If
you don't want to go to all the trouble of designing and constructing
a building, you can throw up some walls and fortifications.
These can hamper enemy movement and give cover to troops and
weapon mounts. For every five inches of length and three
Brix of height, a wall's base cost is one CP.
Computing the base cost of an actual building is not as easy.
First, you must figure out which two corners of the building
foundation are furthest apart - if you have a ruler or a string
handy, this shouldn't take long. Measure the distance
in inches between the two furthest corners of the building
(round up). Multiply the number of inches by 2 and you
have the base CP cost of the building. The larger and
more nearly circular your building is, the more floorspace
you'll get for each CP spent.
For
a building with multiple stories, compute the base cost of
each story separately. Note that catwalks, battlements,
and roofs don't count as additional stories.
(It
may be difficult to move units around inside buildings if
the buildings are complex and have multiple stories. If this
is the case, build the ground floor and place it wherever
it goes on the battlefield. For additional stories, build
each story separately and place it somewhere off the side
of the battlefield, and just 'pretend' that it is somewhere
on top of the ground story. Remember to build stairs, ladders,
entrances and exits between stories - even though you set
them all in different places, as far as the game is concerned
they are all stacked on top of one another!
Alternatively,
you may choose to build a building with 'virtual' walls and
roofs. While the walls and roofs exist within the game, in
actuality they have been omitted so players can get their
hands into the building to move units around. Make sure all
players are aware of where the virtual obstacles are, or they
may try to make their units walk through the walls or drop
bombs through the roofs!)
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Optional
Rule: Underground Stories |
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If
you would like your buildings to have stories underground,
buy each underground story as usual and place it
off the side of the battlefield somewhere. This
story will cost three times as much as an equivalent
above-ground story. Make sure you have stairs and
ladders leading from the underground stories to
the aboveground stories. |
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Buildings, walls, and fortifications have five possible AV
Ratings, summarized on this chart:
Building
Armor Value |
Class |
AV |
CP
Cost |
TL |
Power |
Equivalent
to |
I |
1d10 |
x1 |
1 |
2 |
wooden
shacks, huts |
II |
2d10 |
x2 |
1 |
4 |
plastic,
unmortared stone, log walls, sandbags |
III |
3d10 |
x4 |
2 |
8 |
concrete,
mortared stone |
IV |
4d10 |
x8 |
4 |
12 |
steel,
reinforced concrete |
V |
5d10 |
x12 |
5 |
16 |
strongcrete |
Once you have chosen which AV Rating you want, multiply the
base cost of the wall or building by the multiplier in the
CP Cost column. (In this chart, TL lists the minimum
TekLevel at which you can build walls of this strength; Power
lists how much Power a building of this strength would normally
have at its disposal.)
Next,
you will want to furnish your base. Interior walls,
stairs, ladders, and regular doors are all free, put them
wherever you like. All parts of a base besides the defensive
exterior wall have an AV Rating two levels below the base
itself (minimum AV 1d10). This includes exterior doors,
so you either want to avoid making very many of them or you'll
want to beef them up a little. If you want to strengthen
an object, multiply its cost by the multiplier in the PointX
column in the chart above, just like walls. For this
purpose, consider doors to have a cost of two CP, and interior
walls and stairs to have a cost of two CP per five inches.
Vehicles
may be housed in the bases. Hopefully, there will be
doors big enough so that the vehicles can get in and out;
otherwise they may only drive around inside. Flyers
will require landing pads or runways; these do not cost any
points, they only require that some Slaves be sent out to
clear some land near the base.
Heavy
weapon emplacements can be built in the wilderness as if they
were tiny Bases. Weapons may be mounted on buildings
or weapon emplacements the same way they are mounted on vehicles
(6.1: Mounting Siege
Weapons). Each weapon must be manually
or remotely controlled by a Trooper.
5.1.1 ComputerBanx
If Computers are available at your TekLevel (mid-TL4 and higher),
a ComputerBank should be located somewhere in the base.
The first ComputerBank in a base is free; backup ComputerBanx
cost 5 CP apiece. All ComputerBanx must be placed in
such a way that minifigs can access them somehow. If
you have no ComputerBanx, then your base cannot have any automatic
devices or motorized weapon emplacements - everything must
be done by hand.
ComputerBank
security is very loose, since Troopers aren't particularly
bright and often get killed faster than they can learn new
passwords. It only takes one turn for an enemy Trooper
to take control of a ComputerBank he has gained access to.
If enemy troops gain control of all of your base's ComputerBanx,
the base belongs to them. If they miss even one, you
still have full control.
It is important to maintain control of a base! Only
the side with computer control can use powered base features
like automatic doors, motorized weapon emplacements, and Outstanding
Architectural Features (OAFs). If all of a base's ComputerBanx
have been destroyed, then all of the base's powered weapons
fire at -3 Skill, all the powered doors open, and none of
the OAFs function. The lights all go out, the TVs are
stuck on the Weather Channel, and the showers only run cold
water.
If
you want, you can build an independent ComputerConsole into
any door, mounted weapon, or OAF for one CP. That object
can now be remotely controlled from any ComputerBank by the
side that controls it. If enemies destroy or gain control
of the base ComputerBank, the object still functions for its
original owners. However, if enemies gain access to
the ComputerConsole, they can take control of it even if they
don't control the ComputerBanx.
5.1.2 Power Supplies
Any
base that has more than 2 Power must have a generator somewhere
in the base (2 Power is supplied to all buildings of TL4 and
above by underground power lines that cannot be cut).
The first generator is free, and generates as much power as
is appropriate to the base's Class number (see Building Armor
Value chart, above). Additional power generators can
be bought for 1 CP per point of Power produced, and can be
much larger or much smaller than the building's default power
generator. Power generation is not cumulative; a building's
maximum power output is equal to the output of its largest
functioning generator.
Base
power generators must be at least 1 Blok in size per point
of Power produced, and have an Armor Value of 1d10.
If enemy attacks do more Damage to the power generator than
its armor, then the power generator produces one less point
of Power. All weapons and devices in the base that require
more Power than the generator's diminished output shut down.
If the generator is reduced to zero power output, it explodes,
doing 2d10 Explosion Damage plus 2d10 Fire Damage.
5.1.3 Outstanding
Architectural Features
Anything
else you might want to put on a base is an Outstanding Architectural
Feature (OAF). OAFs are things such as drawbridges,
portcullises, elevators, cranes, extensible walkways, trapdoors,
and other things along the same lines. Players should
argue amongst themselves to agree on whether or not a feature
should be counted as an OAF, and how much it should cost.
In general, OAFs should cost a minimum of 10 CP.
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