Base Upgrades


Upgrades

Base Upgrade Points: 6/18

Increased Core Focus - 1/4
Cost: 2,500 Credits
Description: The size and scope of the base grows, increasing the scale of operations. if the facility is a safe house, increase the number of rooms available within the facility. If it is focused on research or training, then increase the number of works and available technology. A facility devoted to maintaining weapons, vehicles or other equipment could have its capacity similarly increased.

Once per month, each PC can leverage the base's new expanded resources when attempting to acquire a piece or equipment. For purposes of that check, the item's rarity is decreased by 1 for each time this upgrade has been selected.

  • Core Focus 1: Cleans up base from foliage, grim, etc.
  • Core Focus 2: Restores power plant so generators are no longer required
  • Core Focus 3: Updates all circuits, wiring, and electronics to modern standards. 
  • Core Focus 4: Modernizes facility entirely to be functioning at an "Imperial standard" of operation.

This upgrade may be taken up to four times.

Enhanced Security - 0/2 (Requires Core Focus 2)
Cost: 6,000 Credits
Description: Base security improves, better protecting the personnel within (and their secrecy). When this upgrade is purchased, select one of the following:
  • All buildings (or doors within the space station) gain electronic locks that can be only opened with a HARD (PPP) Computers Check
  • The base gains reinforced armor, giving it an armor value of 2 (weapons unable to inflict more than 2 planetary scale damage, cannot damage the buildings).
  • The base gains reinforced shields, granting it defense 2 against weapons attacks from outside.
  • The base gains security cameras that can be accessed from a central control room.
  • The base gains a concealed heavy repeating blaster turret battery that covers the main entrance and has a Gunnery skill of 2 and an Agility of 0 (if unassisted, it rolls (GG) for Gunnery Checks).
This upgrade may be purchased five times, each time selecting a different option.

NPC Ally - 0/2
Cost: 2,000 Credits
Description: The base includes an NPC ally who can help the party with certain tasks. This might be a member of the Rebel Alliance, or a local employed at the base, possibly not realizing the PC's true motives.
  • An NPC doctor who can heal characters at the base and treat ailments. The doctor has an Intellect of 3 and 2 ranks in Medicine. He has medical supplies allowing him to perform Medicine Checks without penalty.
  • An NPC mechanic who can repair items, droids, starships, and vehicles. he mechanic has an Intellect of 3, 2 ranks in Mechanics, and 2 ranks in Computers. He has a tool kit allowing him to perform Mechanics checks without penalty.
  • An NPC pilot who can operate ground or space vehicles. The pilot has an Agility of 3, and Intellect of 2, 2 ranks in Piloting (Planetary), 2 ranks in Piloting (Space), and 2 ranks in Astrogation.
If the GM needs a full profile for these NPCs, he should assume they have a 2 in all other characteristics and no ranks in any additional skills.

This upgrade may be taken up to three times, with a different NPC being chosen each time. This does not restrict the PCs from recruit other companions as per the COMPANIONS & CONTACTS rules.

Medical Facility - 0/3 (Requires Core Focus 3)
Cost: 6,000 Credits
Description: The base includes an infirmary, stocked to handle battlefield injuries and other medical crises.

The medical facility have cots and a treatment space for five patients, medical supplies (allowing characters to perform Medicine checks without penalty), and two bacta tanks with supplies of bacta.

This upgrade may be taken up to three times, increasing the number of patients it can accommodate by five and the number of bacta tanks by one each time. 

Hangar and Repair Bay - 1/2 (Hangar Capacity 29/30 silhouette)
Cost: 8,500 Credits
Description: The base includes a hangar where mechanics can store and repair vehicles and droids.

The hangar holds a number of vehicles with a combined silhouette of 30 and no single vehicle larger than silhouette 5. it also includes a full set of mechanics' tools (allowing character to perform Mechanics checks to heal droids or repair vehicles or starships within penalty), and an oil bath for droids. When used to repair starships or vehicles, the character repairs 2 additional hull trauma or 2 additional system strain on a successful check. 

This upgrade may be taken up to two times, either to add additional landing bay or to increase the combined silhouette limit of the original bay by 15 (although the maximum vehicle size remains at silhouette 5)

Armory - 1/1 (UNLOCKED)
Cost: (R) 9,500 Credits
Description: The base include a substantial store of weapons, armor, and basic military equipment sufficient to properly outfit a full squad of soldiers for an extended period.

Equipment and tools necessary to keep gear in good repair are also present (allowing characters to perform Mechanics checks to repair and modify weapons and armor without penalty). The facility is also stocked with any weapons and equipment that would have a modified rarity of 5 or lower. Access to gear with a higher rarity is subject to GM discretion.

This upgrade can only be taken once.

Training Facility - 1/1 (UNLOCKED) - MELEE SKILL SELECTED
Cost: 15,000 Credits
Description: The base features living quarters to accommodate a full platoon of soldiers, as well as equipment and facilities to train them. This includes combat simulator, lecture halls, gyms. Trainees typically occupy the facility at all times.

At the GM's discretion, the Player Characters may call upon trainees or instructors to assist with a current mission. In addition, when selecting this upgrade, choose one of the following skills: Brawl, Gunnery, Knowledge (Warfare), Melee, Ranged (Light), Ranged (Heavy), or Lightsaber (LOCKED). This skill is the training curriculum's focus, and counts as a career skill for all PC's operating out of the base.

This upgrade can only be taken once.

Laboratory - 1/1
Cost: 5,000 Credits
The base is equipped with lab facilities where scientists and engineers can safely conduct experiments, create new devices, and seek various technological breakthroughs.

A laboratory includes a full suite of scientific implements (allowing characters to perform Computers, Knowledge, Medicine, and Mechanics checks for experimental purposes without penalty). Additionally, characters in a laboratory add x2 ADVANTAGE to such checks thanks to the safely equipment

This upgrade can only be taken once.

Command and Control Center - 1/1
Cost: 4,000 Credits
The base possesses a dedicated space from which people can broadcast to the while base, track the activities of agents in the field, and monitor information about the base and its surroundings.

This facility grants occupants BOOSTS on Computers, Leadership, and Vigilance Checks.

This upgrade can only be taken once.

Research Library - 0/1 (Requires Core Focus 4)
Cost: 3,000 Credits
The base has a set of computers, databases, or other informational archives that lallow its occupants to reference relevant materials as necessary.

A research library contains reference materials on all manner of subjects (allowing characters to make Knowledge checks to acquire information without penalty).

This upgrade can only be taken once. 

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