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Structures & Buildings (drop-in rules)
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shootingwomprats
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PostPosted: Sat Aug 16, 2025 2:14 am    Post subject: Structures & Buildings (drop-in rules) Reply with quote

1.0.0 Structures & Buildings (drop-in rules)

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Last edited by shootingwomprats on Sat Aug 16, 2025 2:27 am; edited 2 times in total
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PostPosted: Sat Aug 16, 2025 2:16 am    Post subject: Reply with quote

1.1.0 Structure
What it is. A building’s base die code to resist damage.

When you roll it. On any hit against the structure (or a targeted section), roll Structure + Armor + Shields (if any), then apply Scale per 11.2.

1.1.1 Picking a Structure
Choose the closest baseline. Adjust ±1D for quality (shoddy –1D, engineered +1D) and ±1 pip to 1D for condition.

Hide/wattle hut, thatch, canvas 1D
Timber cabin/plank shack 2D
Stone masonry (brick/fieldstone) 3D
Ferrocrete wall/standard commercial 4D
Durasteel-frame industrial/strongpoint 5D
Reinforced bunker/blast vault 6D
Hardened military bunker/shielded gatehouse 7D

Armor = extra plating/barriers (blast sheathing, durasteel shutters).
Shields = active fields/wards (rare; see 11.9.3).

1.1.2 Give the Structure a Scale Tag
Pick the scale that best matches mass/footprint (used only for scale differences in 11.2):

Speeder: sheds, kiosks, huts
Walker: houses/small shops (1–3 stories)
Starfighter: bunkers, warehouses, watchtowers
Capital: fortresses, mega-towers, cavern complexes

1.1.3 Resistance Roll
When the structure is hit:

Resistance = Structure + Armor + Shields + Scale Difference (11.2).

1.1.4 Localized Elements
Targeting a door/window/port? Roll that element’s own value (11.6) instead of the parent wall. If a called shot misses but still hits the wall, use the wall’s Structure.
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PostPosted: Sat Aug 16, 2025 2:16 am    Post subject: Reply with quote

1.2.0 Scale
Scale ladder (reference values):

Character 0D
Speeder +2D
Walker +4D
Starfighter +6D
Capital +12D

Scale difference = higher scale value – lower scale value.

1.2.1 Lower Against Higher
When a lower scale attacker shoots a higher scale target:

Attack: The lower-scale attacker adds the scale difference to the attack roll. If the target dodges, it rolls maneuverability/dodge normally.

Damage/Soak: The higher-scale target adds the scale difference to its damage resistance. The lower-scale weapon rolls damage normally.

1.2.2 Higher Against Lower
When a higher scale attacker shoots a lower scale target:

Attack: The higher-scale attacker rolls a normal attack. The lower-scale target adds the same scale difference to its dodge roll.

Damage/Soak: The higher-scale attacker adds the scale difference to its damage roll. The lower-scale target resists damage normally.

Apply these rules to buildings exactly as you do to vehicles/starships. The building’s Structure is its “Body/Hull.”
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PostPosted: Sat Aug 16, 2025 2:17 am    Post subject: Reply with quote

1.3.0 Damage Resolution
Roll Damage vs Resistance (11.1.3). Compare the margin (damage – resistance):

0–3 Shields Blown/Systems Ionized
4-8 Lightly Damaged
9-12 Heavily Damaged
13-15 Severely Damaged
16+ Destroyed


1.3.1 Effects by State
Shields Blown/Systems Ionized. The structure loses –1D from its total Shields rating (cumulative) until repaired. If Shields are already at 0D (or the site has no shields), apply Controls Ionized (Structures) instead. Controls Ionized (Structures). Power surge knocks out control circuits. For 1D rounds, all powered system checks made to operate the site (e.g., doors/locks, lifts, lighting, comms, sensors/cameras, automated turrets, environmental controls, fire suppression, shield control) suffer –1D. A second Controls Ionized result while this effect is active increases the penalty to –2D for 1D rounds; a third result disables powered systems for 2D rounds (only manual overrides/forceable mechanisms work at +10 Difficulty, GM’s call). After the duration, systems reboot; any lost Shield dice remain lost until repaired.
Lightly Damaged. Scorching, cracks, spalled interior. –1 pip to Structure until patched. Minor debris in struck zone.
Heavily Damaged. Breach (≈1×2 m) or partial failure in the struck face. –1D to Structure for further hits through that face. Doors/ports in that face jam (–1D to open checks).
Severely Damaged/ Large breach (≈2×2 m) or section collapse; load path compromised. –2D to Structure for that face/section. Each round in the zone: any heavy activity triggers Collapse Check (see 11.5).

Destroyed Total collapse of the struck section; adjacent sections test for progressive collapse (11.5). Treat interior as severe hazardous terrain (11.4).
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PostPosted: Sat Aug 16, 2025 2:17 am    Post subject: Reply with quote

1.4.0 Inside the Building: Collateral to People & Gear
When a structure takes damage, apply interior effects in the struck zone (rooms contiguous with impact/breach). Use these as defaults; adjust for cover (interior walls +1D to +3D cover vs debris).

1.4.1 Occupant Impact (character-scale Damage)
Lightly Damaged: 3D stun/impact to occupants; DEX/Acrobatics 10 to avoid fall/prone.
Heavily Damaged: 5D impact; Moderate (15) Stamina vs dust/smoke; DEX 12 to avoid fall/prone.
Severely Damaged: 7D impact; DEX 15 or fall/prone + 1D extra; Stamina 15 vs smoke; chance of entrapment (11.4.3).
Destroyed: 9D (or attack’s character-scale equivalent, GM’s call) from collapse; Stamina 18 vs dust choke; likely entrapment.

Near/Far modifier: Adjacent zones ±2D (closer/farther). Good cover: –2D to –3D.

1.4.2 Contents & Fixtures
Lightly/Heavily: Fragile items 3D/5D damage; sturdy furniture 2D/3D.
Severely/Destroyed: Fragile 7D/9D, sturdy 4D/6D. (Scale is character unless noted.)

1.4.3 Entrapment & clearance
On Severe/Destroyed, anyone who fails DEX 15 is trapped (pinned or blocked). Freeing: Lifting vs 10 (Heavily)/15 (Severely)/20 (Destroyed) per round, or use tools; explosives apply per 1.7.
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PostPosted: Sat Aug 16, 2025 2:18 am    Post subject: Reply with quote

1.5.0 Collapse & Fire Progression
1.5.1 Collapse checks
After a Severe result in a section, each round of heavy action in that zone (running, melee, further explosions) calls for a Collapse Check: roll Structure (current) vs 15; on a fail, drop to Destroyed in that section. Adjacent sections each roll vs 12 to avoid spreading failure.

1.5.2 Fire & smoke
Energy/Thermal hits may ignite. If the attack was fire/energy and the result was Heavily Damaged+, the struck zone catches fire on Easy (10); otherwise Moderate (15).

Smoke: Each round in smoke: Stamina 10/15/20 (Light/Heavy/Severe fire) or take –1 pip/–1D/–2D to all actions that round.

Structural Weakening: After 3 rounds of heavy fire, reduce Structure –1 pip; each additional 3 rounds –1 pip (max –2D without total burn-through).
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PostPosted: Sat Aug 16, 2025 2:18 am    Post subject: Reply with quote

1.6.0 Doors, ports, shutters (targeted elements)
Roll these instead of the wall when targeted. Apply scale as per the building’s scale (usually same tag).

Flimsy wooden door 1D
Standard wooden door 2D
Standard metal door 3D
Reinforced door 4D
Blast door 6D

Windows/Shutters (suggested): glass pane 1D, barred window 2D, durasteel shutter 4D.

Results on doors (by margin): Lightly = dent/jam (–1D to open), Heavily = breach (1×1 m), Severely = blow-through (usable opening), Destroyed = gone; frame deforms (–1 pip Structure to that face).
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PostPosted: Sat Aug 16, 2025 2:18 am    Post subject: Reply with quote

1.7.0 Breaching & Demo
1.7.1 Called breaching shot
Choose a 2×2 m wall section. Resolve normally. Results:

Heavily: breach 1×2 m; 2 rounds to clear to 2×2 with tools.
Severely: breach 2×2 m; 1 round to make safe.
Destroyed: over-penetration; roll occupant impact at +2D in struck zone.

1.7.2 Shaped Charges/Demo Kits
Place charge: roll Demolitions; on Moderate (15), treat damage as Walker-scale 7D (mil-grade) vs the section (GM may vary); +5 to the roll upgrades to Starfighter-scale 7D for bunker busters. Mishaps hit occupants as 11.4.
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PostPosted: Sat Aug 16, 2025 2:18 am    Post subject: Reply with quote

1.8.0 Repairs
Patch Light Damage: Repair 10, 10 minutes, materials trivial; restores lost pip.
Stabilize Heavy: Repair 15, 1 hour, brace kit; removes the –1D face penalty (not cosmetic).
Shore Severe: Repair 20, 4 hours, structural members; cancels collapse checks, restores up to –1D of Structure loss if appropriate.
Rebuild Destroyed: project work; GM adjudication (days+, costed materials).

(Use appropriate skill: (A) Engineering, Construction, or Starship/Vehicle Repair for analogs.)
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PostPosted: Sat Aug 16, 2025 2:19 am    Post subject: Reply with quote

1.9.0 Special Integrations
1.9.1 Energy Screens
Treat active defenses as Shields on Resistance (usually +1D to +3D vs specified damage types). On a Severe or Destroyed hit, roll Shields vs 15 or they flicker offline for 1D rounds.

1.9.3 Vacuum/Pressure Environments
Breach to vacuum: occupants in struck zone must make Immediate Stamina 15 or go Stunned from decompression; then normal vacuum rules apply. Emergency bulkheads (use Blast door 6D) may attempt to close (GM timing).
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PostPosted: Sat Aug 16, 2025 2:19 am    Post subject: Reply with quote

1.10.0 Worked examples
1.10.1 Blaster vs reinforced door
PC with 5D blaster (Character scale) targets a Reinforced door 4D on a Walker-scale house.
Scale difference: Character→Walker = +4D.
Door resists at 4D + 4D = 8D. Compare damage vs 8D; margin 4–7 → Heavily Damaged (jam/breach).

1.10.2 E-web vs ferrocrete wall
E-web 8D (Character) fires at a Ferrocrete 4D wall (Walker scale).
Resistance = 4D + 4D = 8D. If damage roll beats by 8–11, the wall is Severely Damaged: big breach, collapse checks begin; occupants in the room take 7D impact (11.4.1), adjusted for cover.

1.10.3 Starfighter rocket vs bunker
Proton rocket (Starfighter scale 9D) hits a Reinforced bunker 6D (Starfighter scale).
Same scale, so no scale mod. Resistance = 6D (+Armor if any). Margin 12+ → Destroyed: section collapses; adjacent sections roll for progressive collapse.
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CRMcNeill
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PostPosted: Sat Aug 16, 2025 9:37 am    Post subject: Reply with quote

Ask and ye shall receive. Very nice! You’ve really been on a tear lately.
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shootingwomprats
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PostPosted: Sat Aug 16, 2025 10:52 am    Post subject: Reply with quote

CRMcNeill wrote:
Ask and ye shall receive. Very nice! You’ve really been on a tear lately.


Thank you. Yes I have. Stored up creative energy and in the "zone".
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garhkal
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PostPosted: Sat Aug 16, 2025 3:36 pm    Post subject: Reply with quote

Nice.. This looks all good.. Though +12 for destroyed?
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CRMcNeill
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PostPosted: Sat Aug 16, 2025 4:35 pm    Post subject: Reply with quote

shootingwomprats wrote:
1.9.0 Special Integrations
1.9.1 Energy Screens
Treat active defenses as Shields on Resistance (usually +1D to +3D vs specified damage types). On a Severe or Destroyed hit, roll Shields vs 15 or they flicker offline for 1D rounds.

1.9.3 Vacuum/Pressure Environments
Breach to vacuum: occupants in struck zone must make Immediate Stamina 15 or go Stunned from decompression; then normal vacuum rules apply. Emergency bulkheads (use Blast door 6D) may attempt to close (GM timing).

It occurs to me that shielded buildings may be more common than you suggested above. I mean, if the Empire is willing to magnetically seal their garbage compactors (effectively blaster-proofing the inside of a trash can), they’re certainly able and willing to do it to other, more important facilities.
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