Hey all!
So a question for all of you:
My group has found itself stranded on a hostile planet as an Ork Horde rampages across the surface. The PDF has been routed and the Navy has turned tail and run to get reinforcements.
My players have decided to set up shop in a secluded Supply Depot (long since looted) and decided to change the campaign from open warfare to Guerilla war. Not only have they decided to go Marbo on the Orks, but they want to turn the Depot into a fortress for an insurgent army, intending to lead an offensive on the Greenskins when the Guard comes back. They wanted to know if I could facilitate this change in the game.
I didn't say no to this request, as I'm always eager to provide the stories my players want to be part of (as long as they work for it). But I did say I'd need time to come up with what may be the most difficult system for the group- building a base for a hidden army.
If the regiment has a safe-ish place in the mountains or jungle to set up a hidden base camp, I was starting to wonder what sort of upgrades the group could invest in, how they would be self supporting, and these other things.
The system I came up with, they get so many points to spend between sessions, and then earn more points for successful mission completion (which allows me to slow their exp growth to prevent getting more OP).
Some buildings I've come up with (a Vox Center) require special items (a Command and Control Suite from a wrecked vehicle) and reveal the location of other Guardsmen. Others (Barracks) just cost points and don't do much (Regiment can support another squad of NPCs).
So yeah, GMs and players, imagine you're now building a small base for an insurgent Guard army. What sort of buildings would you include in your base? What kind of effects would you have? Would the cost of materials be High, Moderate, or Low? Would it require a special item retrieved narratively?