Base of Operations

By Seam, in Star Wars: Edge of the Empire RPG

Hello!

I want to offer my players the opportunity to create and modify a base of operations. I own the colonist source book which offers simple rules for a homestead. Unfortunately homesteads center around business opportunities and don't have the options I am looking for. Sure, one could extrapolate from the options listed in the book. But my question is, are the rules from Desperate Allies for bases better suited for what I am looking for (we don't do much soldiery and thus the red line is somewhat on the backburner), or are there other rules I overlooked?

Thanks.

Are you thinking along the lines of some kind of crime syndicate headquarters? What sort of base of operations are you after, as in, what do you want your players to get out of it? I always pictured the business part of the homestead rules to be ripe for use as a 'front' operation.

Edited by Roderz
Clarification

I envision a computer room for the scoundrel, a landing area with a workbench, an infirmery with a bacta tank (for our Bounty Hunter who gets critically hit in EVERY session ? ), a library or somesuch for the jedi player, and private rooms... Something along those lines. I could make up something myself, but if there are already rules (with prizes) I'd gladly take it.

Other than the computer room (though you could reskin the Laboratory for that) and private rooms per se (which should be granted by just owning a base in the first place, imo), the rules in Desperate Allies cover all these things. The prices may be a bit inflated, though, as they're meant for a completely staffed base and not just for a PC group.

I think there was an episode of the Order 66 podcast that talked about how to get creative with the business construction rules. You're correct that you can extrapolate from there to get closer to what you want.

The rules in Desperate Allies actually aren't super focused on soldier-type needs, since the bases described are more like hidden outposts than full-blown FOBs. (That's found more in Strongholds of Resistance .) They're described as outposts that could fit into a city using a business for cover, or tucked away on a moon or asteroid. So it might help more than you think.

The only other option I can think of is Special Modifications . Take a look at the section on workshops, especially the medical workshop, and you might find exactly what you're looking for.

Thanks all!

Also look around at some of the existing bases for ideas. Strongholds of Resistance, has some great stuff and presents a few bases that are pretty darn cool. Also the old WEG book Hideouts and Strongholds has some really good ideas on style and concept. I wouldn't bother attempting to adapt their base-building rule though, it's waaaaay to in-depth. FFG's decision to keep things pretty general is usually more appropriate for an RPG unless your players really get off managing work schedules and counting bolts and nuts...

During the course of an adventure, my players unexpected killed a rival and essentially staged a coup to seize control of the rival's gang. They said they wanted to take our campaign in that direction so I have created a series of mechanics and rules for both building a gang or (as in this case) a hostile take-over that define how the gang operates, including things like sorting out a base, figure out the costs of running a gang, dealing with the gang's growing Notoriety (a mechanic like Duty), passive income, adding NPC's, running missions and dealing with turf wars and adversaries.

Right now it's about 2/3rd's done and will be getting play-tested in the next month or so at which point I will re-write and finish it, then upload it for the community to get feedback. Below are the cover, contents page and the Notoriety chart. More to come :)

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On 10/3/2018 at 1:23 PM, DangerShine Designs said:

During the course of an adventure, my players unexpected killed a rival and essentially staged a coup to seize control of the rival's gang. They said they wanted to take our campaign in that direction so I have created a series of mechanics and rules for both building a gang or (as in this case) a hostile take-over that define how the gang operates, including things like sorting out a base, figure out the costs of running a gang, dealing with the gang's growing Notoriety (a mechanic like Duty), passive income, adding NPC's, running missions and dealing with turf wars and adversaries.

Right now it's about 2/3rd's done and will be getting play-tested in the next month or so at which point I will re-write and finish it, then upload it for the community to get feedback. Below are the cover, contents page and the Notoriety chart. More to come :)

Always_A_Bigger_Fish_Cover_v1.jpg

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What is the status on this DSD?? I would love to take a look at what you’ve got and give some feedback on it. In my game we are just about to get into doing something like this. We just took out a big gang on the planet and are thinking of starting up/taking over another smaller one

8 hours ago, Chris71855 said:

What is the status on this DSD?? I would love to take a look at what you’ve got and give some feedback on it. In my game we are just about to get into doing something like this. We just took out a big gang on the planet and are thinking of starting up/taking over another smaller one

Thanks for putting this top of mind again, looking forward to your feedback :)

Edited by DangerShine Designs

Bases of operations for soldier types would come out of one of the AoR books, but I’m not sure which one.

Taking over someone else’s base, now that’s a cool idea.....

On 10/3/2018 at 12:23 PM, DangerShine Designs said:

During the course of an adventure, my players unexpected killed a rival and essentially staged a coup to seize control of the rival's gang. They said they wanted to take our campaign in that direction so I have created a series of mechanics and rules for both building a gang or (as in this case) a hostile take-over that define how the gang operates, including things like sorting out a base, figure out the costs of running a gang, dealing with the gang's growing Notoriety (a mechanic like Duty), passive income, adding NPC's, running missions and dealing with turf wars and adversaries.

Right now it's about 2/3rd's done and will be getting play-tested in the next month or so at which point I will re-write and finish it, then upload it for the community to get feedback. Below are the cover, contents page and the Notoriety chart. More to come :)

Always_A_Bigger_Fish_Cover_v1.jpg

Untitled.png

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Any updates yet on how it went?