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Structures & Buildings (drop-in rules) v2.0.0
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shootingwomprats
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PostPosted: Fri Aug 29, 2025 9:56 pm    Post subject: Reply with quote

CRMcNeill wrote:
I was thinking more in terms of a stat template, ala the Imperial Garrison Base, representing a single building as a stat write-up for an immovable starship or vehicle, as well as running through the steps used to arrive at the stat.


Just to clean on what you are asking for. Structure Template, a sample write-up of a Structure, step-by-step how the write-up was created?

Not sure what the Imperial Garrison is about, unless your asking me to create a Structure Stat for ... Structure: Imperial Garrison?
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shootingwomprats
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PostPosted: Fri Aug 29, 2025 10:03 pm    Post subject: Reply with quote

Imperial Garrison (IM-455)

Scale Tag: Capital
Footprint (ref): ~300 m × 270 m plan, ~47.5 m tall to roofline (turrets/towers extend higher)

Structure (base die code): 7D (Hardened military bunker / fortress)
Workmanship: Standard (0) • Condition: Sound (0)
Rationale: WEG lists Hull 7D for the prefab garrison; we mirror Hull→Structure and keep optional modifiers at 0 to match source.

Shields (site-wide): 3D (single site pool) • Shield Controller: 5D (military/hardened) • TN 15
Use single-plane coverage per §1.1.3.10; on 0–4 band, roll Controller vs TN 15 (§1.3.1.10).

Typical Armor by struck section (apply only if LOE crosses that layer; §1.1.4):

  • Splayed exterior glacis & parapets: +2D (heavy durasteel/composite panels; §1.1.7 guidance)
  • Vertical exterior wall faces: +1D–+1D+2 (ferrocrete/durasteel clad)
  • Roof deck (armored): +1D+2 (military deck; see §1.1.7.20)
  • Interior blast lining (critical cores & galleries): +2D (where shown on plan)

These are materials-based picks to pair with the 7D Structure baseline; adjust per the exact face you’re shooting at (§1.1.7).

Elements & apertures (examples; use §1.4.0 when targeted):

  • Bay blast door (multi-panel): Body 6D–7D (Starfighter scale), often with Armor +1D
  • Personnel blast doors: Body 4D–5D; reinforced Body 6D for secure areas
  • Shutters / drop grilles: Body 4D–5D
  • Hangar aperture field (if fitted): Shields 3D–4D, Body 0D (local pool; ray-type common)
  • Magnetic door seals (select portals): Shields 2D–3D, Body 0D (local)

Use the single shield plane that the shot crosses (§1.4.1.60).

Sensors (site array): Passive 40/1D; Scan 60/3D; Search 80/4D; Focus 10/4D+2

Defensive emplacements (integral):

  • 3 Heavy Twin Turbolasers (Capital scale; 3 turret arcs): Fire Control 3D; Atm Range 6–30/70/150 km; Damage 7D
  • 6 Heavy Twin Laser Cannons (Walker scale; perimeter arcs): Fire Control 2D; Range 50–500/1/2 km; Damage 7D
  • 3 Tractor-Beam Projectors (Starfighter scale; “front”): Fire Control 2D; Range 50–250/750/1.5 km; Damage 6D


Garrison complement (typical):

  • ~3,000 personnel (command/admin, technical/medical, gunners, INTEL, controllers, security & stormtrooper force incl. scouts/perimeter)
  • Vehicle/air assets commonly include: ~30 TIE/ln, 5 TIE/sa, 10 AT-AT, 10 AT-ST, 40 speeder bikes, 60 landspeeders, ~100 utility vehicles


Quote:
Resistance roll (site/section): Structure 7D + applicable Armor + applicable Shields (exactly one plane) + Scale Difference (§1.2.0).
Element Resistance (when targeted): Body + element Armor + applicable single Shield pool + Scale Difference (§1.4.1.50).


Game Notes (structure interaction recap)

  • Resistance on hits: Structure + Armor (if crossed) + single Shield plane (if crossed) + Scale Difference (attacker vs target; §1.1.0.20, §1.2.0)
  • Damage bands: 0–4 → Shields Hit (Controller TN 15) or Systems Ionized; 5–8 Lightly; 9–12 Heavily; 13–15 Severely; 16+ Destroyed (§1.3.0)
  • Coverage: add Armor only if that layer is physically crossed; pick one shield plane by coverage; no stacking (§1.1.3.10 / §1.1.4.10)
  • Inside-origin shots: use local aperture plane if exiting via a sealed opening (§1.1.3.20)
  • Repairs: Patch 10; Stabilize 15; Shore 20; Armor Resheet 15; Restore Shields 15/die (timings in §1.8.0)
  • Ionization: –1D to powered systems for 1D rounds on 0–4 with no applicable shield; add counters; at counters ≥ Structure in D (7) → Systems Lock 2 rounds; manual overrides +10 Difficulty; counters reset after lock (§1.3.1.20)


Two quick examples (play use)
E-web vs exterior wall (vertical facade): Attacker Damage 8D (Character). Target is Capital scale Structure 7D; Armor +1D (clad wall); Shields 0D (no plane crossed).

  • Resistance = 7D + 1D + ScaleDiff(+12D) = 20D. Interpret margin per §1.3.0.


Starfighter rocket vs parapet: 9D (Starfighter) vs Resistance = 7D + Armor + ScaleDiff(0). If you’re hitting the sloped parapet, add +2D Armor.

  • On 13–15 → Severely Damaged; on 16+ → Destroyed (§1.3.0). (Shields only if the line crosses the site plane.)

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