Since most of the adventures take place in or near Desoleum, I have come up with a permanent house system for my players (because where else are you going to hide the things you don't want your Inquisitor to know about). Players start with a mid hive residence of space equal to their influence bonus times 2 in meters; unless you are a noble then it is upper middle hive times 3. Players can go down in the hive to get more room if they wish or make it an easier roll to get more space; except nobles who can only go up in the hive. I have begun to come with a list of things size and costs for the rooms for the players to req. Increased room size, lab, medical equipment (the Chirgeon was really excited by this), library, security systems, panic room, hidden weapons locker, work shop, cogitator, safe, shrines to the Emperor, servants, servitors, kitchen, bed, bath, beyond; nobles must get good quality or best items. Have I missed anything?
Housing in DH
For my part, based on Claw's game on mementomori forum, I created to my players the possibility of a mobile base of operation. Either it's a civil starship small enough to enter the atmosphere, or it is boxes, trucks and such.
They can buy upgrades by burning influence points, which give them many bonuses that are interesting for their missions.
On Desoleum, my group made 'friends' with the Guljian Family (or whatever their name was). Ended up using that manor as their base of operation on the planet, while throwing some aid to the family so they would be compensated properly.
Now they're operating on Juno under cover, so they used allies to acquire a derelict Imperial Guard blockhouse (a relic of one of the many wars; if you look at the swampy morass surrounding the building from above, one realizes it was obviously shelled with artillery which caused the kill-zone around the place) and have been restoring/upgrading it for what they need.
I also statted up a Gun-Cutter for 2nd Edition, which my group has whenever moving stuff quickly is necessary. It took them a lot to earn that vehicle.
It took them a lot to earn that vehicle.
I completely agree with that. If your PCs don't search for one and don't put any effort in making it secure, then they won't get one. When I design a location that the PCs will probably clear out (like an oldschool D&D dungeon, or in 40k a relatively low-key threatening heretek's lab), I make a list of two or three challenges the PCs will have to go through to make it their base. This usually involves gaining official ownership (or eliminating/making allies of whoever knows it isn't theirs) - probably though a font or two; eliminating whatever local threats might be resurgent now that its last owner is dead/fled; and whatever the PCs can think of to make it secure (my usual players are pretty paranoid, so these three can become an adventure lasting for at least two full sessions).
Obviously this kind of method means that securing a base is only done when the PCs have time, but that seems logical enough.
For my part, based on Claw's game on mementomori forum, I created to my players the possibility of a mobile base of operation. Either it's a civil starship small enough to enter the atmosphere, or it is boxes, trucks and such.
They can buy upgrades by burning influence points, which give them many bonuses that are interesting for their missions.
Yeah, Claw is great isn't he? I also stole that idea
- my Black Crusade game's PCs now have a small (12 people for 2 weeks) gunship, modified for minor warp jumps when the appropriate sacrifices have been given. Maintaining it (spare parts, food, sacrifices for the heretical daemon-tech...) and hiding it when they leave takes about as much effort as the usual means of transport do, but they love it!
Joeker , here are rooms that have come in useful in other games (not all 40K RPGs, but I hope you find it useful anyway!)
Storeroom (supplies in case of siege), concert hall, cells, zoo, trophy room (this thing ended as big as the rest of their castle - they even had an employed "monster taxidermist" who committed suicide when they brought him 2 bulettes and a trio or Remorhaz and told him they needed them done by the next day to impress a visiting dignitary...) , Harem, "quick escape" vehicle room, barracks, secret passages and traps, gaming room, reinforced room for weapons training and testing - even a danger room like in X-men!
Edited by Talon of AnathraxThe players got the fliter from the book adventure "First we are going to stealth around and look to see if anyone is watching the pad", Sniper "I don't know what that control button is in his hand but I'm going to shoot it". They haven't done much to it but bribe for a landing pad to store it for the most part.
I think those are more along the line of when one of them becomes an Inquisitor. I can't see anyone less than an Inquisitor needing a zoo, or barracks.
Edited by JoekerDepends on the projects of the players and the leeway the Inquisitor give them.
I've got players that were so specialised in the occult and the technology that they created an heretical technology with permission of their Inquisitor, they were given a remote lab on a lost planet, where they built the warp portal (with many problems with such a technology).
We have used Shipping Containers as mobile bases
That is one of the options I give my players, but they're very happy with their space ship.
I have put the cost of increasing the size of the housing to challenging roll to add another 2 times influence bonus. Every added size increase is at -10 to the roll for the 2 times influence bonus. Thus anybody getting a big house is going to draw attention to the party. So far a forge, workshop, med bay take up 2 meters for poor, 4 meters for average, 6 for good and 8 for best.
I've implemented a light version of X-Com's base building mechanics.
Works really well.
I've implemented a light version of X-Com's base building mechanics.
Works really well.
How does it work?
Housing can be a nice cover story, too.
The group I run theoretically have 'day jobs' as the staff of an off-world luxuries and curios firm ("Universal Imports", because I couldn't resist the pun) that's based in the upper mid hive. In addition to living space, it gives them a valid reason to have:
- A mixed bag of off-worlders as staff and reason for parties therefrom to go travelling to unusual places for ill-specified periods of time
- Reason to be going to and from the upper hive (Spire Noble clientele, don't'chya'know?)
- An eclectic selection of items and books both stored on site and going to and from the facility
- Large amounts of storage space and ready access to the 'port
- Small arms on site licensed with the Sanctionates to protect the valuables in the warehouse
Equally, a little bit of under-the-counter dealing provides an 'in' to the criminal fraternity and provides enough income to operate the =][= elements of the facility without using funds that can be traced back to any Imperial source.
I've implemented a light version of X-Com's base building mechanics.
Works really well.
How does it work?
Here's the abbreviated version, with a little backstory.
Initially, the party was sent to Hive Desoleum to secure an oath-cog, which would grant them access to "purchase" local housing for use in establishing a "base" or inquisitorial outpost. They quickly discovered that the local contact had gone missing.
Long story short, the cog was recovered but the contact was dead, fortunately for them they had an Adept from the Ministorum with local contacts; in the group, who could persuade/fake permits - which in turn let them choose from three different regions in the hive.
Mid hive
Mid near-to-Upper hive
Lower hive
Each region has different benefits and drawbacks and base options, the one they chose (Mid near-to-Upper hive) for example gives expansion access to build a landing platform, as it is near the outer skin of the hive, nestled between several large cooling stations. They wanted the option of acquiring a gun-cutter later so that guided their choice.
The section they chose for their base location is also slightly off the grid, it is one of the old derelict cooling stations, reachable via an elevator, or by long and winding stairs/ladders.
This particular section came pre-built with a specific set of components (again, with various pros and cons).
Each session, they are allowed to choose if their characters will actively try to modify or expand, this is done right before we start, and only if they start a session/end a session in the base.
A modification, depending on the component in question is usually the easiest and fastest choice, whereas an expansion or construction of a new base component is a longer affair.
Each component also have sub-components, for example the Armory can at this time have the following sub-components:
- workshop
- gun cages
- chymist storage
- evidence locker
- storage lockers
All the various components are assigned skills that the PCs can use when they want to expand/modify them and based on the total DoS/DoF's they can progress, complete (each component has a value based on difficulty) or encounter problems.
Examples of problems they have encountered so far is a power surge, which almost alerted the local Adeptus Mechanicus to their presence, and another was a minor rodent infestation.
Given that they have chosen an old and derelict station as their base, it comes complete with its own history, quirks and maintenance (high) requirements so if they are not watchful, things may start to act up or break down intermittently. And they have already gone exploring both in the building spire, as well as in the local archives to discover more about the station's past.
And the Tech-Adept has already fixed Lady Nyx's bathroom sink twice now.
Edited by KeffischHi,
my campaign is settled in Desoleum and the group has their headquarter there.
The general idea is that in the beginning it is just a hidden vault with some cells that can be used as living rooms, a storage room with supplies for a year and a commando room.
The vault is build on an "almost" empty level which is related to the general structure of hive desoleum in my world.
Here is the structure (from top to bottom):
Apex (Top level; nobles; clear sky)
Cooling systems (Small area between apex and factory level; Very cold; is the border to the outer toxic environment below)
Factories Mechanicus (Laser lenses et cetera)
Living Habitats (Most employees for the factories live here and and big ecalators transport masses of people beetween those layers)
Ground level
Food factories (zone of madness called because the insects do a lot of noise; underground level)
++ RESTRICTED ++
So the acolythes have one level in the arctic coolant area and they can build more rooms and things like they want. For example they can extend it to the hull to build a landing platform or go spinewards to create an internal personal lift. Oberservation rooms, armory, interrogation cells and, and, and
Sorry for my bad english