🏠 Headquarters

“Every crew needs a place to crash, plan, and stash bodies. In that order.”

A Headquarters (HQ) is a space controlled by a crew — their base of operations, hangout, and shared project. As the crew completes missions together, they earn HQ Improvement Points (HQ IP) that can be spent on upgrades to make the space more functional and comfortable.

If the crew loses access to their HQ (eviction, rent default, hostile takeover), they lose all associated benefits. If the HQ is destroyed, they start over from scratch.

Defend Your HQ

You aren’t ever really safe in Night City. Benefits can be taken away if the HQ isn’t defended.


⚡ Quick Reference

HQ At A Glance

RuleDetail
HQ IP sourceEqual to Group IP earned after each Mission
Improvement cost40 HQ IP each
Upgrade cost40 HQ IP each (one upgrade per Improvement unless noted)
DesignationAny controlled space — owned, rented, or patron-gifted
HousingLiving in the HQ still requires paying Housing Costs (CRB p. 378)
LossLose access → lose benefits. Destroyed → start over.

💰 Earning HQ IP

Whenever the crew receives Improvement Points from the Group column after completing a mission, they also receive an equal amount of HQ IP. These points belong to the crew as a whole — not to any individual Edgerunner.

Example

The Mighty Mighty Trio finishes their first mission. The GM awards 40 IP to every crew member. The crew also earns 40 HQ IP to spend on their Headquarters.


🏗️ Setting Up Your HQ

A crew can designate any space they have some measure of control over as their Headquarters once they have enough HQ IP for at least one Improvement. The space can be:

  • Owned — purchased outright
  • Rented — monthly cost applies
  • Gifted — provided by a patron or faction

If crew members live in the HQ, they still pay Housing Costs equivalent to the space and luxuries provided.


📋 HQ Improvements

Each Improvement costs 40 HQ IP and can only be purchased once. Each can be Upgraded once (for another 40 HQ IP) unless otherwise noted. Spending HQ IP should always be a crew decision.

Evidence Wall

Detail
ImprovementLawmen and Medias gain +2 to Composition, Criminology, Cryptography, Deduction, Education, Forgery, Library Search, and Photograph/Film Checks for ongoing investigations.
UpgradeBonus increases to +3 for Lawmen. Medias keep +2 but their Credibility Rank temporarily increases by 1 for Believability when publishing a story worked on with the Evidence Wall.

Garage

Detail
ImprovementComes with a Compact Groundcar owned by the crew. Can be upgraded with Vehicle Upgrades but cannot be sold. Cannot benefit from a Nomad’s Moto Role Ability. If Destroyed Beyond Repair, this Improvement (and Upgrade) is lost — must be repurchased.
UpgradeNomads gain: if all their vehicles are at full HP, they can spend 1 week downtime to re-spec all Moto Role Ability choices (swap Vehicle Upgrades or entire Vehicles).

Lockup

Detail
ImprovementA soundproof cell. Holds 1 prisoner who cannot escape unless BODY 13+. Others can come looking for them.
UpgradeHolds up to 3 prisoners in separate cells. Lawmen gain +2 to Interrogation Checks on prisoners who spent at least 1 day in the Lockup.

Lounge

Detail
ImprovementDuring in-person meetings in the Lounge, Fixers gain +2 to Bribery, Bureaucracy, Business, Conversation, Human Perception, Persuasion, and Trading Checks.
UpgradeFixers and Medias gain +2 to all Checks to set up in-person meetings with anyone under their Contacts & Clients (Fixers) or Access/Sources (Medias).

Medbay

Detail
ImprovementCrew members naturally heal as if BODY was 2 points higher. Medtech crew members gain +2 to First Aid, Paramedic, and Surgery Checks.
UpgradeA Medtech can use Science (Chemistry) to Upgrade, Fabricate, and Invent Street Drugs as if using the Maker Role Ability. Their Expertise equals their Medical Tech Skill Level.

Morale Boost

Detail
ImprovementA recreational/decorative upgrade (arcade games, sauna, home theater, etc.). Reduces monthly Lifestyle Cost by 50eb for all crew members.
UpgradeCan be upgraded up to 10 times, each providing a new benefit. See the [[#morale-boost-upgrade-table

Rent Reduction

Detail
ImprovementCrew living in the HQ pay rent as if one category lower on the Real Estate table. Cube Hotel rent drops to 100eb/month. Cannot apply to a HQ with no rent.
UpgradeEach Upgrade adds another bed (and possibly another room). Can be Upgraded multiple times but not past double the original bed count. (e.g., Cargo Container: max 2 beds / 1 upgrade. Two-Bedroom Apt: max 4 beds / 2 upgrades.)

Server Room

Detail
ImprovementThe HQ gains a NET Architecture. Use Home Security 2045 (CRB p. 217) and 20,000eb to build it. Items purchased cannot be resold or removed. Unspent funds are lost.
UpgradeA Netrunner can use Electronics/Security Tech to Upgrade, Fabricate, and Invent Cyberdecks, Hardware, and Programs as if using the Maker Role Ability. Their Expertise equals their Interface Rank.

Studio

Detail
ImprovementRockerboys in the Studio gain +2 to Acting, Composition, Play Instrument, Paint/Draw/Sculpt, and Photograph/Film Checks.
UpgradeRockerboys can spend 1 week downtime to refine a project, gaining +2 to relevant Checks. If they fail, they can retry with another week and another stacking +2 — until the project succeeds, is abandoned, or they roll a natural 1 (losing all stacked bonuses).

Training Area

Detail
Improvement1 week downtime to Practice one combat Skill: Athletics, Archery, Autofire, Brawling, Evasion, Handgun, Heavy Weapons, Martial Arts, Melee Weapon, or Shoulder Arms. Gain +1 to that Skill’s Checks until the crew next earns Group IP or you Practice again.
UpgradeSolos can select two Skills to Practice simultaneously.

Workshop

Detail
ImprovementWhen a Tech uses Upgrade/Fabrication/Invention Expertise in the Workshop, they can assign an equal amount of time to a second project for free.
UpgradeExtends to a third project simultaneously.

Workstation

Detail
ImprovementImproves one Exec Team Member (chosen at purchase). The Improved Team Member becomes a full crew member — earns IP when their Exec does, receives equal job pay (IP/cash spent per GM). They are loyal to their Exec, not the Corp. If Workstation access is lost, the Team Member can no longer gain IP or pay but keeps past benefits.
UpgradeImproved Team Members no longer use the Loyalty System. They remain loyal unless their Exec actively betrays them. If an Upgraded Workstation is destroyed, the crew must restore it before spending HQ IP on anything else, or the Team Member feels betrayed and leaves.

📈 Morale Boost Upgrade Table

#Benefit
1Each crew member restores 1d6 ÷ 2 Humanity at the start of every month (up to Max Humanity).
2Crew heals naturally as if BODY was 1 point higher (stacks with Medbay).
3All crew members (including Exec Improved Team Members) increase LUCK by 1. This is one of the few ways to give an NPC a Luck pool.
4Monthly Humanity restoration increases to 1d6 (replaces Upgrade 1).
5Fixers gain +2 to Trading Checks when negotiating job pay. Non-Fixers can haggle to increase pay by 20% as if they were a Fixer with Operator Rank 5 (no bonus to the Check).
6When Hustling, crew members roll twice on the Hustle table and pick the preferred result.
7All crew members increase LUCK by an additional 1.
8When Hustling, crew members roll twice and gain income from both results (replaces Upgrade 6).
9Monthly Humanity restoration: roll 1d6 twice, take the highest (replaces Upgrade 4).
10Choose Your Own: Work with the GM to create a unique benefit tailored to the crew.

🏢 NPC Faction HQs

Faction Headquarters

Nomad camps, gang hangouts, and corporate offices are all Headquarters owned by NPC factions. A PC who is a member of such a faction can draw on the benefits of that faction’s HQ (with GM permission) — even if they already benefit from a Crew HQ.

PCs cannot spend HQ IP on an NPC faction’s HQ. The exact benefits available are always up to the GM.


❓ Quick Answers



(Source: Tales of the RED: Hope Reborn, pp. 187–191)