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INTRODUCTION

he Star Wars 5th Edition roleplaying game is In the Dungeons and Dragons game, each player

T about storytelling in worlds of gritty bounty


hunting and militarized political con icts. This
book is designed to add another signi cant
layer to your SW5e experience. The rules are
designed to work alongside the traditional SW5e
creates an adventurer (also called a character) and
teams up with other adventurers (played by friends).
Working together, the group might obtain a freighter
and take to the stars, expanding the scope and
potential of their game. They might become pirates,
ruleset, and so an experienced player should have no the scourge of the Outer Rim, or they may accept
trouble jumping right into the book. For the less missions from a leading faction. They may become
experienced-or more curious-player, this Introduction smugglers, taking jobs as they see t, or become
discusses the basics. bounty hunters in the employ of a powerful hutt.
Game Master (GM): on the horizon just north of you One player, however, takes on the role of the Game
stronghold, outside of the main gate your stationed Master (GM), the game’s lead storyteller and referee.
guards spot a group of bandits approaching, The GM creates adventures for the characters, who
approxmately 3 squads worth and their commander, a navigate its hazards and decide which paths to explore.
grizzled wookie warlord. The GM might describe an ongoing naval battle, and
Drew (commanding the stronghold's defenses): I the players decide what they want their adventurers to
want to sound the alarm right away, and send do. Will they choose a side and join in the combat? Will
commands to move all guards deployed on the they attempt to mediate a truce? Or will they simply
perimeter wall to focus their attention to the north choose a new destination?
facing battlements. Then the GM determines the results of the
Rickey (Commanding squads of Troopers): I’m adventurers’ actions and narrates what they
going to gather about 2 squads of troopers and make experience. Because the GM can improvise to react to
my way to the northern gate, ready to engage them anything the players attempt, D&D is in nitely exible,
when they get close to the walls. and each adventure can be exciting and unexpected.
Unlike a game of make-believe, D&D gives structure The game has no real end; when one story or quest
to the stories, a way of determining the consequences wraps up, another one can begin, creating an ongoing
of the adventurers’ action. Players roll dice to resolve story called a campaign. Many people who play the
whether their attacks hit or miss or whether their game keep their campaigns going for months or years,
squads of troops can break the enemies siege, or meeting with their friends every week or so to pick up
which army wins a given engagement. Anything is the story where they left o . The adventurers grow in
possible, but the dice make some outcomes more might as the campaign continues. Each force defeated,
probable than others. each adventure completed, and each relic recovered
Game Master (GM): OK, one at a time. Drew you not only adds to the continuing story, but also earns
want to move all the guards on the walls to the north the adventurers new capabilities. This increase in
side power is re ected by an adventurer’s level and the
Drew: Yeah, let's do it. quality of their stronghold, represented by the
DM: Okay, but they wont be in ring position until stronghold's tier.
next turn, Rickey you want to collect 2 squads and There’s no winning and losing in the Dungeons and
enter formation in the courtyard on the other side of Dragons game - at least, not the way those terms are
the northern gate? usually understood. Together, the GM and the players
Rickey: yeah i want them in a tight wedge formation, create an exciting story of bold adventurers who
so as soon as the enemies are within ring range we confront deadly perils. Sometimes an adventurer might
can use the attack-move maneuver to get the troops come to a grisly end, dispatched by a Sith lord. The
outside, and engage with the enemy as soon as party itself might meet its demise should it bite o
possible. more than it can chew and declare war on a more
DM: Sure, it'll take you a few rounds to get powerful faction. Even so, the other adventurers can
organized, so Drew, want to roll the attacks for your 4 beseech a powerful Jedi to revive their fallen comrade,
squads on the walls now that they're in position?! or the players might choose (or be forced) to create
Rickey (rolling the d20): Ugh, no rolls higher than an new characters to carry on. The group might fail to
11. . Does that hit? complete an adventure successfully, but if everyone
DM: Your troops piled on the battlements struggle to had a good time and created a memorable story, they
get accurate shots in, barely missing the warband as all win.
they march in loose formation towards the strongholds But if your players want to command their faction
gate. and establish a base for themselves, this book is
designed to meet those ends.

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USING THIS BOOK ADVANTAGE AND DISADVANTAGE
The Galactic Strongholds Book is divided into _ Advantage and Disadvantage function identical to the
chapters; ground game; with advantage, you roll two dice and
Chapters X-X are about designing and running a take the higher value, while with the disadvantage you
stronghold. It includes information on constructing roll two dice and take the lesser.
structures, the di erent tiers of structure quality,
structure upgrades, structure room modi cations, and SPECIFIC BEATS GENERAL
the variant options that you can choose from. Many of In the same vein, while latter chapters contain broad
the rules in these chapters rely on material found later strokes for the game’s rules, certain stronghold traits
in the book. If you come across a game concept that or structure features override those rules, creating an
you don’t understand, consult the book’s table of exception to how the rest of the game works.
contents. Remember this: if a speci c rule contradicts a general
Chapters X-X detail the rules of how to run the rule, the speci c rule wins.
stronghold portion of the game, beyond the basics
described in this introduction. These chapters covers ROUND DOWN
where the rules deviate from the ground game, and There’s one more general rule you need to know at the
where they remain the same, as well as detailed rules outset. Whenever you divide a number in the game,
for running squad tactics style encounters as well as round down if you end up with a fraction, even if the
mass-battle eld combat. fraction is one-half or greater, unless otherwise
Chapter X is for GMs, and covers the rules for speci ed.
generating strongholds to be used as forti cations for
the enemies in your encounters and villainous faction WHAT IT BRINGS
bases, as well as the stats for using enemy structures The Galactic Strongholds book is designed to be an in
as forti cations as part of normal ground combat. addition to rather than instead of. The rules here,
predominantly, function identically to the ground
HOW TO PLAY game, but the features and boons achieved here are
Generally, playing sw5e with a stronghold runs almost designed to be kept separate. While features of the
identical to games without these rules. The GM still ground game, such as your characters’ species, classes,
describes the environment, and the players describe backgrounds, and customization options impact your
what they want to do. The GM then narrates the results character’s prowess in the game, the faction and
of of the adventurers’ decisions regarding their base. stronghold management game should not a ect your
characters in the ground game.
GAME DICE As always, there might be some exceptions to this
THE D20 The same d20 that a Jedi uses to swing his rule; for instance, many of the suite options o er
lightsaber is used for rolling for a stronghold's actions. bonuses that a ect the ground game, and players can
The biggest deviation here is that when a stronghold use their stronghold's forti cations, political power,
makes a saving throw or any kind of action requiring a and ultimatly thier own army to assault an enemy
roll, they use the tier modi er instead of a pro ciency stronghold that their characters might not be able to
bonus. The reason for this is two-fold: conquer on their own. Ultimately, the cross over is up
to the GM to adjudicate.
1. In the ground game, players gain skill with their A single room, scrap-made cabin lived in by a hermit
weapons and tools, while strongholds have a set force-wielder, secluded on an uninhabited world. A
quality to their actions. Since this is designed to well armed base of operations for a group of
enhance the way the game is played, the smugglers, bounty hunters, or pirates. A forward
stronghold's rolls should not be penalized for being military base, or hidden faction safehouse. Or even a
slightly di erent from other characters or enemy massive compound inhabited by people who share a
statblocks by not having "pro ciency" common goal, that looks more like a city than a single
structure.
2. How accurate a stronghold's forti cations and
weapons are, is modi ed by the operator's
dexterity modi er and pro ciency, not tier. A skilled
operator can make the most out of any forti cation,
even weapons on low tier strongholds,
consequently yielding a greater likelihood of
accuracy.

This deviation will be discussed at greater length in


Chapter X: Using Ability Scores.

2
Large-scale actions taken by your stronghold may
CONTENT SUMMARY happen once per month or once per Season, these
What all of these structures have in common, is that time measures are considered 4 weeks of seven days
they are a means to transition from one kind of each per month, (28 days per month) and 12 weeks per
tabletop experience to another. In D&D, players season. (84 days per season) with each season
adventure and travel through the world, acquiring representing a quarter of the galactic year. (for a total
money and experience, and eventually reach the of 336 days per year)
pinnacle of their character's power and the campaign Additionally, some structures have the ability to
ends. Constructing a stronghold is a means to prolong enhance your players performance improving your
that end, where in traditional fantasy settings a signature class features, such as increasing the limits of
budding adventure can quickly be caught up in the a engineer's potent aptitude or a ghter's superiority
politics of the realm, and be granted a castle or fort dice. Structures that grant these Improved Class
with which to act as their estate. After constructing a Features are limited in how often and how long the
stronghold, the focus of the game shifts, from character can use the structure's bene ts. When your
individual or party problems, to local problems. As the stronghold abilities run out of steam, you can refresh
stronghold gains size and utility, the transition shifts to these new features by spending a week or more of
national or global problems, eventually allowing the downtime performing duties at your stronghold, taking
players to rival the strength of other factions and wage a Prolonged rest as detailed in Chapter X
war between armies and resources, leading to galactic
level power structures that could rival the might of the
Sith or Republic empires at their respective peaks.
In this book, you'll nd rules for constructing,
upgrading and modifying Structures, which are the
buildings that make up your full stronghold. Every
stronghold needs workers and guards to perform tasks
inside the stronghold, so rules for basic Personnel are
also provided. as well as rules of engagement and large
scale combat can be found in Chapter X
Every stronghold has the capacity to make it's
owners more powerful than they were before, with
structures that provide bonuses while within the area
of your stronghold's Property, which is the area of
land around your stronghold you control. Some
structures provide opportunity for better downtime
activities than normally available, or can assist in tasks
such as crafting, Some structures even provide the
production of resources, or their re nement into mass
quantities of resources, weapons, or ammunition.
Building a stronghold also inspires the local people
around you to join your cause, these new members of
your faction could be new units of personnel, but you
can also be joined by unique NPC's known as
Companions, Which could be an experienced
mercenary, a crafting specialist, research scientist, or
even a foreign ambassador.
Some Companions are called Special Personnel and
they can provide unique bene ts when overseeing a
speci c structure, while other followers can act as your
lieutenant, commanding your stronghold and acting in
the players stead as a secondary party member while
the players are away from their property.

3
CHAPTER 1: STEP-BY-STEP 1. ACQUIRE A STRONGHOLD
STRONGHOLDS A faction is nothing without its stronghold base, and
this chapter covers the acquisition or initial
Your rst step in transitioning to the base management
construction of strongholds. Like classes or starships,
portion of your Star Wars 5th Edition campaign is
structures have their own features that are driven
imagining how having a base of operations a ects the
primarily by the tier of the stronghold. This chapter
way the game is played. Many of the strategic elements
provides more information about acquiring a
of the game are impacted by these choices, the size
stronghold, stronghold quality and the basic statstics
and speci cations of the structures they own and
and attributes of your structures. What kind of
maintain, and the modi cations and equipment that
structures you construct is the second impactful
the structures have installed, as well as the makeup of
decision you make when you adopt the base-
your workforce and number of combat troops. These
management portion of your campaign.
choices can enhance and enrich your political games.
Each tier, your stronghold gains the ability to
Before you dive into step 1 below, think about why construct unique structures and powerful forti cations,
your adventurer would be most likely to own and and determines what kind of personnel your
operate their own stronghold. You might be a stronghold requires to operate, and how many people
charismatic diplomat, working to further the aims of the structure can support. A Small stronghold, for
your government in local politics. Perhaps you are a instance, can support a handful of people, and at most
brash rebel commander, directing a war e ort from a is suitable to support a single adventuring party within
secluded rebel outpost, or maybe even a group of jedi, the structure. On the other hand, a Large stronghold
training a new generation of knights to oppose the evil has enough room to support an entire company of
of the imperials and their sith emperor. Maybe you are soldiers. At larger sizes, the personnel can shift into the
interested in a mixture of these roles. hundreds and thousands of crew members a
Additionally, what kind of stronghold you build, and stronghold can support, possibly becoming the size of
its intended purpose, can impact these decisions. Do an entire city.
you want to be a soldier in the Imperial army,
There are multiple ways to acquire a stronghold, in
commanding a forward military base and leading a
order of most to least expensive, are; Construct a new
battalion of troops? Or are you more inclined to
stronghold, Refurbish a damaged stronghold, Purchase
operate as an independent mercenary guild with a
land or a pre-constructed stronghold, or be granted a
shared base of operations, taking jobs as you see t in
nished stronghold by a faction benefactor.
order to keep the credits rolling in? Maybe you instead
want to have a luxury apartment on Coruscant to
spend downtime between missions and ignore all the
combat and sieging that owning a stronghold implies.
Once you have an idea in mind, follow these steps in
order, making decisions that re ect the faction and
stronghold you want. Your conception of your
character and independent player faction might evolve
with each choice you make. What’s important is that
you come to the table with a character or stronghold
concept you’re excited to play.
Throughout this section, we use the term stronghold
sheet to mean whatever you use to track your
structures and personnel that make up your
stronghold, whether it’s some form of digital record, or
a simple piece of notebook paper.

Building a simple defensive stronghold:


Jabba's Palace
Each step of stronghold creation includes an example
of that step, with a player building an iconic military
stronghold t for a crime lord, mercenaries, rebels or
any other military faction in the star wars galaxy. This
guide will help you balance the costs and upkeep of a
small, lower tier stronghold, as well as establishing a
small defensive force and building combat
forti cations.

4
CONSTRUCTING A STRONGHOLD: RENTING A STRUCTURE: TAXES,
Constructing a stronghold from scratch is a costly UTILITY COST, ETC.
endeavor, but is usually the only method of Renting a stronghold or otherwise operating a
constructing a stronghold in an isolated area, such as structure that is dependant in the surrounding locals
when building on an uninhabited world or when for services and workers comes with a selection of
attempting to keep your structure a secret from local di erences in your expenses, at the advantage of not
actions. A new stronghold usually starts by building a needing to be self su cient in regards to feeding,
single structure, which starts at tier 0 and is housing, and providing utilities to your employees.
constructed by spending the structures base cost & when constructing the stronghold in a civilized area
time values, once a single structure is completed, other with access to a power or life support grid, you can
structures can be constructed alongside it to further purchase utilities for a xed cost instead of
enhance your stronghold, and ts tier can be upgraded constructing power generators, each unit of power
to support more powerful structures and your stronghold requires costs 100cr per month
modi cations. period when purchased from a planetary power grid.
Similarly, when in a civilized area and you require
REPARING A DILAPIDATED OR workers but do not wish to feed or house them, you
DAMAGED STRONGHOLD: can hire them as employees instead, employees live at
Sometimes, you may discover an abandoned structure home and work at the stronghold, and follow di erent
or destroyed stronghold that you wish to repair and payment rules; Employees cost 1/2 the base hiring cost
serve as your own faction stronghold. When for a similarly trained unit of workers, and work
constructing buildings that replace or repurpose a shorter shifts and spend less downtime at the
preexisting structure (even if that structure is no more stronghold, as a result each unit can only perform a
than a pile of rubble, also known as a leveled maximum of 2000 man-hours of work per workweek,
structure.) This is known as refurbishing a structure, or 4 days a week instead of 5, but do not need to be
constructing a new structure on top of structures that housed or have appropriate living quarters or other
already exist also counts as refurbishing a structure. amenities like food. Combat personnel who do not live
(such as when you need more space for living quarters, on-site cannot be deployed immediately when the
so you build a medium barracks over the area where a stronghold is threatened, and spend o -duty time in
small barracks currently occupies.) their local home city.
When constructing a structure with construction
materials to recycle, or when otherwise refurbishing an
existing structure into something new, the new
structure costs half as much, in both time and Credit
expenses, as the existing foundations and materials
are torn down and repurposed. Material cost can also
be waived at the DM's discretion if the old structure
required the same material components. (when
constructing a medium power generator to replace a
small power generator, for example.)

PURCHASING LAND OR A
PREXISTING STRONGHOLD:
When building a stronghold as part of a civilized area,
such as purchasing a home in a city or when
purchasing land to build on, you must pay a at credit
sum of 100cr to own and be able to modify each 5ft
square of your property. for example, purchasing a
plot of 50x50 feet of space (a 10x10 square area) would
cost 10,000 credits to own, possibly split into 10
monthly payments of 1000 credits each (DM's
discretion) while purchasing an area of 500x500 feet
would instead cost over 1,000,000 credits, spread over
monthly mortgage payments, with added interest over
many years before the land is truly owned.

5
GIFTING THE CHARACTERS A Building Jabba's Palace: Step 1
STRONGHOLD OR PERSONNEL: Before we can construct his stronghold, we must rst
Sometimes, the player characters may join an existing consider the notorious crime lord himself, Jabba the
faction with plenty of spare credits to purchase, Hutt. While he would not be considered his own
construct, or otherwise help fund the cost of a benefactor in relation to his own fortress, he (or any
other crime lord common throughout the galaxy)
stronghold for the player's to use. The parent faction would make for a quick and easy Benefactor for any
that supplies the stronghold and pays for the upkeep adventuring party looking for a place to call their own.
of all the structures and personnel is called a Jabba assumedly controls a decently sized faction, and
Benefactor, which is detailed below. The benefactor o ers the player characters a Tier 1, Medium sized,
determines the terms of this agreement, including if multi-room stronghold in the spaceport of Mos Eisly to
the benefactor pays the wages of personnel at all, or use as their base of operations. (a stronghold of this
size includes a storage area, 2 small bedrooms, a
exactly how much of an upkeep budget the player
refresher station, with a remaining 10x15 foot empty
characters are allowed for repairs, expenses, and room for activity space, constructed as a single
upgrades. Some benefactors would pay all the costs building on a 25x25 foot plot of land.)
for the stronghold and also play the characters to act A structure of this size would ordinarily cost quite a
as caretakers and operators, while some benefactors lot of credits too, (25,000 credits to purchase a plot of
may just pay the initial costs and leave the stronghold land in Mos Eisley that size, 12,650 credits for the price
up to the characters to pay for its maintenance and to construct the structures, add 3900 credits for the
cost to upgrade to a tier 1 stronghold, for a total value
hire their own workers. Maybe the benefactor is a
of 41,550 credits for a simple storefront in a low end
powerful military faction, and the players are soldiers spaceport. The upkeep cost of such a structure is 1050
and o cers in their employ, this benefactor may pay cr per month for maintenance and the stronghold has
for all the costs of operation, and handle all the upkeep a 200 credit utility bill for power each month also.)
and hiring to keep the outpost stocked with troops at However, Jabba is willing to cut the players a deal
all times, while the players reap all the bene ts from for their newfound home, he o ers the best pilot in
having a functional base of operations, but no control the group a chance to race in Jabba's name in an
upcoming pod racing tournament. Winning the
over its personnel or structures. Or is the benefactor a
tournament (which may require a piloting skill
wealthy philanthropist or crime lord, o ering a basic challenge or rolling some creative downtime activities
unkept warehouse to a group of mercenaries in to prepare for such a race.) nets the player characters
exchange for repaying him through hard work. the grand prize; 60,000 credits, enough to pay o the
hutt and a ord the players almost a full year of
UTILIZING A FACTION upkeep expenses if they budget correctly. If the
player's botch the race, they may have to perform
BENEFACTOR: other tasks for him to pay o their newfound debt.
When using a faction or other benefactor its important
to rst decide what kind of benefactor they are, and
just how much of the stronghold they are willing to pay
for. Some DM's may wish to use the rules in this book
without requiring the player's to monitor every cost
and expense. Others will want the act of maintaining
and paying for a stronghold very player managed, and
may only award the basic stronghold structures and
require the characters to manage the cost of workers
and Upkeep themselves. Determining which costs the
benefactor will pay for and what price the benefactor
asks in return, whether they take control of the
strongholds personnel or advancement decisions, or
ask to be reimbursed the strongholds cost over time or
by completing a quest(s) for the benefactor to repay
them, is all determined by the DM and the nature of
the benefactor, as each benefactor/player relationship
will likely be di erent. It is still advised that the
awarded stronghold eventually be payed back in full,
and the players end in control of their stronghold,
however some campaigns may only put the players in
a advisory role, taking care of the stronghold but only
keeping it operational for the parent faction to bene t
from its pro t or units.

6
2. CONSTRUCTING ADDITIONAL
STRUCTURES & UPGRADING TIER Building Jabba's Palace, Step 2
Jabba's palace is a decently upgraded and modifed
TIER structure, with multiple oors and a much higher tier
Once you've obtained your stronghold —through any than players would normally acquire for themselves at
the start, but there are exceptions to every rule, and
number of ways— you gain the ability to Build every stronghold (regardless of how upgraded and
structures and upgrade the quality of your structures. well defended) can be stormed and taken by force. If
Typically, like starships, strongholds are obtained or the players managed to wrestle Jabba's coveted
constructed at tier 0. A tier 0 stronghold is typically fortress from his grasp, they would nd themselves in
constructed quickly, or otherwise not optimized for control of a Tier 3 Huge stronghold, comprised of X, X,
combat or e ciency. X, X, X, X, X, and a X. For simplicity, assume the
structure occupies a compact, 100 by 50 foot
Starting o at tier 0 marks the beginning of your rectangle. and has a total area of 5000 square feet.
strongholds expansion. Over time, with the use of
resources and workers —and credits— a stronghold
can be upgraded from tier 0 all the way up to tier 5,
unlocking unique structures and room upgrades as it
improves. the stronghold's tier is representative of the
level of quality in the structures, determined by the
available building materials, the price of the
furnishings, and the general structural integrity of the
stronghold itself. When constructing a building for the
rst time, that structure becomes a stronghold at Tier
0, and you can spend an amount of credits to upgrade
from one tier to the next, the base cost of upgrading is
determined by the table below;
Tier Base Cost
1 3,900 cr
2 77,500 cr
3 297,000 cr
4 620,000 cr
5 1,150,000 cr

Depending on the size of your stronghold, you must


spend more credits and time to improve the tier of all
the structures in your stronghold, determine the total
area in square feet, of all structures in your stronghold
individually, and determine from those numbers the
total area in square feet that your stronghold takes up,
and using the corresponding modi er to the base cost
to upgrade to the next tier below;
Area of Structures Size (Cost Modi er)
less than 100 square feet Tiny (0.25)
100-249 sq. feet Small (× 0.5)
250-749 sq. feet Medium (× 1)
750-2,499 sq. feet Large (× 2)
2,500-6,399 sq. feet Huge (× 5)
6,400-24,999 sq. feet Massive (× 10)
25,000-95,000 sq. feet Gargantuan (× 15)
95,001-249,999 sq. feet Gigantic (×25)
250,000 sq. feet or larger Expansive (×50)

When constructing new structures in a stronghold


above Tier 1, you must multiply the base cost in time
and credits by the stronghold's current tier number.

7
STRUCTURE QUALITY
Your tier determines the structural integrity of the
stronghold, determined by a hit die used for calculating
structure hit points, using the table below;
Tier (Quality) Hit die (Ave. HP per die)
0 (Decrepit) 1d4 (2.5)
1 (Rundown) 1d6 (3.5)
2 (Refurbished) 1d8 (4.5)
3 (Average) 1d10 (5.5)
4 (Modernized) 1d12 (6.5)
5 (State of the Art) 1d20 (10.5)

Each structure has two di erent hit point values, the


structural HP of the building and the hit points of the
walls and and other external structures;

Structural HP: The structural hit points of a building is


used to determine how much damage a structure's
integrity can take before the building becomes
leveled. A structures Hit Die count is determined by
counting the length and width of the structure using
5ft increments, giving the structure an equal amount
of structural hit die. The hit points of a structure is
calculated by multiplying the number of hit die by the
Average HP per die, rounded down. (see above) when
multiple structures are built into the same building,
calculate the number of hit die individually for each
structure, but calculate the number of hit points of the
building as a whole, based on the total number of hit
die as shown. For example, a barracks building that
takes up a space of 30x60 feet contains 17 5ft. squares
in its length and width, which equates to 17d4 hit die
at tier one, with a total structural HP value of 42.
structures that are made with Reinforced or Armored
materials can only be damaged by starships or by
vehicles and creatures that have the siege trait, or deal
at least 10 damage from a single attack or source.
Starships deal normal, unscaled damage to structural
HP, and creatures and vehicles deal 1 point of
structural damage for every 10 points of damage they
would deal.

Superficial HP Each 5ft wide section of exterior wall has


a separate hit point value, calculated by giving each
wall section 10 hit die of the current tier, and wall
sections have an amount of super cial HP equal to the
average number of hit points per hit die, plus a bonus
to hp equal to your toughness modi er for each hit
die. When a section of wall is destroyed, it has no
e ect on the structure's stability. For example, a
section of wall for a tier 2 structure with a toughness
of 14, would have 10d8 hit die with a +2 bonus to HP,
and 65 hit points per 5ft section of wall.

8
The structure also has a set armor class based on the
materials used to build the structure. (If a building
STRUCTURE TRAITS
contains a component, assume it uses non-structural Each structure has the following traits;
values, if there is a material in its construction cost,
Immunity to poison, psychic, and necrotic damage.
assume the building is of that type, otherwise use
if the structure was crafted from reinforced or armored
standard values.) Below are common building
materials, it is also resistant to kinetic and energy
constructions;
damage from unenhanced weapons.
AC Structures are immune to all conditions, cannot be
(Material) Examples of material targeted by e ects that require a wisdom, charisma, or
5 (Non- Scrap, weak or temporary structures, vulnerable intelligence saving throw. structures incapable of
Structural) machinery. movement automatically fail dexterity saves and all
buildings with foundations secured to the ground
10 Glass, wood, synthetic materials or decorative
automatically succeed on strength saves that target the
(Lightweight) structures, not meant for defense .
structure.
15 Basic durable materials including stone and Security structures have their own, separate set of
(Standard) metal and plastics. super cial hitpoints, toughness, and AC, which replace
defensive alloy and concrete structures, the values the structure has when targeted unless the
20
including most security buildings, and military stronghold's base values are higher than the structures
(Reinforced)
bunkers. statistics.
heavy reinforced plating or multiple layers of
25 blast resistant materials like metal alloys,
UPKEEP
(Armored) ferroconcrete, and other top quality defensive Upkeep is simple: it is the cost in both credits and
constructions. resources to operate your stronghold. Personnel must
be paid a monthly salary, vehicles cost credits to
BASIC MECHANICS purchase and maintain. Basically, everything including
the rooms themselves require upkeep to keep things
There are plenty of things that a stronghold needs, but
repaired and fully operational, if you cannot pay a
the one need above all others is space. It doesn’t
workers upkeep cost they will desert your strongholds
matter how rich you are or how much material you
service, and if you cannot pay the upkeep for a certain
have. If you can’t t the stronghold in an area, then it
room or for the whole stronghold, the functions of that
can’t being made. The other needs are as follows:
structure do not take e ect. (including production
Structure Toughness & Traits facilities)
Upkeep & Manpower Additionally, some structures require materials as
Labor (personnel and combat units) part of their upkeep, and it is required that you pay
Cost these materials at the same time as other upkeep
Materials and other requirements costs, material costs are resources used by the
structure as part of their e ects, if you do not have
TOUGHNESS access to the desired resource you must pay its cost
Each stronghold has a toughness score, calculated like for each unit per month for the structure to function.
a players ability scores, which starts at 10 (Modi er +0)
when purchasing or building a tier 0 stronghold. LABOR & PERSONEL
whenever you increase the tier of the structure, you Personnel are the NPCs who run the stronghold’s
increase its toughness score by (+2) up to a maximum various rooms and services. Servants, cooks, soldiers,
of 20. (+5) you add your toughness modi er when technicians, et cetera, they all do something for the
calculating super cial hit points, and when a structure stronghold. Each personnel unit is considered a group
would be forced to make a saving throw, (usually a of personnel that is hired and deployed for the same
stronghold only makes constitution saves, or possibly purpose, and share a skillset and job station. When a
strength or dexterity for unique, mobile structures) structure or room lists a manpower number, you must
your modi er to ad for saving throws is calculated by have a number of personnel units equal to that
rolling 1d20 as normal, and adding your toughness number stationed in that area for the structure to
modi er to the roll. function. Personnel are divided into a few major
categories based on skill level;

9
First are untrained workers, who can preform the
bare operations of your facility, such as cleaning, Some units are unique, droids do not need food,
cooking, and working as physical laborers to haul supplies, or monthly wages, but are at risk of
objects, or work a production facility such as a mine or malfunctioning or breaking, (roll -1d100 every month
period, on a roll of 25 or lower, some droids must be
a farm. Next are trained personnel, who have learned repaired or replaced, pay credits equal to the droid's
enough skill knowledge to preform more advanced wage cost.) Slaves cannot be recruited, but must be
tasks, such as repairing the stronghold, operating bought or captured and forced to work, (to purchase
machinery, or construction of new facilities, as well as slaves, you must nd a slave dealer, roll 2d4 and take
unique technicians, doctors, and dedicated crafters. the highest number, or use the lower roll if your
Once a group of trained laborers gains more character is experienced with slave trading, and pay
an amount of credits equal to the roll x100 per slave
education, they become skilled personnel, which can
unit.) Slaves cannot be anything other than untrained
preform the same actions a trained personnel could, laborers and are not payed wages directly, instead
but they gain a speci c specialty in a skill or tool, they wages are spent on additional medicine, and repairs
become a unique worker that can be assigned to a caused by minor uprisings.
variety of special jobs in a stronghold. A skilled group
of laborers can learn even more, and when fully Specialty Training Tool or Kit
trained they become expert personnel. Each expert
Historian Archeologist's Kit
must have chosen a specialty already from becoming a
skilled worker, and they advance to reach the height of Weapons technician Artilerist's Kit
their job training, gaining expertise in their specialty. Armorer Armormech's Tools
Below is a general table containing a few general
Weapons crafter Armstech's Tools
examples of workers you could hire for your
stronghold, and their relevant hiring costs and upkeep Lightsaber Artisan Arti cer's Tools
costs (monthly pay) if a worker has two skill or tool Artist Artist's Tools
pro ciencies, they cannot be trained personel and
Droid Engineer Astrotech's Tools
must be hired and paid as a skilled personnel or
expert, other workers may exist, such as unique faction Researcher Bioanalysis Kit
workers and guards (such as force sensitives and Chemist Biochemist's Kit
mandalorian mercenaries) or unique NPCs that can be
Biologist Biotech Tools
hired. (Check the followers section in GW.) On the
following page is a sample table for many common Distiller Brewer's Kit
specialties for skilled and expert workers to have based Cook Chef's Kit
on the tools, kits, and skills they may have specialized
Builder Constructor's Tools
in;
System Technician Cybertech's tools
Hire cost Wages /Month Name Skill level
Demo. Experts Demolitions Kit
6,500cr *1525cr Laborer Droids Untrained
Spy Disguise Kit
30,000cr *7500cr Class I & II Droids Trained
Gambler Gaming Set
55,000cr *13,750cr Adv. Droids Skilled
Gemcutter Jeweler's Tools
*none 100cr /unit Slave laborers *Untrained
Mechanic Mechanic's Tools
200cr 60cr /unit Basic workers Untrained
Munition's Crafter Munitions Kit
1500cr 120cr /unit Trained workers Trained
Performer Musical Instrument
5000cr 250cr /unit Skilled Personnel Skilled
Poison Crafter Poisoner's Kit
12,000cr 450cr /unit Expert Tech. Expert
Junker Scavenger's Kit
Quartermaster Security Kit
Hacker Slicer's Kit
Drug Crafter Spicer's Kit
Lookout Surveyor's Tools
Textile Worker Synthweaver's Tools
Handyman Tinker's Tools
Handler Animal Handling
Pilot Piloting
Medic Medicine
Laborer Athletics

10
Expert Training Tool or Kit, & Skill The pinnacle of training for combat units is the rank of
Adv. Systems Veteran Soldiers, a soldier can preform command
Cybertech's Tools, technology roles, , and even use heavy weaponry and vehicles in
Technician
battle. Below is a list of sample guards and their
Counter Intel.
Disguise Kit, deception upkeep and hiring costs;
O cer
Logistics o cer Forgery Kit, Insight Hire cost Wages /Month Name Experience
Band Musical Instrument, Performance 500cr 120cr /unit Recruits Green

Scavenger Scavenger's Kit, Perception 3000cr 250cr /unit Guards Trained

Security Kit, and either Intimidation or 1500cr 450cr /unit Thugs Trained*
Captain
Persuasion 10,000cr 500cr /unit Troops Seasoned
Intel O cer Surveyor's Tools, Perception 5,000cr 850cr /unit Mercenaries Seasoned*
Wilderness Expert Animal Handling, Survival 25,000cr 1000cr /unit Soldiers Veteran
Piloting, and either Deception or Forgery
Smuggler
Kit
Thugs and mercenaries are hired soldiers who aren't
Medicine, and either Bioanalysis or loyal to you, but ght for the highest bidder, they are
Doctor less costly to hire but have a much higher monthly
Biochemst's Kits
wage. Fielded thugs and mercenaries automatically
Persuasion, and either Insight or forgery fail morale checks, and disband when defeated
Diplomat
Kit instead of recovering.

A specialized worker is considered pro cient with their


chosen specialties tool, kit, or skill for the purpose of
STATIONS & DEPLOYMENT
performing tasks using that tool or skill (such as Each room with a manpower number must have
crafting or performing skill checks) and a speci c workers assigned to the station within the
skilled/expert job can only be done by a worker with structure to maintain it and handle day to day
the appropriate specialty. When a worker becomes an operations, the workers handle the production and
expert, they can either become pro cient in a new tool
upkeep of the structure, and guards are deployed
or skill, gaining one of the unique expert types, or they
can gain expertise in one skill or toolkit they are throughout to protect the stronghold and be available
currently pro cient in. if trouble arises. If a stronghold has multiple types of
guards or workers deployed, it will display each
manpower number di erently, but many structures
SECURITY & COMBAT UNITS only require one type of worker unless room
Recruiting units to defend your stronghold is similar to modi cations add other functions to a room,
hiring workers, but combat units are personnel skilled deployments for room modi cations are separate from
in ghting and using weapons and armor, and are the manpower of the structure, and require a di erent
deployed to varying defensive positions instead of unit to be stationed to both deployments.
maintaining a speci c building. Typically a unit of Each unit of personnel is a di erent number of
combat trained soldiers can be deployed to defensive workers or guards, some units contain 10-15 people,
structures and operate weapons, and a structure that while more specialized units can handle a deployment
requires units must be manned to provide its function, with only 4-6 skilled workers, and some unique NPC's
each standard unit starts as a green recruit and slowly can ll the role of a deployed unit by themselves.
can earn experience and be upgraded to a higher level; Guards are usually stationed in defensive structures
First, Green Recruits are standard minimally trained and the vulnerable points of the stronghold, and
guards useful for simple operations, such as guarding unless the stronghold features a command center, you
doors, watching slave personnel, and hunting small cannot assign patrol routes or station guards in any
game. room, and they must be deployed to defensive
Once your recruits can be upgraded, they become structures by default. Workers and normal personnel
Trained Guards, which become a combat unit with are usually deployed to stations within a structure, but
unique statistics, trained guards can man stronghold their are a wide variety of tasks that workers can
weapons, take up defensive positions, and be more perform regardless of skill level;
helpful during a siege.
After considerable training, trained guards can be
upgraded into Seasoned Troops, which are even more
powerful in combat, and can preform minor leadership
and critical command positions, and arm powerful
planetary defenses, as well as be deployed outside of
the stronghold as a elded squad of troops.

11
PERSONNEL ACTIONS Clearing Trees and landscaping: Workers can also
spend time working the land and making the area
Construction & Repairing Structures: Workers can build
suitable for inhabitance, simple tasks like removing
new structures by spending the requisite time and credit cost
of the structure, or use stored materials to repair and retro t trees and hauling rocks are similar to hauling, a single
existing structures. When a structure becomes damaged, a group of workers can move or remove 5 huge or
unit of personnel can spend 1 workweek repairing the smaller objects each workday, up to 25 similar items
damaged structure's super cial -OR- structural hit points, per week. Larger, gargantuan sized objects, like ship
expending 1 crate of materials of the type the structure is
constructed from, roll 1 hit dice every day, restoring a scrap or other heavy debris take 1 whole workday to
number of hit points equal to the roll plus the structures move or clean up, and tasks such as bulldozing the
toughness modi er to the structure. Up to 5 hit die for each ground at or damming o rivers can easily take a full
workweek and crate of materials expended. workday as well.
Hauling Resources: workers can haul material crates using
lifting machines (like forklifts or wheelbarrows) to move
COST
crates from one locations to another storage location, each Every room in the stronghold has three costs that all
workday a unit can move 5 crates, or 25 crates per workweek must be ful lled before a room's construction is
for full time sta .
completed and the structure is fully operational.
Hunting & Gathering: workers can attempt to retrieve
materials from the land, either by collecting food or scrap, or Space
hunting local game. Each workweek, make a single ability Credits
check for the gathering units based on the skill involved in the Labor and Materials
check, such as survival or scavenger's kit pro ciency Time
(untrained workers have no modi er, trained workers add +2,
skilled workers add +5 if their specialty could help, and
experts with expertise training on the subject add +8 to their SPACE
roll.) adding the result to the next roll. Once you determine Space is self-explanatory: it is the amount of physical
the modi er, roll 1d100 for each unit gathering a local
resource to determine how many crates of resources you can area a room takes up. For instance, a small living space
attain; might be 10ft by 10ft, and therefore have a space
requirement of 10x10. If the structure doesn't specify
Gathering/Hunting Check the structure's height, it assumes a 10ft high ceiling,
Ability/Tool roll D100 Roll Modi er higher or lower ceilings (12-6 ft.) can be installed based
on species preference at no extra cost, when space
10 or lower +5 asks for the number of 5ft squares take up a
15 +10 stronghold, the height of the ceilings don't matter,
20 +15
each 5ft square of oor space is calculated from top
down, and each oor is treated separately.
25 +20
30+ +25

Results
D100 # of gathered crates of materials
1-40 Failure to gather any useful amount of materials
unable to gather the materials sought for, but you do
41-70
nd 1 crate of an unrelated material
71-
you acquire 1d4+1 crates of the chosen material
100
101-
you acquire 2d4+2 crates of the chosen material
110
you acquire 2d4 crates of the chosen material, and 1d4
111+
crates of another useful material.

12
Some buildings also require materials to function,
CREDITS which are spent and listed as part of their monthly
Rooms take several things to build: manpower, upkeep cost.
resources, permits, and a slew of other things, but (For example in order to feed your workers, you have
what do all of those things have in common? They all constructed a cafeteria, which requires workers to
require credits to pay for them. A room’s base credit cook the meals and clean the building, and must
cost is determined on a room’s size, complexity, and provide the structure with a steady supply of food
location and is listed for each structure. For instance, a resources for your cooks to prepare. As long as the
room made to be a small barracks in the middle of an kitchen is sta ed, upkeep is paid, and the cooks have
open eld is nowhere near as expensive as a power the raw food they need, the cafeteria can continue to
generator built four levels underground on a large function.)
asteroid.
When attempting to construct a structure TIME
underground or in a inhospitable area, increase the Structures and Rooms take time to build. First, the
base cost of construction by one of the following room is designed, then the contractors are found, the
modi ers; materials shipped, the foundations laid, the structure
Construction modifiers built, the inside furnished, and then the room is done.
As can be assumed, it takes time to get this all done.
Underground: double the time required to construct
When upgrading or retro tting a structure or facility
each structure, and pay additional credits equal to half
the time required for construction is half the base time
the structures base cost for each level deeper
cost.
underground from the surface you have to dig access
With su cient workforce, a small structure can be
too.
constructed in no more than a week’s time. However,
Building on top of an existing structure: you must re t
constructing a multi-room stronghold can take up to a
the roof of the previous structure to support additional
month, and the construction of a much larger complex
weight, increase the time required to complete the
might take a year. It isn’t practical for a smaller
structure by half the base, and pay additional credits
workforce to work on such a large project, regardless
equal to (50 cr for each 5ft square the new structure
of how much time the workers have.
occupies on the surface of a previous structure.)
The base time value needed to upgrade or construct
Extreme Hazard zone: when constructing buildings on
a stronghold is calculated as follows:
hazardous worlds, like volcanic or frozen worlds, or
worlds with no breathable atmosphere you must
time (in days) = (“base time value of new structure or
expend additional credits to insulate the structure, seal
upgrade” x “Size modi er (Tier) ”) / (500 x “size of
it from the outside, and construct airlocks on all exits.
workforce”)
Pay a number of credits upon nishing the structure
equal to (100 cr multiplied by the number of 5ft.
squares the structure occupies.) It is assumed that each member of the workforce
works 8 hours per day, and does up to 500 time value
LABOR & MATERIALS worth of work per workday, or 2500 time units worth
of work during a 5 day workweek. part time personnel
In order for a facility to operate, it requires workers to
only do 2000 time units of work each week.
deploy within the structure to preform its function, and
many structures have a manpower cost, which is the
amount of workers required to keep the structure
running and the level of skill required by the workers
or guards that can be stationed there.
Additionally, many facilities require power, and each
building or upgrade requires one unit of power (or
more) to bene t the structure, if you do not have
enough power for a new constructed building, it
cannot be completed until your upgrade the power
grid of the stronghold.

13
Additionally, bigger projects require more people to
upgrade or construct new structures. For a Small
LUXURY RESOURCES:
project, a single person can do everything necessary Luxuries can be found across the galaxy, and can be
(though additionally sta will reduce the time taken), anything from sources of valuable materials like gold
while a much larger construction project requires a or spice, to a ancient tomb lled with archaeological
more extensive workforce, as shown below in the treasures. Luxuries are high value commodities that
Workforce Size table below. determine the size of the can be exported o world for considerable pro t.
project by calculating the number of 5ft squares being Luxuries are the only resources that can be sold for
upgraded or constructed, and check the Size table of their full market price.
the stronghold tier section. one unit of laborers is
equal to 10 workers when determining the workforce ELECTRONIC COMPONENTS:
number. Electronics and machinery are a necessary part of life
in the galaxy, and many advanced systems and
Project Size Minimum Workforce
facilities require purchasing or constructing computers,
Tiny 1 sensor relays, life support and shielding systems all
Small 2 require specialized machines and electronic parts as
part of their construction requirements.
Medium 5
Large 10 EXOTIC COMPONENTS:
Huge 50 Exotic components are very rare and oftentimes
Massive 100 imported commodities required for advanced projects.
Rare owering plants used to construct medical chems,
Gargantuan 500
stims, poisons and other drugs are common exotic
Expansive 1000 materials, as are specialized ballistic components for
manufacturing weapons and arms. Exotic components
MATERIALS, RESOURCES, AND are valuable materials that are usually the end result of
COMPONENTS complicated manufacturing processes.
The resources available are divided into groups, Variant: Scarcity/Abundance
materials in each group can be used interchangeably
On some planets, certain resources are more valuable
unless a speci c material is called for, the groups of
and less valuable based on the ease of acquiring a
resources are;
certain commodity, when using these rules a DM
should balance the amount of negatives and positives
FOOD RESOURCES: of a given planet, when building a stronghold on a
materials of this type are used to feed and provide for world with no oxygen and low temperatures, the
your workers and stronghold, facilities that require the players will have higher upkeep than normal, it is
use of food resources assume you have a local source suggested to o set this by adding a more valuable
of fresh water (usually via a well) and a source of resource, such as expensive ice crystals to export, to
nearby harvestable plants or huntable wildlife, each balance out the higher costs. Additionally for player
food resource should be listed in pounds, (each pound groups with multiple bases on di erent worlds,
of food is enough to support a medium sized worker or consider making some resources more/less valuable to
other creature for a day) when stored, units of food encourage importing and exporting through their own
have a cubic size like all other commodities listed in the properties to become self-su cient.
material goods table below. Food can also be sold at
half their purchase cost if your storage space runs low. Base Cost
Modi er Reference
MATERIAL RESOURCES: 0.25% Worthless - oversupplied, low-value item
Material resources are basic and common materials Discounted - common locally, but valued as
0.50%
that can be used for construction or manufacturing, an export
common types of materials are cheap to purchase, and High supply - Common, renewable
easily found and harvested on most worlds, such as 0.75%
commodity with
wood, stone, carbon and other mineral deposits, or
scrap metal. Units of materials and other resources are 0.90% Cheap - Low demand, or discounted item
stored in 5 cubic foot crates, each unit has a weight Valuable - Local, scarce commodity with
125%
and price, excess material components can also be abnormally high value
sold for half their cost. Expensive - Locally unavalable, or requires
150%
high cost to import
250% High Demand - Rare, high value commodity
Priceless - Incredibly rare and valuable, or
300%
blatant scam

14
Cost /
MATERIALS, COMMODITIES, AND Weight
RESOURCES per
Cost / Material unit Examples
Weight Components 100 cr /
parts for installing or repairing basic
Material per unit Examples / Basic 80 lbs.
mechanics or simple systems like water
Food / 60 cr / 60 machinery per 5ft
collection or power
Harvested lbs. per 5ft raw plant material Parts sq.
crops sq. Components 240 cr / parts for installing or repairing
Food / 500 cr / 1 medium ( or similar sized chunk) of a / Premium 140 lbs. computers, sensors, and simple
Hunted varied lbs. native alien animal, the creature must computing per 5ft equipment like communications and
game per 5ft sq. be beast type. Parts sq. automated weapons.

250 cr / 75 360 cr /
Food / 5 small or a single medium creature(s) Components parts for repairing or installing complex
lbs. per 5ft 220 lbs.
Livestock of CR 2 or less. / Prototype systems including life support and
sq. per 5ft
tech. defensive systems
sq.
Food / 500 cr / 80
prepackaged nourishment or parts for repairing and installing highly
Processed lbs. per 5ft 720 cr /
prepared food Components complex systems like command
food sq. 300 lbs.
/ Advanced centers, advanced planetary shields
per 5ft
machinery and weapons, and AI controlled
Cost / sq.
systems
Weight
per
Material unit Examples Cost /
Weight
Mined raw mineral ores, silcates , stone, per
450 cr /
Material / or wood that can be manually re ned Material unit Examples
400 lbs.
Raw into an appropriate building material.
per 5ft 5000 cr
materials (DM discretion, usually scrap, lightweight,
sq. /1
or standard only) Luxury /
tonne Gold, or any other valuable metal
800 cr / Rare ores
Material / per 5ft
300 lbs. scrap and leftover materials used to sq.
Scrap
per 5ft construct non-structural buildings
materials 2000 cr
sq.
Luxury / / 650
Material / 1000 cr Artifacts, Art, and treasure of all kinds
Antiquities lbs. per
Lightweight / 350 glass, and other vulnerable building 5ft sq.
building lbs. per materials
materials 5ft sq. 3000 cr Gemstones, crystals, and other rare
Luxury / / 1500 stones, can be re ned by a gemcutter to
Material / 1200 cr Crystals lbs. per produce kyber crystals used in
Standard / 500 5ft sq. lightweapon or blaster modi cations.
Common materials like wood and bricks
building lbs. per
materials 5 ft sq. rope, cloth, and handmade rugs and
other woven materials made of wool, silk,
Material / 1600 cr 1000 cr
or another expensive ber or animal hair
reinforced / 700 Luxury / / 425
blaster-resistant metal and concrete or hides, can also be used by the
building lbs. per Textiles lbs. per
synthweaver to make clothes and other
materials 5ft sq. 5ft sq.
cloth items. or armorer to craft leather or
Material / 2200 cr weave armors.
Armored / 1000 Starship-grade materials and defensive 2500 cr
building lbs. per upgrade materials Luxury / Animal Hides, fangs, unique organs and
/ 850
materials 5 ft sq. Hunting glands, and any other rare, sought for
lbs. per
Trophy animal or alien parts.
5ft sq.
1500 cr
Luxury / / 10 lbs. addictive and illegal chemicals, drugs, or
Spice per 5ft alcohol.
sq.

15
Re ned
EXOTIC RESOURCES Material Value / Weight / Crafting
exotic materials are the materials required to craft on a Armor 3000 cr / 1000 lbs. per 5ft sq. / used by an
mass scale, manufacturing using exotic materials plating armorer to craft armor.
requires harvesting the raw exotic materials, which
must then be re ned into usable crafting materials, vibroweapon 3500 cr / 1200 lbs. per 5ft sq. / used by the
components weapons crafter to craft vibroweapons.
which can be used alongside the rules for crafting
wretched hives. Each type of raw exotic component Blaster 4500 cr / 1500 lbs. per 5ft sq. / used by the
requires a di erent re ning and manufacturing components weapons crafter to craft blasters.
process to produce the crafting materials. 4000 cr / 1350 lbs. per 5ft sq. / used by the
weapons and system technician's, as well as the
Raw Mechanic's
mechanic for the repair of machinery, vehicles,
Material Value / Weight / Re ning Prerequisites Parts
and system parts as they wear out or become
1500 cr / 1 tonne per 5ft sq. / can be re ned using damaged.
Smeltery to produce armor, vibroweapon, and/or
Raw 5000 cr / 1675 lbs. per 5ft sq. / used by the
building materials. Or can be re ned using the
metals Droid Parts droid engineer to repair and construct new
Machining Plant to produce droid and mechanic's
droids.
parts.
6000 cr / 1 tonne per 5ft sq. / used by the
1250 cr / 800 lbs. per 5ft sq. / can be re ned using Lightweapon
lightsaber artisan to craft and maintain
Raw Distiller to produce alcoholic substances, or can be components
lightweapons.
Plants re ned using Paintmaker to make pigments and
paint. 6750 cr / 2 and-a half tonnes per 5ft sq. / used
Explosive by the Demolitions expert to produce grenades,
750 cr / 100 lbs. per 5ft sq. / can be re ned using
Raw components and other volatile ammo, starship ammuniton,
Drug lab to produce addictive substances based on
Spices and traps
the raw spice processed.
800 cr / 300 lbs. per 5ft sq. / used by the junker
250 cr / 60 lbs. per 5ft sq. / can be re ned using
Scrap and handyman to repair nonstructural
Refinery to produce usable starship and generator
Raw Fuel Components buildings, and manufacture cheap pieces of
fuel worth 500cr (Approximately 10 units for a small
equipment.
sized ship, or 5 units for a medium ship.)
Paint 125 cr / 80 lbs. per 5ft sq. / used by the painter
Raw components to produce art or decorate the stronghold.
Material Value / Weight / Re ning Prerequisites Alcoholic 750 / 75 lbs. per 5ft sq. / used by the distiller to
2000 cr / 1 and-a half tonnes per 5ft sq. / can be substance produce varying brews and alcoholic drinks.
re ned using Arms factory to produce Munitions 4750 cr / 15 lbs. per 5ft sq. / used by the drug
Raw components, blaster, or lightweapon parts. they Re ned crafter to produce addictive substances, or by a
Ballistics can also be re ned using a Explosives plant to Chemicals poison crafter to make poisons and harmful
produce explosives, starship ammunition, and substances.
other demolitions equipment.
6000 cr / 25 lbs. per 5ft sq. / used by a doctor to
Medical
450 cr / 500 lbs. per 5ft sq. / can be re ned using produce medkits and other medical
Raw Materials
the workshop into nonstructural and scrap consumables.
Scrap
materials.
550 cr / 900 lbs. per 5ft sq. / can be re ned using
Raw
the Synthweaver to produce twine, rope, and
Fibers
textiles.
3000 cr / 10 lbs. per 5ft sq. / can be re ned using
Raw the Pharmacy to produce medical materials, or
Chemicals using the Distilery to manufacture raw poisons and
more powerful addictive brews.

16
Some structures have an upgrade trait in addition to
STRUCTURES, ROOMS, AND their other characteristics, upgrading a structure is the
MECHANICS equivalent to allocating more space, workers,
Structures have several di erent aspects to them. First, resources, and credits to a structure or task to increase
you have their cost in time, credits and/or materials, its bene t. To upgrade a structure, pay that structure's
and space. Then it’s upkeep in credits, resources, and base cost and construction time again, to increase the
manpower, then there is a room’s description, then its structure's level (from base to a +1, +2, etc.) unless
function, then its capacity (though capacity is optional otherwise stated, an upgradeable structure's
for a variety of reasons) Rooms available to be built can maximum level is equal to your structure's tier
be seen below, divided into a few general categories modi er. if a structure requires more space as part of
based on type; the upgrade, it is listed in it's upgrade trait, and
requires the new add-on to be constructed adjacent to
Utility Services: The General day to day operations of a the upgrading structure.
stronghold would not be possible without utilities, power, life
support, waste management and communications relays, as
well as other smaller structures with unique purposes, like
restrooms or elevators.

General Facilities: The stronghold can have a variety of


special buildings that provide unique services for the
stronghold, such facilities include repair workshops, cantinas
& lounges, base control and command facilities, and class-
speci c downtime rooms for the players to use while
spending time at their stronghold.

Suite buildings: The stronghold needs space for all those


workers and guards, and suites are facilities that house
workers or players during their o time. Suites also include
hangars for vehicles and starships, droid storage bays, cells
and animal enclosures, and stockpiles and warehouses for
storage.

Production buildings: Allow the stronghold to generate


materials or credits the sustain the compound, can be
anything from a simple farm or mine, to a casino or re ning
factories dedicated to the construction of usable or sellable
components.

Security buildings: In order for the stronghold to defend


itself during an attack or siege, the stronghold can have
structures installed to defend from intruders or large scale
attacks, facilities of this type can only be manned by trained
guard personnel, and includes shield generators, turrets and
walls as well as security stations, watchtowers and training
yards for guards or soldiers.

Room modifications: Some things are built in addition to a


preexisting structure, many of these rooms add special
functions to a structure, or add traps and internal defenses to
your buildings, if a room doesn't specify a maximum number
of modi cations, it can have a number of rooms installed
equal to the stronghold's tier number. Many room
modi cations have requirements that must be met to
construct then, such as being installed inside a speci c
structure, or being attached to an exterior wall of your
stronghold. Some room modi cations are listed as a Room
Upgrade, each structure can have only one room upgrade
constructed in a structure at a time, which doesn't take up a
room modi cation slot.

UPGRADING STRUCTURES:
TEMPLATE
Credits: _ cr Material Cost:
Requirements: None
Space: x feet
Time:
Upkeep: _ cr /month
Manpower: No deployments
Power: N/A
Function:
Upgrade: Does not upgrade, more can be
constructed.

UTILITY SERVICES
A wide variety of unique essential structures for
generating power and providing life support as well as
smaller structures not part of an existing room, like
restrooms and sensors

POWER GENERATOR
The heart of any fortress, this structure produces
energy to power other systems of your base.

SMALL GENERATOR
Credits: 2000 cr
Requirements: None
Space: 10x10 feet
Time: 2000
Upkeep: 100cr /month
Manpower: No deployments
Power: N/A
Function: Provides 10 power to the base.
Upgrade: Does not upgrade, more can be
constructed.

MEDIUM GENERATOR
Credits: 3500 cr (3650 cr without materials) Material
Cost: 1 (Basic) Component
Requirements: Tier 2
Space: 15x15 feet
Time: 4000
Upkeep: 300cr /month
Manpower: 1 (Trained) Personnel
Power: N/A
Function: Provides 25 power to the base.
Upgrade: Does not upgrade, more can be
constructed.

LARGE GENERATOR
Credits: 7500cr (7800 cr without materials) Material
Cost: 2 (Basic) Components
Requirements: Tier 4
Space: 20x20 feet
Time: 6000
Upkeep: 750cr /month
Manpower: 1 (Skilled: Technology) Personnel
Power: N/A
Function: Provides 60 power to the base.
Upgrade: Does not upgrade, more can be
constructed.

18
Power: N/A
STRUCTURAL ROOMS Function: a constructed bridge spans the gap
Small Structures that serve roles in decoration and between two points, each section must be linked to
with logistics of the stronghold another in a straight line to form a bridge, the bridge is
40 feet (8 squares) wide, enough for multiple vehicles
EMPTY CORRIDOR SECTIONS to pass side by side, and can support vehicles of any
Credits: 100 cr per 5ft section size as long as they t on the bridge's space.
Requirements: None Upgrade: Does not upgrade, more can be
Space: Variable amount of 5ft squares constructed.
Time: 500 time units per 5ft square section
Upkeep: 0 cr /month FENCING
Manpower: No deployments sections of 6ft tall fence, not suitable for defense but
Power: N/A has its use as a dividing measure or to corral animals.
Function: allows for the construction of hallways and Can be constructed in any size.
empty rooms by 5 foot sections of thin walls. Credits: 150 cr per 5ft section
Upgrade: Does not upgrade, more can be Requirements: None
constructed. Space: Variable amount of connected, 5ft wide
sections of fencing
SMALL BRIDGE Time: 100 time units per 5ft section
Credits: 1000 cr per section Upkeep: N/A
Requirements: None Power: N/A
Space: 10 feet wide, each section is up to 20 feet Function: Each section of fence is 6ft high, and 5ft
long. wide, with a thickness of less than 1 foot, some
Time: 2000 time units per section materials may be see-through or provide limited cover,
Upkeep: 50 cr per section /month but the fence uses the statistics of a lightweight
Manpower: No deployments construction.
Power: N/A Upgrade: can be expanded by using the variables
Function: a constructed bridge spans the gap above.
between two points, each section must be linked to
another in a straight line to form a bridge, the bridge is AIRLOCK DOOR
10 feet wide, enough for foot tra c and tiny hand Credits: 1800 cr Material Cost: 1 (basic) component
vehicles, any objects or creatures bigger than large size Requirements: Tier 1
cannot cross the bridge. Space: 10x5 feet
Upgrade: Does not upgrade, more can be Time: 2000
constructed. Upkeep: 100 cr /month
Manpower: No deployments
MEDIUM BRIDGE Power: N/A
Credits: 2500 cr per section Function: Keeps air and conditions inside the
Requirements: Tier 2 stronghold separate from outside conditions like
Space: 20 feet wide, each section is up to 20 feet extreme heat and cold, and other hazardous
long. atmospheric conditions. This structure must be placed
Time: 3000 time units per section and maintained on every entrance and exit point for
Upkeep: 100 cr per section /month structures like temperature control and oxygen
Manpower: No deployments collection to function.
Power: N/A Upgrade: Does not upgrade, more can be
Function: a constructed bridge spans the gap constructed.
between two points, each section must be linked to
another in a straight line to form a bridge, the bridge is
20 feet (4 squares) wide, enough for most vehicles and
creatures, any objects or creatures bigger than
Gargantuan size cannot cross the bridge.
Upgrade: Does not upgrade, more can be
constructed.

LARGE BRIDGE
Credits: 5000 cr per section (7500 cr without materials)
Material Cost: 1 (Reinforced) material
Requirements: Tier 4
Space: 40 feet wide, each section is up to 40 feet
long.
Time: 5000 time units per section
Upkeep: 250 cr per section /month
Manpower: No deployments

19
TEMPERATURE CONTROL
Temperature control allows a stronghold to be built in
what would normally be hazardous conditions, for
example, Hoth and Mustafar.
Credits: 3,500 cr (3,800 cr without materials)
Material Cost: 1 (Premium) Component
Requirements: Tier 1
Space: 10x10 feet
Time: 4000
Upkeep: 450cr /month
Manpower: 1 (Trained) Personnel
Power: 2
Function: Regulates the temperature inside of a
stronghold, negating the e ects of a hot or cold
environment while inside the stronghold. The Structure
at base level only provides it's bene t if the stronghold
is large or smaller. (under 750 squares)
Upgrade: each upgrade after base requires an
additional 10x10 area added to the temperature
control's space. Each level also adds an additional
100cr to the upkeep of this structure, and increases the
power requirement by +1. Each level above base
increases the limit of the controlled climate by one size
category per level. (to a maximum of level +5 for an
expansive sized stronghold.) Only one temperature
control may be constructed per stronghold.

SERVICE ROOMS
Areas of a stronghold with smaller bene t to a
stronghold, but necessary in the right circumstances.

20
REFRESHER ROOMS Requirements: Tier 1
Space: 5 foot diameter tower, at least 25 feet high,
Small areas with dedicated showers for water of sonic or a 15ft radius satellite dish a xed to a 5x5 foot joint.
bathing, as well as a toilet, sink, and other restroom
Time: 2000
amenities.
Upkeep: 100 cr /month
Credits: 750 cr
Manpower: No deployments
Requirements: None
Power: 1
Space: 5x10 feet
Function: The Communications relay is required to
Time: 1000
facilitate communication between strongholds on the
Upkeep: 50 cr /month same planet, as well as receive transmissions and
Manpower: No deployments information from the greater galaxy. Only one
Power: N/A communications relay may be constructed per
Function: provides comfort, a stronghold must have stronghold.
1 refresher station for every 5 units of personnel, most Upgrade: Does not upgrade, more can be
living quarters have enough refresher stations for their constructed.
occupants.
Upgrade: Does not upgrade, more can be DINING
constructed.
Structures whose purpose is to feed the personnel and
UTILITY RELAY inhabitants of your structure.
Allows power and other life support to connect DINING ROOM
strongholds that do not share walls, by suspending the
pipes and cables safely. Credits: 3000 cr
Credits: 500 cr (650 cr without materials) Material Requirements: None
Cost: 1 (Basic) component Space: 15x20 feet
Requirements: Tier 1 Time: 3000
Space: 5 foot diameter tower, at least 15 feet high Upkeep: 0 cr /month
Time: 500 Manpower: No deployments
Upkeep: 50 cr /month Power: N/A
Manpower: No deployments Function: Contains a personal kitchen and storage
Power: N/A area for foodstu s, and has space for up to 10 people
Function: Each relay can support suspended cables to eat and relax. The food storage area contains space
and pipes within a 50 foot radius of the tower, or up to for two 5ft crates of food materials, or about 160
100 feet between relays. portions of food, enough for 10 people to eat for 16
days without restocking.
Upgrade: Does not upgrade, more can be
constructed. Upgrade: Does not upgrade, more can be
constructed.
UTILITY PIPES
CANTINA
Allows power and other life support to connect
strongholds underground, or to pipe uid or air below Credits: 6500 cr
ground Requirements: Tier 2
Credits: 100 cr per 10 foot section Material Cost: Space: 30x40 feet
Requirements: None Time: 8000
Space: 1 foot diameter tube, at least 10 feet long. Upkeep: 350 cr /month
Time: 100 per section Manpower: 1 (untrained) worker
Upkeep: 5 cr /month Power: 1
Manpower: No deployments Function: Contains a sta ed kitchen and bar, and
Power: N/A space for eating, drinking, and lounging for up to 25
people. The kitchen contains food storage for up to 5,
Function: safely transports life support or power
5ft crates of food materials, or 480 portions of food,
underground through buried tubes, allowing structures
enough food for those 25 patrons to eat every day for
to be connected without having adjacent walls.
a little over two weeks without restocking (averages
Upgrade: Does not upgrade, more can be
out to 19 days of rations at full capacity.)
constructed.
Upgrade: Does not upgrade, more can be
HYPERCOMM RELAY constructed.
A large, satellite antenna designed to allow
communication between strongholds and other
worlds, un-encripted channels exist to allow
communication across the galaxy, or a personal
satellite network can be constructed to facilitate closed
communications.
Credits: 1500 cr (1800 cr without materials) Material
Cost: 1 (Premium) component

21
CAFETERIA
Credits: 15,000 cr
Requirements: Tier 4
Space: 60x100 feet
Time: 10000
Upkeep: 750 cr /month
Manpower: 2 (untrained) worker
Power: 2
Function: Contains a sta ed kitchen and communal
eating area, and space for eating for up to 100 people.
The kitchen contains food storage for up to 15, 5ft
crates of food materials, or 1440 portions of food,
enough food for those 100 patrons to eat every day for
a little over two weeks without restocking (averages
out to a little over 14 days of rations at full capacity.)
Upgrade: Does not upgrade, more can be
constructed.

22
SECURITY CAMERA BOOTH LIFE SUPPORT
A secure web of cameras positioned around the Oxygen is essential to most life forms, which makes
stronghold to detect intruders and keep an eye on this system essential for bases in orbit or other low-
prisoners or slaves, security cameras can be installed oxygen or hazardous environments.
in various locations as a room modi cation.
Credits: 5000 cr (5300 cr without materials) Material OXYGEN COMPRESSOR SYSTEM
Cost: 1 (Premium) component Credits: 3,500 cr (3,800 cr without materials) Material
Requirements: Tier 2 Cost: 1 (Premium) Component
Space: 25x25 feet Requirements: Tier 1
Time: 5000 Space: 50x50 feet
Upkeep: 400 cr /month Time: 5000
Manpower: 1 (Green) Combat Personnel -OR- 1 Upkeep: 500 cr /month
(Skilled: Perception) Personnel Manpower: 1 (Trained) Personnel
Power: 2 Power: 3
Function: When this station is manned, it allows the Function: Collects and saturates oxygen from a
stationed personnel to perform perception checks renewable source like algae or hydrogen evaporation,
against any hidden creatures or objects visible and providing all rooms with an unlimited supply of
within the camera's line of sight, the structure has a oxygen, as well as stations to ll vacsuits, this system
maximum limit of 25 connected cameras at base level. can be turned o for any room. At base level can
Only one camera viewing booth may be constructed provide oxygen for strongholds of large size or smaller.
per stronghold. Upgrade: Each upgrade after base requires an
Upgrade Pay the upgrade cost, the upkeep of this additional 10x10 area added to the Compressor's
structure increases by +100 credits, and the space space. Each level also adds an additional 100cr to the
increases by 10x10 feet. The structure requires 1 upkeep of this structure, and increases the power
additional personnel for each level above base, each requirement by +1. Each level above base increases the
level increases the maximum number of attached limit of the oxygen recycling by one size category per
cameras by 20. level. (to a maximum of level +5 for an expansive sized
stronghold.) Only one Oxygen Compressor may be
ORBITAL SENSOR SUITE
constructed per stronghold.
Detecting ships without a sensor suite is hard going on
impossible. This allows tracking of vessels within a AIR VENTILATION SYSTEM
certain distance. Credits: 3000 cr (3150 cr without materials) Material
Credits: 5000 cr (5150 cr without materials) Material Cost: 1 (Basic) Component
Cost: 1 (Basic) component Requirements: None
Requirements: Tier 1 Space: 10x10 feet
Space: 20x25 feet Time: 1000
Time: 4000 Upkeep: 100 cr /month
Upkeep: 300 cr /month Manpower: No deployments
Manpower: 1 (Trained) Personnel Power: 1
Power: 1 Function: Circulates air in sealed strongholds or
Function: When this station is manned, it allows underground bunkers, vital for keeping air breathable
detection of ships within 10 miles that fail a stealth even if oxygen is plentiful on the surface, does not
check with DC-15 Only one sensor suite may be mean a simple vent will supply breathable air
constructed per stronghold. underground. Supports a stronghold Large or smaller
Upgrade: Pay the upgrade cost, increase the upkeep at base level
by +100 cr per level above base, and requires 1 Upgrade: Each upgrade after base requires an
additional (Trained) Personnel per level. Each level additional 10x10 area added to the Ventilator's space.
increases the detection distance to the following tier, Each level also adds an additional 50cr to the upkeep
using the table below; of this structure, and increases the power requirement
Level Detecton Distance (miles) by +1. Each level above base increases the limit of the
oxygen recycling by one size category per level. (to a
Base 10 maximum of level +5 for an expansive sized
+1 30 stronghold.) Only one Air Ventilator can be constructed
+2 100 per stronghold.
+3 300
+4 1000
+5 3000

23
GENERAL FACILITIES CARRIER DROID STATION
A selection of structures that serve general tasks in the Credits: 1500 cr (1800 cr without material) Material
stronghold, like maintenance and rest areas. Cost: 1 (Premium) Component
Requirements: Tier 2
TRANSIT FACILITIES Space: 15x15 feet
Time: 2000
A variety of ways to transport personnel and resources
Upkeep: 100 cr /month
quickly through a stronghold.
Manpower: No deployments
ELEVATOR Power: 1
Credits: 1000 cr (1150 cr without materials) Material Function: has storage and charging space for 10
Cost: 1 (Basic) component mouse droids or any similar tiny sized tracker droid,
Requirements: Tier 1 which are used to rely sensitive information and mail
between the varied stations of the stronghold.
Space: 10x10 feet
Upgrade: Does not upgrade, more can be
Time: 1000
constructed.
Upkeep: 50 cr /month
Manpower: No deployments MECHANIC'S SHOP
Power: 1 power for each elevator shaft; regardless of
Credits: 7500 cr
number of oors.
Requirements: Tier 1
Function: Allows transit between oors via an
Space: 40x40 feet
elevator shaft, elevator must be constructed on each
oor individually. Time: 8000
Upgrade: Does not upgrade, more can be Upkeep: 400 cr /month
constructed. Manpower: 1 (Trained) worker
Power: 1
STAIRWELL Function:
Credits: 500 cr Material Cost: Upgrade:
Requirements: None CONSTRUCTION YARD
Space: 15x15 feet
Time: 1000 Credits: 7500 cr
Upkeep: N/A Requirements: Tier 2
Manpower: No deployments Space: 50x50 feet
Power: N/A Time: 9000
Function: allows foot travel between oors, stairwell Upkeep: 450 cr /month
must be constructed individually for each connected Manpower: 1 (Trained) worker
oor. Power: 0
Upgrade: Does not upgrade, more can be Function:
constructed. Upgrade:

FREIGHT CONVEYOR BELT MEDICAL CLINIC


Credits: 500 cr (650 cr without materials) Material Credits: 4500 cr
Cost: 1 (Basic) component Requirements: Tier 1
Requirements: None Space: 25x25 feet
Space: 10x10 foot section Time: 6000
Time: 500 cr Upkeep: 300 cr /month
Upkeep: 50 cr /month Manpower: 1 (Trained) worker
Manpower: No deployments Power: 1
Power: 1 power required for every 10 sections of Function:
interconnected conveyor belt Upgrade:
Function: allows rapid movement of materials,
MEDICAL FACILITY
resources, or personnel from one structure to another,
allows resources to move almost instantaneously. Credits: 9500 cr
Upgrade: Does not upgrade, more can be Requirements: Tier 3
constructed. Space: 40x120 feet
Time: 16000
Upkeep: 800 cr /month
Manpower: 1 (Skilled: Medicine) worker
Power: 2
Function:
Upgrade:

24
WORKSHOP COMBAT INFORMATION CENTER (CIC)
Credits: 4500 cr The CIC is similar to the 3C, except that only the arts of
Requirements: Tier 1 the stronghold that deal with the military aspect of it
Space: 30x30 feet are dealt with. Defending from attackers, gathering an
Time: 6000 assault force, et cetera, are all planned here.
Upkeep: 250 cr /month Credits: 7000 cr (7300 cr without materials) Material
Manpower: No Deployment; station is deployed by 1 Cost: 1 (Premium) component
player engaging in the Crafting downtime activity. Requirements: Tier 3
Power: 1 Space: 30x30 feet
Function: Time: 5500
Upgrade: Upkeep: 500 cr /month
Manpower: 1 (Trained) Combat Personnel
COMMAND FACILITIES Power: 2
Unique structures that have special bene ts or grant a Function: Allows the deployment of combat
special bonus to all personnel of a given type in the personnel in any room, and allows the scheduling of
stronghold. patrols within or outside the boundaries of the
stronghold, additionally any units within the stronghold
COMMAND AND CONTROL CENTER (CCC) that are friendly to you gain tactical support in the
The 3C is where the strongholds operations are form of Intel and communications throughout the
controlled and managed. Patrols, maintenance stronghold. If they would roll initiative while inside the
routines, and other duties are processed through the stronghold, they have advantage on the roll, if both
3C’s terminals. initiative die rolled are higher than the initiative of the
Credits: 7000 cr (7300 cr without materials) Material current threat, the personnel get the bene ts of a
Cost: 1 (Premium) component surprise round on their rst turn unless the enemy or
threat cannot be surprised.
Requirements: Tier 3
Space: 25x30 feet Upgrade: Does not upgrade, only one can be
constructed per stronghold.
Time: 5000
Upkeep: 500 cr /month
Manpower: 1 (Trained) Personnel
Power: 2
Function: Acts as a center for communications,
intercom services, and scheduling and information
distribution. Any units within the stronghold that are
friendly to you gain tactical support in the form of Intel
and communications throughout the stronghold. If
they would roll initiative while inside the stronghold,
they have advantage on the roll, if both initiative die
rolled are higher than the initiative of the current
threat, the personnel get the bene ts of a surprise
round on their rst turn unless the enemy or threat
cannot be surprised.
Upgrade: Does not upgrade, only one can be
constructed per stronghold

25
SUITE BUILDINGS LARGE LUXURY QUARTERS
Structures designed for living quarters, as well as Credits: 30,000 cr
hangars and storage rooms. Requirements: Tier 5
Space: 50x200 feet
LUXURY QUARTERS Time: 25,000
Upkeep: 2400 cr /month
Every force needs a place to sleep, and these rooms
are the nest. Manpower: 3 (Untrained Personnel)
Power: 2
SMALL LUXURY QUARTERS Function: Provides individual rooms for up to 50
Credits: 6,500 cr beings. When a creature completes a long rest
Requirements: Tier 1 involving this suite, they regain all spent Hit Dice,
instead of only half of them, and their exhaustion level
Space: 25x50 feet
is reduced by 2, instead of only 1. Luxury quarters can
Time: 6000
be rented out to paying customers for pro t, each
Upkeep: 600 cr /month
month you can roll 1d100, to determine how many
Manpower: 1 (Untrained) Personnel
rooms you can rent out in a given period of time, each
Power: 1 room rented earns 600 cr in net pro t.
Function: Provides individual rooms for 10 beings.
When a creature completes a long rest involving this d100 Number of rooms rented
suite, they regain all spent Hit Dice, instead of only half 1-30 2d4 rooms
of them, and their exhaustion level is reduced by 2,
instead of only 1. Luxury quarters can be rented out to 31-60 4d4 rooms
paying customers for pro t, each month you can roll 61-100 6d4 rooms
1d100, to determine how many rooms you can rent
out in a given period of time, each room rented earns Upgrade: Does not upgrade, more can be
250 cr in net pro t for that month. constructed.
d100 Number of rooms rented
LIVING QUARTERS
1-30 1d4 rooms
Every force needs a place to sleep, and these rooms
31-60 2d4 rooms will do well enough.
61-100 3d4 rooms
SMALL LIVING QUARTERS
Upgrade: Does not upgrade, more can be Credits: 5000 cr
constructed. Requirements: None
Space: 10x10 feet
MEDIUM LUXURY QUARTERS Time: 4000
Credits: 14,000 cr Upkeep: 450 cr
Requirements: Tier 3 Manpower: No deployments
Space: 50x100 feet Power: 1
Time: 12,000 Function: Provides space and accommodation for a
Upkeep: 1000 cr /month single person or a couple. When a creature completes
Manpower: 2 (Untrained) Personnel a long rest involving this suite, their exhaustion level is
Power: 2 reduced by 2, instead of only 1.
Function: Provides individual rooms for 25 beings. Upgrade: Does not upgrade, more can be
When a creature completes a long rest involving this constructed.
suite, they regain all spent Hit Dice, instead of only half
MEDIUM LIVING QUARTERS
of them, and their exhaustion level is reduced by 2,
instead of only 1. Luxury quarters can be rented out to Credits: 10,000 cr
paying customers for pro t, each month you can roll Requirements: Tier 2
1d100, to determine how many rooms you can rent Space: 25x25 feet
out in a given period of time, each room rented earns Time: 8500
300 cr in net pro t. Upkeep: 750 cr /month
Manpower: No deployments
d100 Number of rooms rented Power: 1
1-30 1d4 rooms Function: Provides communal rooms for up to 4
31-60 3d4 rooms beings. When a creature completes a long rest
involving this suite, their exhaustion level is reduced by
61-100 5d4 rooms
2, instead of only 1.
Upgrade: Does not upgrade, more can be
Upgrade: Does not upgrade, more can be constructed.
constructed.

26
LARGE LIVING QUARTERS PADDOCK
Credits: 25,000 cr A small enclosure for holding animals, slaves, and
Requirements: Tier 4 beasts of various needs and purposes.
Space: 50x50 feet Credits: 1000 cr
Time: 20,000 Requirements: None
Upkeep: 1,400 cr /month Space: 10x10 feet
Manpower: No deployments Time: 1000
Power: 2 Upkeep: 100 cr /month
Function: Provides communal rooms for up to 10 Manpower: 1 (Untrained) Personnel
beings. When a creature completes a long rest Power: N/A
involving this suite, their exhaustion level is reduced by Function: Holds 5 medium size creatures, or 10
2, instead of only 1. small-sized creatures. Upgrade: pay the upgrade cost
Upgrade: Does not upgrade, more can be and increase the area of the paddock by 10x10 feet,
constructed. and increase the amount of animals the pen can hold
by 5 medium creatures.
BARRACKS
These rooms pack as many men as they can into as
SLAVE PEN
small a space as possible. A sngle room, equipped with a key and code lock, with
magnetic locks that prevent them from being opened
SMALL BARRACKS during a power failure.
Credits: 3,500 cr Credits: 2000 cr (2150 cr without materials) Material
Requirements: None Cost: 1 (Basic) Component
Space: 15x20 feet Requirements: Tier 1
Time: 3000 Space: 25x25 feet
Upkeep: 350 cr /month Time: 1500
Manpower: No deployments Upkeep: 150 cr /month
Power: 1 Manpower: 1 (Green) Combat Personnel
Function: Provides bunks for up to 8 beings. Power: 1
Upgrade: Does not upgrade, more can be Function: Has enough crude cots and space to
constructed. provide cramped living arrangements for up to 20
medium sized creatures. When a creature nishes a
MEDIUM BARRACKS long rest involving this suite, their exhaustion level is
Credits: 7,500 cr not reduced. Additionally, after each month creatures
Requirements: Tier 2 spend in this suite, they gain one level of exhaustion.
Upgrade: Does not upgrade, more can be
Space: 20x30
constructed.
Time: 5000
Upkeep: 750 cr /month HOLDING CELL
Manpower: No deployments
Power: 2 a single guarded cell meant to hold prisoners or
disruptive guards and employees of little danger to the
Function: Provides bunks for 20 beings.
rest of the stronghold.
Upgrade: Does not upgrade, more can be
Credits: 5000 cr (6750 cr without materials) Material
constructed.
Cost: 1 (Basic) Component, 1 (Reinforced) building
LARGE BARRACKS material
Requirements: Tier 2
Credits: 15,000 cr
Space: 20x20 feet
Requirements: Tier 4
Time: 3000
Space: 25x50
Upkeep: 300 cr /month
Time: 10,000
Manpower: 1 (Green) Combat Personnel
Upkeep: 1500 cr /month
Power: 1
Manpower: No deployments
Function: Provides a single cell to hold 10 prisoners
Power: 2
that have a sliding cell door with a DC of 15 to hack
Function: Provides bunks for 50 beings. from the outside.

27
PRISON BLOCK STORAGE SHED
Individual cells meant to hold prisoners of various It’s a shed. That stores things. In a small location.
importance. Credits: 1500 cr
Credits: 8000 cr (13,350 cr without materials) Requirements: Tier 1
Material Cost: 1 (Premium) Component, 2 (Reinforced) Space: 15x15 ft.
building materials Time: 1000
Requirements: Tier 4 Upkeep: 100 cr/ month
Space: 20x30 feet Manpower:
Time: 6000 Power: N/A
Upkeep: 600 cr /month Function: Provides a covered storage space for 9 5ft.
Manpower: 1 (Trained) Combat Personnel crates of materials, is not refridgerated or monitored,
Power: 2 so some sensitive supplies (like medicine or food) may
Function: Provides cells to hold 20 prisoners that deteriorate if kep in a storage shed in a harsh
have doors with a DC of 20 to hack from the outside environment.
Upgrade: Spend the upgrade cost to increase space by Upgrade: Does not upgrade, more can be
20x10 feet and the number of cells by 10. The upkeep constructed.
of this structure also increases by 100 cr per month,
and for every 2 levels above base, this structure SILO
requires one additional (Trained) combat unit. a tall storage structure used to store large amounts of
a single resource
STORAGE Credits: 3500 cr
Structures designed to store and hold resources and Requirements: Tier 2
materials. Space: 20 ft. diameter area, 30ft high ceiling
Time: 3000
STOCKADE Upkeep: 100 cr/ month
a dug pit or other open air storage area, can be Manpower:
constructed in any size. Power: N/A
Credits: 150 cr per 5ft square area. Function: Provides a covered storage space for one
Requirements: None type of resource, which is stored in the silo instead of
Space: Variable amount of 5 ft. squares in crates, The silo can hold 100 units of a resource (100,
Time: 500 units of time per 5ft square. 5ft crates worth of materials.)
Upkeep: N/A Upgrade: Does not upgrade, more can be
Power: N/A constructed.
Function: Provides a covered storage space for a
number of crates (or piles) equal to the number of 5ft
WAREHOUSE
squares this structure occupies, materials and A much larger, controlled storage facility
resources stored in a stockade are subject to the Credits: 10,000 cr (11,250 cr without materials)
elements and deteriorate by the DM's discretion, food Material Cost: 1 (Standard) building material
rots, materials become wet and mold, and any other Requirements: Tier 3
resources become unusable after a time. Space: 25x50 ft.
Upgrade: can be expanded by using the variables Time: 8000
above. Upkeep: 800 cr/ month
Manpower: 1 (Untrained) Personnel
Power: 2
Function: Provides covered, temperature controlled
and regularly inventoried storage space for 50, 5ft.
crates of materials.
Upgrade: Does not upgrade, more can be
constructed.
HANGAR MEDIUM LANDING PAD
Hangars provide an enclosed area for starships to land Credits: 17,000 cr
and resupply. Hangars come in three sizes: small, Requirements: Tier 2
medium, and large. Space: 40x150 feet
Time: 12000
SMALL HANGAR Upkeep: 1200 cr /month
Credits: 10,000 cr Manpower: 1 (Untrained) Personnel
Requirements: Tier 1 Power: 1
Space: 40x100 feet, with a 25ft. ceiling Function: Provides landing and refueling space for 2
Time: 8000 large ships or 6 medium or smaller ships
Upkeep: 800 cr /month Upgrade: Does not upgrade, more can be
Manpower: No deployments constructed.
Power: 1
LARGE LANDING PAD
Function: Provides landing space for 20 hangar
units. (10 Small, or 20 tiny ships.) Credits: 30,000 cr
Upgrade: Does not upgrade, more can be Requirements: Tier 4
constructed. Space: 50x250 feet
Time: 30000
MEDIUM HANGAR Upkeep: 3000 cr /month
Credits: 50,000 cr Manpower: 2 (Untrained) Personnel
Requirements: Tier 3 Power: 2
Space: 200x500 feet, with a 50ft. ceiling Function: Provides landing an refueling space for 2
Time: 18000 Huge ships, 3 large ships, or 15 medium or smaller
Upkeep: 1800 cr /month ships.
Manpower: 1 (Trained) Personnel Upgrade: Does not upgrade, more can be
Power: 2 constructed.
Function: Provides landing and refueling space for
100 hangar units. (10 medium, or 50 small ships.) GARAGE
Upgrade: Does not upgrade, more can be Walkers and speeders need somewhere to stay idle
constructed. and be maintenanced, and the garage is the place to
do so. The garage comes in three sizes: Small, medium,
LARGE HANGAR and large.
Credits: 250,000 cr
Requirements: Tier 5 SMALL GARAGE
Space: 500x600 feet, with a 50ft. ceiling Credits: 3,500 cr
Time: 42000 Requirements: Tier 1
Upkeep: 4200 cr /month Space: 30x50 feet
Manpower: 1 (Trained) Personnel Time: 3000
Power: 3 Upkeep: 150 cr /month
Function: Provides landing and refueling space for Manpower: No deployments
250 hangar units. (2 large & 5 medium ships, or 25 Power: 1
medium ships.) Function: Provides storage space for 10 large
Upgrade: Does not upgrade, more can be vehicles.
constructed. Upgrade: Does not upgrade, more can be
constructed.
LANDING PAD
A landing pad is able to hold more starships than a
hangar, but the ships are exposed and unprotected.
Additionally, the ships must be of a certain size.

SMALL LANDING PAD


Credits: 8500 cr
Requirements: None
Space: 20x80 feet
Time: 6000
Upkeep: 600 cr /month
Manpower: No deployments
Power: N/A
Function: Provides landing space for 4 medium or
smaller ships.
Upgrade: Does not upgrade, more can be
constructed.

29
MEDIUM GARAGE MEDIUM DROID STORAGE
Credits: 7,500 cr Credits: 6,000 cr (6150 without material)
Requirements: Tier 3 Material Cost: 1 (Basic) Component
Space: 40x60 feet, 20 foot high ceiling Requirements: Tier 3
Time: 6000 Space: 30 foot cube
Upkeep: 300 cr /month Time: 3500
Manpower: No deployments Upkeep: 200 cr /month
Power: 2 Manpower: No deployments
Function: Provides storage space for 10 huge Power: 2
vehicles, or 20 large vehicles. Function: Provides storage racks and charging
Upgrade: Does not upgrade, more can be hookups for 32 Medium droids. Alternatively, this suite
constructed. can house droids of other sizes. A Huge droid takes up
the space of two Large droids, which in turn takes up
LARGE GARAGE the place of two Medium droids, and so on. Upgrade:
Credits: 17,500 cr Does not upgrade, more can be constructed.
Requirements: Tier 5
Space: 40x60 feet , 25 foot high ceiling LARGE DROID STORAGE
Time: 15000 Credits: 15,000 cr (15,200 cr without material)
Upkeep: 750 cr /month Material Cost: 1 (Premium) Component
Manpower: No deployments Requirements: Tier 5
Power: 3 Space: 30x45 feet, with a 30 foot ceiling
Function: Provides storage space for 10 gargantuan Time: 10000
vehicles, or 20 huge vehicles. Upkeep: 350 cr /month
Upgrade: Does not upgrade, more can be Manpower: No deployments
constructed. Power: 3
Function: Provides storage racks and charging
DROID STORAGE hookups for 60 Medium droids. Alternatively, this suite
This suite o ers a single room featuring tightly-packed can house droids of other sizes. Upgrade: Does not
racks suitable for storing and housing a number of upgrade, more can be constructed.
droids or drones.
PRODUCTION BUILDINGS
SMALL DROID STORAGE Structures designed to re ne or produce a given
Credits: 3,000 cr resource, whether that resource is food, clean air, hard
Requirements: Tier 1 credits, or crafting materials.
Space: 20x20 feet
Time: 2000 FARMS
Upkeep: 100 cr /month Farms produce crops that can be used for various
Manpower: No deployments means. The DM determines what types of crops are
Power: 1 locally available to grow, or which plants can be grown
Function: Provides storage racks and charging on a given world, choosing from one of the following
hookups for 16 Medium droids. Alternatively, this suite types of resources; Food (crops), Exotic: (raw plants,
can house droids of other sizes. A Huge droid takes up spices, or bers.)
the space of two Large droids, which in turn takes up
the place of two Medium droids, and so on. Upgrade:
Does not upgrade, more can be constructed.

30
FARM (FOOD RESOURCE) MINE
Credits: 4000 cr Mines harvest raw materials from the surface of the
Material Cost: sample of (Food) Resource planet that can be processed to create resources or
Requirements: None sold to earn an income. The DM determines which
Space: 20x25 feet areas are suitable for a mine, surveyor's equipment
Time: 3000 can be used to determine pockets of minerals or
Upkeep: 400 cr /month underground caves. Choose from one of the following
Manpower: 1 (Unskilled) Personnel types of resources; Raw Materials, Luxury: (ores,
Power: N/A crystals, spice), or Exotic: (raw metal, raw fuel, raw
Function: Each month period, roll 1d100, consulting ballistics)
the table below to determine how many resources you
harvest; QUARRY (RAW MATERIALS)
Credits: 4500 cr (4650 cr without material)
d100 Yield (# of 5ft crates)
Material Cost: 1 (Basic) component
Under 25 Gain 1d6-1 resources (Minimum of 0) Requirements: Tier 2
26-45 Gain 1d10 resources Space: 30x30 feet, 15 foot deep pit
Time: 4000
46-60 Gain 2d10 resources
Upkeep: 450 cr /month
61-100 Gain 3d10 resources Manpower: 1 (Unskilled) Personnel
Power: 1
Upgrade: Pay the upgrade cost, and increase the Function: Each month period, roll 1d100, consulting
farm's area by 20x20 feet. The farm requires 1 the table below to determine how many resources you
additional personnel per level above base, and the mine;
upkeep increases by +100 cr. The farm produces 1d4+1
additional food resources per level. d100 Yield (# of 5ft crates)
Under 25 Gain 1d6-1 resources (Minimum of 0)
FARM (EXOTIC RESOURCE)
26-45 Gain 1d10 resources
Credits: 4500 cr
Material Cost: sample of rare plants (for raw plant, 46-60 Gain 2d10 resources
chemical or spice) or one group of suitable livestock 61-100 Gain 3d10 resources
(for bers)
Requirements: Tier 1 Upgrade: Pay the upgrade cost, and increase the
Space: 25x25 feet mines depth by 30 feet directly below the quarry, The
Time: 3500 quarry requires 1 additional personnel per level above
Upkeep: 400 cr /month base, and the upkeep increases by +150 cr. The quarry
Manpower: 1 (Trained) Personnel produces 1d4+1 additional raw material resources per
Power: N/A level.
Function: Each month period, roll 1d100, consulting
the table below to determine how many resources you
harvest;
d100 Yield (# of 5ft crates)
Under 40 Gain no resources
41-65 Gain 1d8 resources
66-85 Gain 2d8 resources
86-100 Gain 4d8 resources

Upgrade: Pay the upgrade cost, and increase the


farm's area by 20x20 feet. The farm requires 1
additional personnel per level above base, and the
upkeep increases by +100 cr. The farm produces 1d4+1
additional raw exotic resources per level.

31
MINE (EXOTIC MATERIALS) Structures designed for the protection and defense of
the structure, mounted turrets, walls, gates, shields,
Credits: 6500 cr (6800 cr without material) and orbital defenses.
Material Cost: 2 (Basic) components
Requirements: Tier 3 ROOM MODIFICATIONS
Space: 30x30 feet , 30 foot deep shaft
Time: 6000 Structures that function as an addition to an existing
structure and doesn't occupy its own space, traps,
Upkeep: 650 cr /month
extra furnishings, and room upgrades and retro ts fall
Manpower: 1 (Trained) Personnel
under this category.
Power: 2
Function: Each month period, roll 1d100, consulting CLASS-SPECIFIC ROOM UPGRADES
the table below to determine how many resources you
mine; Each of these room upgrades is unique, and grants its
bene t to a player who has at least 1 level in the
d100 Yield (# of 5ft crates) related class. By spending 8 hours of light activity in the
Under 40 Gain no resources
stronghold, they gain an improved class feature from
the room, which they can use once in a tier 1
41-65 Gain 1d8 resources stronghold. in order to recharge the ability, they must
66-85 Gain 2d8 resources take a prolonged rest using the room, spending at least
86-100 Gain 4d8 resources
8 hours each day for a week inside that structure to
recharge the use of your improved class feature. Each
room can be upgraded to provide an additional use of
Upgrade: Pay the upgrade cost, and increase the
the class feature each prolonged rest, the room cannot
mines depth by 30 feet directly below the mine, The
be upgraded past the tier of the stronghold, to a
mine requires 1 additional personnel per level above
maximum of 5 uses per prolonged rest.
base, and the upkeep increases by +150 cr. The quarry
produces 1d4+1 additional raw exotic resources per
level.

MINESHAFT (LUXURY MATERIALS)


Credits: 8500 cr (8800 cr without material)
Material Cost: 2 (Basic) components
Requirements: Tier 3
Space: 30x30 feet, 30 foot deep shaft
Time: 8000
Upkeep: 1250 cr /month
Manpower: 1 (Skilled: mining tools) Personnel
Power: 2
Function: Each month period, roll 1d100, consulting
the table below to determine how many resources you
mine;
d100 Yield (# of 5ft crates)
Under Gain no resources and must pay 3000 credits to re-dig
20 tunnels
21-35 Gain no resources
36-60 Gain 1d6 resources
61-85 Gain 2d6 resources
Gain 4d6 resources, or gain 3d6 resources and 1d4+1
86- resources of a di erent type instead. (DM determines
100 the nature of this e ect, and which resource they
uncover such as gemstones or rare ores)

Upgrade: Pay the upgrade cost, and increase the


mines depth by 30 feet directly below the mine, The
mine requires 1 additional personnel per level above
base, and the upkeep increases by +150 cr. The quarry
produces 1d4+1 additional raw exotic resources per
level.

SECURITY BUILDINGS

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