0(Unless otherwise manned) The walls give the base an armor value of 5. In a mass battle check this adds 1 blue die to defense.
* The base gains a shield generator that grants the base ranged defense 5. However the shield generator has no effect at planetary short range. In a mass battle check this adds 1 blue to defense.
* The base can gain a battleship ion cannon. The ion cannon must be manned by someone and fired with a gunnery check.

#### Medical Facility

Cost: 6000 credits

The base includes an infirmary, stocked to handle battlefield injuries and other medical crises.

The Medical facility has cots and treatment space for five patients, medical supplies(allowing characters to perform medicine checks without penalty) and two bacta tanks with supplies of bacta.

This upgrade can be taken up to three times, increasing the number of patients it can accomodate by five and the number of bacta tanks by one each time.

This upgrade prevents up to 5 soldiers per level from dying due to threat in mass battles.

#### Hangar and Repair Bay

Cost: 8,500 credits

The base includes a hangar where mechanics can store and repair vehicles and droids.

The Hangar holds a number of vehicles with a combined silhouette of 30 and no single vehicle larger than silhouette 5. It also includes a full set of mechanics' tools (allowing characters to perform mechanics checks to heal droids or repair vehicles or starships without penalty) and an oil bath for droids. When used to repair starships or vehicles the character repairs 2 additional hull trauma or 2 additional system strain on a successful check.

This upgrade may be taken up to two additional times, either to add additional landing bays or to increase the combined silhouette limit of the original by by 15. (Although the maximum vehicle size remains at silhouette 5)

#### Armory

Cost: (R) 9,500 credits

The base includes a substantial store of weapons, armor and basic military equipment sufficient to properly outfit a full squad of soldiers for an extended period.

Equipment and tools necessary to keep gear in good repair are also present (allowing characters to perform mechanics checks to repair and modify weapons and armor without penalty). The facility is also stocked with any weapons and equipment that would have a modified rarity of 5 or lower. Access to gear with a higher rarity is subject to GM discretion

This upgrade can be taken only once.

This upgrade cannot be used on Safe houses or Meeting Centers.

#### Training Facility

Cost: ???? Credits

The base features living quarters to accommodate a full platoon of soldiers, as well as equipment and facilities necessary to train them to serve in the Rebel Alliance. This includes combat simulators, lecture halls and gyms. Trainees typically occupy the facility at all times.

The players may call upon the trainees or heroes to assist with a current mission. In addition, when selecting this upgrade choose one of the following skills:

* Brawl
* Gunnery
* Knowledge(warfare)
* Melee
* Ranged(Light)
* Ranged(Heavy)

This skill is the training curriculum's focus and counts as a career skill for all Heroes operating out of that base. For an additional 10 EXP spent by a PC that career skill can also be taken by said PC when occupying the base.

#### Laboratory

Cost: 5000 credits

The base is equipped with lab facilities where scientists and engineers can safely conduct experiments, create new devices, and seek various technological breakthroughs.

A laboratory includes a full suite of scientific implements (allowing characters to perform computers, knowledge, medicine and mechanics checks for experimental purposes without penalty).

Additionally, characters in a laboratory add 2 advantage to such checks thanks to the safety equipment.

This upgrade can be taken only once.

#### Command and control center

Cost: 4000 credits

The base possesses a dedicated space from which people can broadcast to the whole base, track the activities of agents in the field, and monitor information about the base and its surroundings.

The facility grants occupants 1 blue die on computers, leadership and vigilance checks.

This upgrade can only be taken once.

#### Research Library

Cost: 3000 credits

The base has a set of computers, databases or other informational archives that allow its occupants to reference relevant materials as necessary.
A research library contains reference materials on all manner of subjects (allowing characters to make knowledge checks to acquire information without penalty)

This upgrade can only be taken once.

#### Barracks

Cost: 1000 credits

Doubles the amount of troops that a base can hold every time this upgrade is purchased.

This upgrade can be taken 5 times.

### Empire Bases

The Empire with its' vast and practically infinite resources also has the ability to set up bases. However theirs are significantly more numerous and are used by The Empire to enforce its' grip on the countless star systems it holds.

There are three types of Imperial Bases.

* Outposts
* Garrisons
* Military Commands

All of these bases are uniformly designed, capable of being built on any planet that can be inhabited by living beings. And while their layouts might be slightly different from example to example depending on terrain, they all have the same amenities.

#### Outposts

Outposts are partly The Empires' way of keeping an eye on a region, enforcing its' will on lesser cultures, and banishing the officers to find themselves on the wrong side of politics. Typically they are not manned by more than 50 troops and tech officers, as well as a compliment of a single shuttle, two walkers and a squadron of speederbikes.

#### Garrisons

Garrisons are the most common base employed by the Imperial Army. These bases are utilized to maintain hold on an entire planet, coordinating operations to keep the populace in line. They can hold upwards of 500 troops in every base, as well as a complement of 4 AT-ST walkers, one AT-AT, a speederbike squadron(10 bikes) a Wing of TIE fighters and two Lambda class shuttles.

#### Military Command

Usually used to cement hold on an entire sector Military commands essentially serve as the command and control base for an entire sector of space. Rivalled only by an Imperial Star Destroyer in its' compliment a military command is usually commanded by no less than a General or a Moff. Nearly 1500 combat troops can be seen stationed at these bases at any one time, and can be deployed to see to any task that is beneath the various Imperial fleets that act in The Galaxy.

A standard compliment includes 12 AT-ST walkers, Two AT-ATs, Five Speederbike squadrons and as many as two wings of TIE fighters and bomber respectively, and any number of other workhorse craft- and sometimes even a corvette or two for good measure.

Military commands are the only place Imperial task-forces are able to refuel and resupply, meaning that wherever there's a command, there is likely an Imperial fleet nearby- ready to annihilate any rebel dissidents it hears of.