Structures

Base/Deposit box

​Base Level 1

  • A base provides a Person or Guild with a space to call their own and somewhere to build structures. The base has a limit to how many structures can be built in it in the form of a structure point limit.

 

  • Props: A marque or similar form of shelter. Sign(s) signifying the owner or to ward off intruders.

 

  • Structure point limit: 12

 

  • Other rules: The base is purchased in conjunction with the deposit box

Deposit Box

  • Use: A deposit box is where your guilds loot is stored that you wish to use on game day. While in the vault your loot is safe. However, if the Deposit box gets destroyed, it will have to be repaired before the contents can be accessed. You may not place quest items, reclonation tokens or reputation in a deposit box. Purchasing a deposit box also unlocks a level one base.

 

  • Blown up: If a bomb is planted, and the detonation is successful the owner of the bomb will gain uranium ore equal to the level of the base it was in. Additionally, the deposit box is rendered useless until repaired. See bomb damage rules for more info.

 

  • Props: a lockable box clearly identifiable in the base.

 

  • Repairing: If blown up, an engineer or tinker must repair it before anything can be taken out or deposited (it means you must acquire the repair cost without the loot inside the box.) the engineer/tinker goes to the bank to purchase a repair kit, upon purchase the deposit box is usable again.​

Reputation Required:

15

x12

x8

x2

x4

x2

Crafting Costs:

Repair Cost

Structure Points consumed:

0

x4

Vault (level 1)

  • Use: A vault functions the same way a deposit box does, with the addition that the owner receives 2 bottlecaps at the end of the event and the vault may be hacked.

 

  • Lock level: 2

 

  • Blown up: If a bomb is planted and the detonation is successfully, the owner of the bomb will gain uranium ore equal to the level of the base it was in. Additionally, the vault can be destroyed, rendering its contents inaccessible until repaired. The vault can take 2 damage before being destroyed, bombs deal 1 damage and upgraded bombs deal 4. See bomb damage rules for more info.

 

  • Cracked Open: The first time the vault is blown up or hacked successfully in an event, the hacker/bomb owner receives 1 bottlecap and the vault owner only receives 1 bottlecap at the end of the event instead of the usual 2.

 

  • Props: a lockable box clearly identifiable in the base. It must look like it has an electronic lock with a clearly identifiable lock level shown.

 

  • Repairing: If blown up an engineer or tinker must repair it before anything can be taken out or deposited (it means you must acquire the repair cost without the loot inside the vault.) the engineer/tinker goes to the bank to purchase a repair kit, upon purchase the vault is usable again. The vault may be repaired when only damaged to reset the damage.

  • Prerequisites: Base (level 1), Deposit Box

  • Replaces: Deposit Box

Reputation Required:

15

x18

x1

x5

Crafting Costs:

Repair Cost

Structure Points consumed:

4

x8

Wall (Level 1)

  • Use: Walls allow you to leave your base and have some level of passive defense. As you upgrade your wall, they will be harder to destroy and harder to hack. You can build gates in your walls; gates are considered locked to non-guild members unless they are hacked.

 

  • Lock Level: 1

  • Gate/Wall HP: 10/15

 

  • Props: Gates must look like they have an electric lock with a clearly identifiable lock level. Walls have a minimum prop size of 500mm wide and 1200mm tall. You can construct them out of any materiel you wish, as long as they are safe and fit into the post-apocalyptic world. Walls must be self-standing and easy for a marshal to remove when they are destroyed. A big level mark must be displayed on each wall. If the perimeter of a base is covered by at least 10m of wall prop, the remaining perimeter may be clearly roped off and may not be passed through by any player.

 

  • Other rules: The post shock Base inspector must check prior to gameplay that all walls are safe to be used. Walls can be destroyed by a direct hit from a grenade, bomb, or rocket. When destroyed, the repair cost must be paid for each wall and gate section that was destroyed.

 

  • Pre-Requisites: Base (level 1)

Reputation Required:

15

x60

x28

x10

x20

x11

Crafting Costs:

Repair Cost

Structure Points consumed:

1

x8

x4

Workshop

  • Use: The workshop allows tinkers and engineers to craft items and re-pack bullets at base (a marshal is still required).

 

  • Props: A prop to represent a Workshop, tools etc. (examples for a cheap option would be a cardboard box painted up with some sort of workbench and plastic tools, or a fold out table painted to look like a workbench etc.) imagination is the limit! The foot print of the Workshop equipment must at least take up 600mm x 600mm x 600mm.

 

  • Other rules: Allows tinkers and engineers to ply their craft in the base. Halves the repair costs for; walls, deposit box and vault.

 

  • Pre-Requisites: Deposit box.

Reputation Required:

15

x16

x10

x2

x6

x2

Crafting Costs:

Repair Cost

Structure Points consumed:

1

Recycler (Level 1)

  • Use: Recycler produces water once built.

    • It produces 10 scrap per event payed out at the end of the event. (as long as the guild has enough members to be classed as "active" for that event) 

    • Plus 1 per player in the guild that attends per day. (max of 15 players produce extra resources)

 

  • Props: A prop to represent a recycler, a machine with an opening for feeding metal in, the metal is then refined and released out another opening as useful scrap, imagination is the limit! The footprint of the recycler equipment must at least take up 600mm x 600mm x 600mm.

 

  • Other rules:

 

  • Pre-Requisites: Base (level 1)

Reputation Required:

15

x20

x28

x5

x6

x4

Crafting Costs:

Upkeep Cost

Structure Points consumed:

4

x6

Lumber Mill (level 1)

  • Use: A lumber mill produces water once built.

    • It produces 12 wood per event payed out at the end of the event. (as long as the guild has enough members to be classed as "active" for that event) 

    • Plus 2 per player in the guild that attends per day. (max of 15 players produce extra resources)

 

  • Props: A prop to represent a Lumber Mill (something to represent wood, with a TOY axe. imagination is the limit! The footprint of the Lumber Mill equipment must at least take up 600mm x 600mm x 600mm

 

  • Other rules:

 

  • Pre-Requisites: Base (level 1)

Reputation Required:

15

x30

x10

x6

x6

x6

Crafting Costs:

Upkeep Cost

Structure Points consumed:

3

x6

Farm (Level 1)

  • Use: A farm produces food once built.

    • It produces 6 Food per event payed out at the end of the event. (as long as the guild has enough members to be classed as "active" for that event) 

    • Plus 1 per player in the guild that attends per day. (max of 15 players produce extra resources)

 

  • Props: A prop to represent a Farm (something to planted crops, with TOY farm tools. imagination is the limit! The footprint of the farm equipment must at least take up 600mm x 600mm x 600mm

 

  • Other rules:

 

  • Pre-Requisites: Base (level 1)

Reputation Required:

15

x30

x10

x12

x8

x12

Crafting Costs:

Upkeep Cost

Structure Points consumed:

4

x4

Tannery (level 1)

  • Use: A tannery produces hide once built.

    • It produces 6 hide per event payed out at the end of the event. (as long as the guild has enough members to be classed as "active" for that event) 

    • Plus 1 per player in the guild that attends per day. (max of 15 players produce extra resources)

 

  • Props: A prop to represent a tannery (something to represent a rack with drying hide and a tub for washing it. imagination is the limit! The footprint of the tannery equipment must at least take up 600mm x 600mm x 600mm.

 

  • Other rules:

 

  • Pre-Requisites: Base (level 1)

Reputation Required:

15

x20

x10

x8

x5

x8

Crafting Costs:

Upkeep Cost

Structure Points consumed:

3

x4

Field Hospital (Level 1)

  • Use: A Field hospital once built can be used to heal in. It normally uses autonomous medical equipment doing away with the need for a Medic in base!

 

  • Props: A prop to represent a Field hospital, Medical equipment etc. (examples for a cheap option would be a cardboard box painted up with some sort medical equipment painted on it) imagination is the limit! The footprint of the field hospital equipment must at least take up 600mm x 1200mm x 600mm and must include somewhere for a player to sit or lay down whilst healed.

 

  • Other rules: The field hospital can stabilize and heal one person at a time, who must be sitting or lying in it. While inside the Field hospital you gain 1 hp per min up to your maximum hp. Whilst healing, a player may not take actions such as fighting, crafting or anything else that would interfere with the healing process. Alternatively, a medic may heal a player who is in a field hospital using the normal healing rules, but may add 1 to their die role (this may stack with other bonuses).

 

  • Pre-Requisites: Base (level 1)

Reputation Required:

15

x10

x6

x3

x16

x3

Crafting Costs:

x6

Upkeep Cost

Structure Points consumed:

2

x2

x2

Base (level 2)

  • Use: A base provides a guild with a space to call their own and somewhere to build structures. The base has a limit to how many structures can be built in it in the form of a structure point limit.

 

  • Props: A marque or similar form of shelter. Sign(s) signifying the owner or to ward off intruders.

 

  • Structure point limit: 30

 

  • Prerequisites: Base (level 1)

  • Replaces: Base (level 1)

Reputation Required:

30

x40

x16

x4

x20

x4

Crafting Costs:

x5

Structure Points consumed:

Vault (Level 2)

  • Use: A vault functions the same way a deposit box does, with the addition that the owner receives 4 bottlecaps at the end of the event and the vault may be hacked.

 

  • Lock level: 3

 

  • Blown up: If a bomb is planted and the detonation is successfully, the owner of the bomb will gain uranium ore equal to the level of the base it was in. Additionally, the vault can be destroyed, rendering its contents inaccessible until repaired. The vault can take 3 damage before being destroyed, bombs deal 1 damage and upgraded bombs deal 4. See bomb damage rules for more info.

 

  • Cracked Open: The first time the vault is blown up or hacked successfully in an event, the hacker/bomb owner receives 2 bottlecaps and the vault owner only receives 2 bottlecaps at the end of the event instead of the usual 4.

 

  • Props: a lockable box clearly identifiable in the base. It must look like it has an electronic lock with a clearly identifiable lock level shown.

 

  • Repairing: If blown up an engineer or tinker must repair it before anything can be taken out or deposited (it means you must acquire the repair cost without the loot inside the vault.) the engineer/tinker goes to the bank to purchase a repair kit, upon purchase the vault is usable again. The vault may be repaired when only damaged to reset the damage.

 

  • Structure Points: 7

  • Prerequisites: Base (level 2), Vault (level 1)

  • Replaces: Vault (level 1)

Reputation Required:

30

x38

x1

x10

Crafting Costs:

Repair Cost

Structure Points consumed:

7

x20

Wall (Level 2)

  • Use: Walls allow you to leave your base and have some level of passive defense. As you upgrade your wall, they will be harder to destroy and harder to hack. You can build gates in your walls; gates are considered locked to non-guild members unless they are hacked.

 

  • Lock Level: 2

  • Gate/Wall HP: 15/20

 

  • Props: Gates must look like they have an electric lock with a clearly identifiable lock level. Walls have a minimum prop size of 500mm wide and 1200mm tall. You can construct them out of any materiel you wish, as long as they are safe and fit into the post-apocalyptic world. Walls must be self-standing and easy for a marshal to remove when they are destroyed. A big level mark must be displayed on each wall. If the perimeter of a base is covered by at least 10m of wall prop, the remaining perimeter may be clearly roped off and may not be passed through by any player.

 

  • Other rules: The post shock Base inspector must check prior to gameplay that all walls are safe to be used. Walls can be destroyed by a direct hit from a grenade, bomb, or rocket. When destroyed, the repair cost must be paid for each wall and gate section that was destroyed.

 

  • Pre-Requisites: Base (level 1), Wall (level 1)

  • Replaces: Wall (level 1)

Reputation Required:

30

x100

x48

x12

x30

x13

Crafting Costs:

Repair Cost

Structure Points consumed:

2

x16

x8

Defenses (Level 1)

  • Use: Defenses provide your base with additional firepower to ward off attackers, in the form of manned or automated turrets.

 

  • Props: A single manually operated nerf, gel or band gun. The gun must be mounted on a fixed turret either freestanding or attached to the wall. A dedicated ammo box with a non-lootable sticker.

 

  • Other rules: Defenses start the event with either 50 nerf darts, 75 gel balls or 25 charged bands in the ammo box. This ammo must strictly only be used to load the gun turret and no other items may be placed in the ammo box. If a band gun is used, the ammo box must have a separate compartment for charged and uncharged bands, the turrets bands must be clearly distinguishable from other bands as even if recharged, they can still only be used in the turret. If a nerf gun is used, it will be provided with a different colour dart to those crafted normally. If a gel blaster is used, all ammunition provided must be loaded into the gun at the start of the game.

 

 

  • Pre-Requisites: Walls (level 2)

Reputation Required:

30

x6

x28

x2

x5

x3

Crafting Costs:

Upkeep Cost

Structure Points consumed:

1

x10

Engineering Station

  • Use: The engineering station allows tinkers and engineers to craft items and re-pack bullets at base (a marshal is still required).

 

  • Props: A prop to represent an engineering station, tools etc. (examples for a cheap option would be a cardboard box painted up with some sort of workbench and plastic tools, or a fold out table painted to look like a workbench etc.) imagination is the limit! The footprint of the engineering station equipment must at least take up 600mm x 600mm x 600mm.

 

  • Other rules: Allows tinkers and engineers to ply their craft in the base. Halves the repair costs for; walls, deposit box and vault. Halves the upkeep cost for; lumber mill, recycler, defenses. Increases activation limit of ammo press by 1.

 

  • Pre-Requisites: Base (level 1), Workshop

  • Replaces: Workshop

Reputation Required:

30

x20

x38

x6

x8

x4

Crafting Costs:

Structure Points consumed:

3

Ammo Press

  • Use: An ammo press can be used to efficiently turn scrap into bullets. However, it has a maximum capacity per day.

 

  • Props: A prop to represent an ammo press, a station for shaping and packing bullets, imagination is the limit! The footprint of the ammo press equipment must at least take up 600mm x 1200mm x 600mm

 

  • Other rules: The activation cost can be paid to the bank to receive bullets from the ammo press, the ammo press has a limit of 5 activations per day.

  • Production: One activation Creates 10 Bullets

 

  • Pre-Requisites: Base (level 2), Workshop

Reputation Required:

30

x6

x11

x4

x6

x2

Crafting Costs:

Activation Cost

Structure Points consumed:

3

X4

Recycler (Level 2)

  • Use: A recycler produces scrap once built.

    • It produces 16 Scrap per event payed out at the end of the event. (as long as the guild has enough members to be classed as "active" for that event) 

    • Plus 1.5 per player in the guild that attends per day. (max of 15 players produce extra resources)

 

  • Props: A prop to represent a recycler, a machine with an opening for feeding metal in, the metal is then refined and released out another opening as useful scrap, imagination is the limit! The footprint of the recycler equipment must at least take up 600mm x 600mm x 600mm.

 

  • Other rules:

 

  • Pre-Requisites: Base (level 2), Recycler (level 1)

  • Replaces: Recycler (level 1)

Reputation Required:

30

X20

X58

X10

X8

X9

Crafting Costs:

Upkeep Cost

Structure Points consumed:

5

X12

Lumber Mill (Level 2)

  • Use: A lumber mill produces wood once built.

    • It produces 24 wood per event payed out at the end of the event. (as long as the guild has enough members to be classed as "active" for that event) 

    • Plus 3 per player in the guild that attends per day. (max of 15 players produce extra resources)

 

  • Props: A prop to represent a Lumber Mill (something to represent wood, with a TOY axe. imagination is the limit! The footprint of the Lumber Mill equipment must at least take up 600mm x 600mm x 600mm

 

  • Other rules:

 

  • Pre-Requisites: Base (level 2), Lumber Mill (level 1)

  • Replaces: Lumber Mill (level 1)

Reputation Required:

30

x60

x20

x8

x10

x8

Crafting Costs:

Upkeep Cost

Structure Points consumed:

4

x12

Farm (Level 2)

  • Use: A farm produces food once built. It produces 10 food plus 1.5 per player in the guild that attends (max 15), per day. 

    • It produces 10 Food per event payed out at the end of the event. (as long as the guild has enough members to be classed as "active" for that event) 

    • Plus 1.5 per player in the guild that attends per day. (max of 15 players produce extra resources)

 

  • Props: A prop to represent a Farm (something to planted crops, with TOY farm tools. imagination is the limit! The footprint of the farm equipment must at least take up 600mm x 600mm x 600mm

 

  • Other rules:

 

  • Pre-Requisites: Base (level 2), Lumber mill (level 1)

  • Replaces: Lumber Mill (level 1)

Reputation Required:

30

x40

x16

x30

x12

x20

Crafting Costs:

Upkeep Cost

Structure Points consumed:

5

x8

Tannery (Level 2)

  • Use: A tannery produces hide once built. It produces 12 hide, plus 1.5 hide per player in the guild that attends (max 15) per day.

    • It produces 12 Hide per event payed out at the end of the event. (as long as the guild has enough members to be classed as "active" for that event) 

    • Plus 1.5 per player in the guild that attends per day. (max of 15 players produce extra resources)

 

  • Props: A prop to represent a tannery (something to represent a rack with drying hide and a tub for washing it. imagination is the limit! The footprint of the tannery equipment must at least take up 600mm x 600mm x 600mm.

 

  • Other rules:

 

  • Pre-Requisites: Base (level 2), Tannery (level 1)

  • Replaces: Tannery (level 1)

Reputation Required:

30

x3

x10

x14

x16

x14

Crafting Costs:

Upkeep Cost

Structure Points consumed:

4

x8

Water Purifier (Level 1)

  • Use: A water purifier produces water once built.

    • It produces 3 water per event payed out at the end of the event. (as long as the guild has enough members to be classed as "active" for that event) 

    • Plus 0.5 per player in the guild that attends per day. (max of 15 players produce extra resources)

 

  • Props: A prop to represent a water purifier (something to represent a water tank over a heat source such as a fire). Imagination is the limit! The footprint of the Lumber Mill equipment must at least take up 600mm x 600mm x 600mm

 

  • Other rules:

 

  • Pre-Requisites: Base (level 2)

Reputation Required:

30

x20

x20

x6

x6

x8

Crafting Costs:

Upkeep Cost

Structure Points consumed:

4

x12

Chemistry Bench

  • Use: The chemistry bench allows chemists to craft items at base (a marshal is still required).

 

  • Props: A prop to represent a chemistry bench, tools etc. (examples for a cheap option would be a cardboard box painted up with some sort of chemistry bench and plastic tools, or a fold out table painted to look like a chemistry bench etc.) imagination is the limit! The footprint of the chemistry bench equipment must at least take up 600mm x 600mm x 600mm.

 

  • Other rules: Halves the upkeep cost for; Water pump, tannery, farm, herb garden and field hospital.

 

  • Pre-Requisites: Level 2 base.

Reputation Required:

30

x20

x12

x6

x8

x6

Crafting Costs:

X2 of each Herb

Structure Points consumed:

3

Herb Garden (Level 1)

  • Use: A herb garden produces herbs once built.

    • It produces 8 herbs per event payed out at the end of the event. (as long as the guild has enough members to be classed as "active" for that event) 

    • Plus 1 per player in the guild that attends per day. (max of 15 players produce extra resources)

 

  • Props: A prop to represent the herb garden (something with planted herbs, with TOY gardening tools. imagination is the limit! The footprint of the herb garden equipment must at least take up 600mm x 600mm x 600mm

 

  • Other rules:

 ​

  • Pre-Requisites: Base (level 2)

Reputation Required:

30

x16

x4

x10

x5

x10

Crafting Costs:

X2 of each Herb

Upkeep Cost

Structure Points consumed:

4

x2

x2

Field Hospital

  • Use: A Field hospital once built can be used to heal in. It normally uses autonomous medical equipment doing away with the need for a Medic in base!

 

  • Props: A prop to represent a Field hospital, Medical equipment etc. (examples for a cheap option would be a cardboard box painted up with some sort medical equipment painted on it) imagination is the limit! The footprint of the field hospital equipment must at least take up 600mm x 1200mm x 600mm and must include somewhere for a player to sit or lay down whilst healed.

 

  • Other rules: The field hospital can stabilize and heal up to two people at a time, who must be sitting or lying in it. While inside the Field hospital you gain 1 hp per 45 seconds up to your maximum hp. Whilst healing, a player may not take actions such as fighting, crafting or anything else that would interfere with the healing process. Alternatively, a medic may heal a player who is in a field hospital using the normal healing rules, but may add 1 to their die role (this may stack with other bonuses).

 

  • Pre-Requisites: Base (level 2), Field Hospital (level 1)

  • Replaces: Field Hospital (level 1)

Reputation Required:

30

x20

x18

x4

x16

x5

Crafting Costs:

x6

Upkeep Cost

Structure Points consumed:

3

x4

x4

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