Step 1: choose the layout

NameDescriptionCost
CompoundIsolated buildings surrounded by defenses.0.1c per m2
FortressOne large, armoured, building.0.5c per m2
BunkerCompletely underground.1.0c per m2
Floating citadel3.0c per m2

Floating Citadel requires a mage with the Floating Citadel SSC to make it float.

Step 2: Add facilities

The sum of the Crew attributes must be less than or equal to zero.

Command facilities

One of the below is necessary. If the Command Facility is hit, anarchy hits the base, as the command system is lost. Spare command facilities may be built, but the commanders must switch from one to the other without being killed. Switching over takes 1D6 minutes.

NameCostSizeCrewNotes
Small Command Facility20c40m210Good for bases up to 10,000 m2 in size.
Large Command Facility100c100m250Good for bases beyond 10,000 m2 in size.

Medical facilities

NameCostSizeCrewNotes
Medical roomSee Medical room/surgery403As per Medical Room/Surgery in Equipment lists
Hospital1000c100,000m2400+20 rating for first aid / paramedic rolls

Barracks/accomodation

NameCostSizeCrewNotes
Barracks block10c40m2-40Holds 40 crew from other modules and 5 cooks/caretakers/etc. to look after them.
Luxury suite10c40m2-33 luxury bedrooms, and also 1 caretaker and 1 cook with their own rooms.

Storage

NameCostSizeCrewNotes
Armoury5c40m22Can hold 1,000 weapons, 5,000 missiles, and 8 million rounds of ammo.
Fuel dump5c40m21Holds 80,000 litres fuel.
Runway50c2,500m25Fully equipped runway and support team.
Garage25c1,000m210Can hold up to 50 vehicles. Free Land Vehicles Workshop included, along with technicians.
Hangar25c1,000m210Can hold up to 25 vehicles. Helicopters may launch directly, but planes need a Runway. Free Air Vehicles Workshop.
Cold store50c100m22Can hold 500 days worth of food for one person, 250 days worth for 2 people, etc.
Reservoir1c2,500m22Can hold 500 days worth of water for one person, 250 days worth for 2 people, etc.

Resources

NameCostSizeCrewNotes
Air processing plant100c40m210Can recycle air for 100 people indefinitely, enabling the base to seal itself against all gases, operate in a vacuum, etc.
Small reactor100c100m220Powers bases up to 10,000 m2.
Large reactor500c600m270Powers bases from 10,000 m2 to 50,000 m2. Many reactors may be combined for larger bases.

Defence

All DCs are 'barrier' DCs in DC / m2.

NameDC / Res / Cost
Compound armour100 DC / m2 for 2c per m2 of base. 10 Resilience for 1c per m2 of base.
Fortress / Floating Citadel armour100 DC / m2 for 1c per m2 of base. 10 Resilience for 1c per m2 of base.
Bunker armour100 DC / m2 for 1c per 50m2 of base. 10 Resilience for 1c per 50m2 of base.
NameCostSizeCrewNotes
Early warning defense system100c40m210Radar showing all air vehicles within 100km, and short-range radar capable of detecting and identifying everything in the air and on the ground within 10km.
Long range sensor probe75c10m25Capable of identifying any vehicle within 100km, given a range and bearing. For example, the probe could be pointed at a target given by the Early Warning radar, to find out what it is. Scan takes 1D6 minutes, and not only uses radar data against lists of all known vehicles, but has a 10% chance of getting a visual lock with the inbuilt telescope.

Other

Any Vehicle Mounted Weapon/equipment can be built into a base.

All weapons take up 1 crew if manned 24/7.

Any other room may be made at the base cost of 1c for lighting . This allows labs, prisons/dungeons, etc.

NameCostSizeCrewNotes
Fire squad5c per rating40m25Maximum rating is 15. They will run to the source of a fire - 5m per second - then start to put it out. After five minutes, they save with rating to see if they succeed. If not, another five minutes must pass. Two fire squads may cooperate to add their Ratings together, and two squads could also deal with two fires, etc.
Computer room5c100m25A computer room can contain up to four mainframes, and has space for up to 20 archive storage units.
Escape capsule100c10m20A ten person ejector seat, launched at high speed by integral rockets; it leaves at around 10m per second, accelerating to 1km/second, then gliding for about 20km before deploying parachutes and sinking to the ground, hopefully clear of any explosion. Generally, they end up around 100km away, but can be configured for less.

Step 3: What goes where

Players agree on detailed maps for each level. This is needed for gameplay, and also when dealing with fires.

When an explosion occurs on a facility, there is a 10% chance of ignition. Incendary weapons always cause fires. Fire risk is 20% for fuel dumps. Fire will spread into one adjacent facility per 10 minutes, but if the characters have each facility either seperate in a compound or seperated by extra space (paid for!) in a bunker, this does not happen. Also, a 'fire department' is available:

When a facility is burnt, 1D6*10 percent of its crew survive. A facility can run on half crew for up to 12 hours before the crew collapse from exhaustion.

Step 4: Upkeep

Cleaning and servicing - 1c per m2 per year. Crew - 250c each per year, including food etc.