So my game has gone COMPLETELY off the rails when my players decided to turn their tank regiment into a Guerrilla army against an enemy invasion, so I had to come up with a new system to build and manage an army base.
Knowing this, I drew a lot of inspiration from the ship-building system from Rogue Trader. In this case, the group's flat Requisition ® rating stands in the place of Ship Points and represents the number of Guerrillas/Partisans the group can recruit and effectively command .
Supplies (S) stands in the way of Power and represents military grade supplies- everything from Ration Bars to Standard issue tents to Lascannon rounds.
---------------------------------------------------------------------------------------
Finally, I changed Crew Rating to Army Rating. This isn't a literal translation but a quick and dirty guide to the army's effectiveness.
10 = Angry mob
20 = PDF
30 = Guardsmen
40 = Veteran Guardsmen
50 = Tempestus Scions
60 = Space Marine Scouts
Any assignments delegated to NPCs should roll for success/failure based off of this rating.
---------------------------------------------------------------------------------------
A feature I added is Packing Up . If the Guerrilla Base is discovered by the enemy or a better location for the base is found, certain buildings can be Packed Up and transported to whatever location the group wants to make use of as their new home base. Packing up takes a number of hours equal to the Requisition rating.
Poor and Common Quality Structures are considered Lean-tos and Tents, and can always be packed up unless otherwise noted. Poor quality structures reduce the cost of buildings by half (rounded up, to a minimum of 1).
Good and Best Quality Structures are represented as solid structures with foundations. Unless specified, they cannot be packed up and cost no R points. They must be found and defended. Their S cost is increased x 1.5 (rounded up or down at GM's discretion) for Good and x 2 for Best Quality.
---------------------------------------------------------------------------------------
Disaster Chart - Once per session, the GM should roll on this chart, adding +1 to the roll for every Critical Structure in the Forward Base the group is missing. If all bases are established, subtract 1 from the roll.
1-3: No effect.
4: Hunger: The group's food stores are empty, having been consumed by the army, gone rotten, or eaten by pests. The group must immediately locate and seize a new food supply or suffer 1d10 damage to their Army Rating as soldiers die of hunger and thirst, or desertion sets in.
6-7: Disease Outbreak: The group must make a Trade (Chymist) test at -20 to craft a Cure for the disease or take 1d10 damage to their R rating.
8-9: Fire!: A fire breaks out in the camp, dealing 1d10 damage to the group's S rating, and sending a plume of smoke up into the sky, visible for kilometers in all directions. The squad may roll a Command Test at -10 to coordinate Fire Fighting efforts in the confusion, reducing the damage by 1d5 to a minimum of 1.Regardless, it may be a good time to Pack Up and move. If the group does not Pack Up the base, the next Disaster Roll is considered a 10 automatically.
10: UNDER ATTACK!: The enemy launches a surprise attack on the base, in sufficient strength (Treated as Army Level 40) and ferocity to potentially wipe out the Guerrilla Army. The group must stand and fight or abandon the base. Having (and sacrificing) a Watchpost within 10km or more of the base grants 1d5 Hours to Pack Up and evacuate as the Watchmen delay the attack. Having (and sacrificing) a Base Camp within 10km grants an additional 1d5 hours to pack up. Having, manning (and sacrificing) any Fortifications grants an additional hour of time per Craftsmanship level of the Fortifications.
11+: As above, but the enemy brings a heavy unit to bear- a Squiggoth, Baneblade, Daemon Prince, or Tantalus leads the attack against your forces with a cadre of elite warriors (Army Level 50 or GM's discretion), and Watchposts/Base Camps in range grant 1d5-2 Hours to pack up, to a minimum of 0. Having, manning (and sacrificing) any Fortifications grants an additional hour of time per Craftsmanship level of the Fortifications.
---------------------------------------------------------------------------------------
Please note that this is a living, breathing document. I will be adding buildings, tweaking others and making adjustments as they come to me. I am also open to taking suggestions from the community.
Knowing all that, here's what I've set up...
---------------------------------------------------------------------------------------
Necessities - Like the Engines, Life Support, and Quarters of the Rogue Trader ships, the group MUST have one of each of these in their primary base AT ALL TIMES.
Barracks - R 3, S 3
Provides a dedicated shelter to the PCs and a squad of subordinate soldiers. Common Quality grants AP 8 cover. Poor Quality reduces costs by 1, provides shelter and no cover bonus. Good Quality increases R and S costs by 1 but provides AP 10 cover and Kitchen facilities. Best Quality increases R cost by 2, has AP 10, and has indoor plumbing, negating the need for Latrines.
Command Center - R 3, S 7
The command hub of the Guerrilla forces. Players can deploy unassigned soldiers (Unused R) to the field (GM Note: This has no in-combat effects, but narratively the GM should make their actions felt. "Because you deployed this squad, they intercepted these Kroot that you would've had to fight.") A Good Quality CC has a com array, allowing the group to listen in on wide range Vox Channels to gather intel (transmissions from refugee groups, other Guerrilla armies, or potential long-range mission objective for the group to complete). Best Quality CCs are equipped with an Astropath Relay for keeping in touch with Imperial High Command and a satellite uplink. Making a Tech-Use Test at -20 allows the group access to still image picts of potential mission sites or troop buildups.
Medicae Tent - R 4, S 3
Medicae Tests in the Camp are never below +10 for First Aid or -10 for Extended/Surgery. Good Quality increases the Cost to R 4, S 3 and adds +10 to the modifiers. Best Quality has all the trappings of a hospital, granting a further +10 and can reattach lost limbs (if the limb is brought back with the wounded soldier) in an Extended Test.
Latrines - R 1, S 1
If you have to ask, you're a sick, sick person. Cannot have Poor Quality. Good Quality provides some privacy and AP 6 cover. Best Quality has indoor plumbing, AP 8 cover and rolling "Disease Outbreak" on the Disaster chart has no effect. Cannot be Packed Up.
Armory - R 2, S 5
A secure ammunition and weapon supply. The group can roll Logistics to find weapons and items of Rare Availability or lower. Poor Quality is more a pile of weapons and clips than an organized system, a grab bag of goodies; all weapons are considered Poor Quality from mishandling and the best items being picked over by other soldiers. Common Quality has some organizational system behind it, and players can choose to roll between Common and Poor Quality items. Good Craftsmanship is adequately supplied and categorized, granting AP 12 cover. Best Quality allows the squad to roll for Good Quality items.
---------------------------------------------------------------------------------------
Optional Buildings
Forge - R 1, S 4
Grants +10 to Trade (Armourer) Tests to make items. Good and Best Quality increase the bonus by +5 and +10, respectively. Poor Quality increases the Disaster roll by +1.
Watch Post - R 1, S 1
A defensive building meant to provide advance warning of enemy movement and attacks. Equipped with a Heavy Stubber or Long-Las, they must be within Vox range of the HQ. Good and Best Quality grant 1 and 2 additional hours to delay an enemy attack on the UNDER ATTACK! Disaster roll.
Garage - R 8, S 8
A vehicle Garage set up to make repairs to and salvage ruined vehicles. Poor Quality Garage grants Rush Jobs an additional +30 to Repair tests but the vehicle being repaired gains the Ramshackle trait, and parts may need to be retrieved via missions. Common Quality allows standard repairs at +0, and missions for critical parts are only necessary for Critically Damaged vehicles. Good Quality Garage grants +10 to repairs. Best Quality Garage Grants +20 to Repairs and players can roll Logistics at -10 to find special vehicle ammunition that may have been mis-labeled in the back.
Base Camp - R 3, S 8
A field camp for operations outside the main base. Provides shelter for 8, a Watch Post, basic Medicae needs, and Vox communications. Good Quality base camps are camoflaged civilian structures, granting +20 to Stealth tests to avoid detection by the enemy and snare traps for capturing enemy scouts. Best Quality are almost self-sufficient Forts, granting AP 16 cover from walls and allowing Logistics rolls at -20.
Foraging Field - R 3, S 8
A field of wild fruits, vegetables or grains waiting to be harvested in the wild. The players will not need to go on foraging missions to resupply food if Hunger is rolled on the Disaster chart as long as this is under their control. Poor Quality fields are disease hotbeds and poorly concealed, adding +1 to the Disaster chart. Good and Best Quality Fields are efficiently run farms, granting +1 and +2 S points per game session. Cannot be Packed Up.
Brig - R 3, S 5
A secure structure for holding POWs or persons of interest. Good Quality provides a +10 to Interrogation Tests. Best Quality requires nothing short of Melta Charges to break out of.
Fortifications - R 4, S 4
Fortifications for defending the Main Base. Poor Quality is little better than rolls of barbed wire, slowing down attackers, provides no AP to defenders and can be Packed Up . Common Quality grants AP8 from packed dirt and sandbags, negating Blast weapons, and cannot be Packed Up . Good and Best Quality grants AP12 and 16 from solid walls, but do not negate Blast.
Chapel - R 1, S 6
A building dedicated to the worship of the God-Emperor of Man. Common Quality grants +5 to the Army Rating whenever UNDER ATTACK! is rolled on the Disaster Chart. Good Quality grants +10 to the defensive Army Rating whenever UNDER ATTACK! is rolled. Best Quality grants +10 to the Army Rating at all times. Building a Poor Quality Chapel is unheard of and considered an affront to the God-Emperor of man.
Landing Pad - R 5, S 8
A flat surface that can be used to fly in shipments of supplies or reinforcements via Valkyrie dropships or Arvus Lighter cargo shuttles. Poor Quality is little better than a flat grassy surface, poorly concealed and unable to handle heavy traffic, bringing only +2 Army Strength and adding +1 to the Disaster roll. Common Quality grants +3 Army Strength and +1 S per game. Good Quality should be considered a civilian landing pad used by nobility or merchants, granting +3 Army Strength an +1 S per game, along with a +5 to Logistics rolls for items. Its control tower (if intact) counts as a Watchpost. Best Quality should be considered a dedicated Guard or PDF site, granting +10 Army Strength, +2 S per game, and +10 to Logistics rolls for items the group can "Order" for delivery in 2d10 hours. Its control tower (if intact) counts as a Watchpost.
Refugee Camp - R 10, S 10
A collection of tents, shelters and hovels built by civilians fleeing the war zone. People are constantly coming and going as the war zone becomes more precarious, but those that stay provide extra manpower for operations. The Refugee Camp grants +5 to the Army Rating as civilians work for their food, freeing up trained soldiers from menial tasks to fight in the field. The Camp is a hotbed of disease, adding +1 to Disaster Rolls. Finally, Logistics tests to acquire non-weapon items in the Camp may be made at -20. Poor Quality Refugee Camps are pits of squalor, adding +2 to Disaster Rolls and only +3 to the Army Rating. Good Quality sees the civilians form militias for self-defense, boosting Army Rating by +7. Best Quality boosts the Army Rating by +10 and adds +0 to the Disaster roll as civilians have all the modern comforts and medical care they need..
Edited by Fiddler27