Kenshi.zoneWorld Encyclopedia

Rebel BaseReport

English:Rebel Base · Locations

A "town" in the Border Zone consisting of exactly one house with a black market bar in it. Owned on paper by the Holy Nation Outlaws, occupied in practice by the same Trade Ninjas who run the bar in the Hub. It buys stolen goods from any faction but its own, and there are two copper nodes outside the door — one of the most useful early-game cash points in the game.

🗺 See this place on the map ↗

Rebel Base is a small landmark in the Border Zone, small enough that the only honest description is "a one-house bar town" — the entire location is a single bar. Its importance is wildly out of proportion to its footprint: this is one of the very few places in the early game that will trade with you and not ask where the goods came from.

The Rebel Base: one building with a "BAR" sign, guards standing outside
The Rebel Base: one building with a "BAR" sign, guards standing outside

Where it sits in the Border Zone

The Border Zone is an arid no-man's-land between the Shek Kingdom and the Holy Nation. The whole region holds only two genuinely functioning major settlements — the Shek town of Squin and the ruined Hub. Rebel Base is not in that class: it is filed as a minor outpost alongside the Dust King Tower, the Tower Of Ninjas and the Waystation.

This land was once Holy Nation territory, and every settlement the Holy Nation left behind here is now a ruin. With no regular patrols, bandits run the place: Starving Bandits and Dust Bandits wander in packs, harassing each other and the player alike, while both the Dust Bandits and the Black Dragon Ninjas keep their fortified headquarters in this zone. The flip side is that the region is riddled with high-quality iron and copper veins, sitting close to settlements that have merchants in them — and that combination is exactly where Rebel Base gets its value.

On paper and in practice

Rebel Base is listed in the FCS as a Holy Nation Outlaws settlement, and yet there is not a single outlaw living in it. The occupants are Trade Ninjas — the same people who run the bar in the Hub, which is close by. In effect it is a second branch of the same business.

The ninja guards frequently engage the various bandits roaming the area, which is the only reason this isolated shack manages to stay open at all.

The Trade Ninjas are a very small faction, and they own exactly three bars: the Hub, Mourn and Rebel Base. They double as the guards of each location, attacking Dust Bandits, Starving Bandits and Bonedogs that wander near their property, and dealing with anyone who causes a disturbance in their bars. Rather than a ninja organisation, "Trade Ninjas" is best read as the faction label the game hangs on shady black markets.

Their footprint only grows: once Heft, Heng and Stoat are taken over under the world states, the Trade Ninjas own bars in those towns as well.

TipOne reading holds that the "shadowy figures" of Ludin's Reports — the ones who frightened the Holy Nation out of recolonising the Hub — were the Trade Ninjas. The amusing part is that even if they did it, the Trade Ninjas are not hostile to the Holy Nation in gameplay terms.

The vendor: Black Market Bar

The vendor that spawns here is a Black Market Bar trader, and the stock is far more respectable than the building:

The thing worth remembering, though, is the buying policy: the Black Market Bar accepts stolen goods from any faction that is not their own. For a squad that has just started and is living off looted corpses and pickpocketing, that single line matters more than anything on the shelves.

Two copper nodes

There are two copper nodes right next to the site. Close by, no hostile settlement in the way, and a buyer standing in the next room — the combination makes Rebel Base one of the best places in the game to start a mining career.

Dangers and traps

The guards here are useful, but there are two ways to get it wrong:

  1. The guards side with law enforcement. Kiting enemies here and letting the ninja guards deal with them is a standard tactic, but be aware: against law enforcement such as Holy Nation paladins, the guards will side with them, not with you.
  2. The guards cannot handle scale. They are capable of beating wandering patrols of Starving or Dust Bandits, but bring anything larger, bring several groups at once, or try to make them fight Black Dragon Ninjas from an outpost raid, and the usual result is the whole group losing and the barman dying — unless the player steps in.
NoteIf the barman dies, the shop dies with him. Think about whether you can actually bail them out before you drag aggro this way.

See also

Buildings and shops

Black Market Bar

Sells

Vendors here stock 57 items in total, grouped by category — every entry links.

Items

Armour Plating, Authentic Skeleton Repair Kit, Basic First Aid Kit, Bloodrum, Book, Chainmail Sheets, Copper Alloy Plates, Copper, Electrical Components, Fabrics, Fuel, Gears, Generator Core, Greenfruit, Grog, Hacksaw, Iron Plates, Leather, Sake, Skeleton Repair Kit, Spring Steel, Steel Bars, Tools, Water Jug, Water

Weapons

Combat Cleaver, Falling Sun, Guardless Katana, Heavy Polearm, Holed Sabre, Horse Chopper, Iron Club, Jitte, Katana, Naginata Katana, Naginata, Ninja Blade, Nodachi, Plank, Polearm, Ringed Sabre, Staff, Wakizashi

Crossbows

Bolts Heavies, Bolts Regulars, Bolts Toothpicks, Junkbow, Ranger, Spring Bat, Tooth Pick

Nutrition

Bread, Cooked Vegetables, Dried Fish, Dried Meat, Foodcube, Meatwrap, Ration Pack

Vendors and stock here

Compiled automatically from the wiki's vendor data: shops that can appear in this settlement and what they may carry. Actual stock varies with world state and randomisation.

Black Market Bar

Armour Plating, Authentic Skeleton Repair Kit, Basic First Aid Kit, Bloodrum, Bolts Heavies, Bolts Regulars, Bolts Toothpicks, Book, Bread, Chainmail Sheets, Combat Cleaver, Cooked Vegetables, Copper, Copper Alloy Plates, Dried Fish, Dried Meat, Electrical Components, Fabrics, … (57 items in all at this shop)