Campaign Actions
Death And Taxes
Death: Velum Ash was killed
Outcome: Velum Ash is permanently dead. No equipment to transfer.Injury: Velum Ash suffered Memorable Death - dead as fuck
Outcome: Velum Ash was put into Deadrolling again for outcome cochlear doc
Rolled 2D6: 3 , 3 = 6rolling again for outcome cochlear doc
Rolled 2D6: 6 , 1 = 7outcome doc cocheal
Rolled 2D6: 6 , 6 = 12 Outcome: straight to recoveryReduced 80¢: taking cochlear to doc
Outcome: -80¢ (to 0¢, all time: 320¢)Sold equipment from stash: Combat shotgun (70¢ - 2×10 = 50¢), - phosphor rounds (10¢ - 1×10 = 5¢)
Rolled 2D6: 2 , 1 = 3 Outcome: +55¢ (to 80¢)cost of doc for cochlear
Rolled 2D6: 5 , 3 = 8Injury: Archdeacon Septus Tympan suffered Enfeebled
Outcome: Archdeacon Septus Tympan was put into Recoveryrolling again
Rolled 2D6: 5 , 2 = 7 Outcome: enfeebledfor leader doc
Rolled 2D6: 6 , 6 = 12 Outcome: lolre re rolling for injury
Rolled 2D6: 6 , 4 = 10 Outcome: cant do that re rollingrolling for re roll after doc
Rolled 2D6: 5 , 5 = 10 Outcome: cant be captured so re rollingrolling for outocme of doc for leader
Rolled 1D6: 3 = 3 Outcome: re roll critical injuryMoved Stub gun from Velum Ash to stash (5¢)
Outcome: Credits remaining: 25¢Moved Flak armour from Velum Ash to stash (10¢)
Outcome: Credits remaining: 25¢Recovery: Cenric Ashling recovered from Convalescence
Outcome: Injury removedInjury: Cenric Ashling suffered Impressive Scars
Outcome: Cenric Ashling was put into ActiveInjury: Brother Pyric suffered Convalescence
Outcome: Brother Pyric was put into ConvalescenceBought Combat shotgun for Stash (80¢)
Outcome: Credits remaining: 25¢Added 80¢: for the looted combat shotgun with phos - cant figure out how to add without credits
Outcome: +80¢ (to 105¢)Injury: Aden Ward suffered Out Cold
Outcome: Aden Ward was put into ActiveInjury: Deacon Tracheon suffered Convalescence
Outcome: Deacon Tracheon was put into ConvalescenceRecovery: Deacon Tracheon recovered from Out Cold
Outcome: Fighter became availableRecovery: Brother Turbin Coil recovered from Out Cold
Outcome: Injury removedInjury: Brother Turbin Coil suffered Out Cold
Outcome: Brother Turbin Coil was put into ActiveInjury: Brother Turbin Coil suffered Out Cold
Outcome: Brother Turbin Coil was put into ActiveInjury: Brother Nasal Barak suffered Humiliated
Outcome: Brother Nasal Barak was put into ConvalescenceReduced 120¢: rolled 6 and 6 (what the fuck) for taking leader to doc.
Outcome: -120¢ (to 25¢, all time: 265¢)rolling to take leader to doc
Rolled 2D6: 6 , 6 = 12 Outcome: FUCK OFF 120 credits removedrolling for slave pit income
Rolled 1D6: 5 = 5 Outcome: had already done this so didnt add creditsAdded 1 XP for Velum Ash
Outcome: Current: 1 XP, Total: 12 XPAdded 1 XP for Brother Septum Jax - from slave pits
Outcome: Current: 1 XP, Total: 7 XPAdded 3 XP for Deacon Cochlear - from slave pits
Outcome: Current: 8 XP, Total: 8 XPRolling for xp from slave pits for Cochlear, spetum, ash
Rolled 3D6: 6 , 1 , 1 = 8 Outcome: so 3 xp for cochlea, 1 for septum and velum ashrolling for xp from slave pits - dice taken 1-10 in order of fighters listed
Rolled 10D6: 4 , 6 , 4 , 3 , 6 , 5 , 2 , 1 , 4 , 6 = 41 Outcome: So d3 roll then for Cochlear, Septum and VelumAdded 60¢: from slave pit income
Outcome: +60¢ (to 145¢)that last one for settlement free juve. this one is for credits from slave pits
Rolled 1D6: 6 = 6 Outcome: 60 creditsfor slave pits
Rolled 2D6: 4 , 2 = 6 Outcome: no free juveAdded 30¢: from settlement
Outcome: +30¢ (to 85¢)rolling for settlement income
Rolled 1D6: 3 = 3 Outcome: 30 creditsBought Armoured undersuit for 9. Mr Whisp (25¢)
Outcome: Credits remaining: 172¢Bought Bio-booster for 2. Mr Book (35¢)
Outcome: Credits remaining: 197¢Bought Grav-chute for 5. Mr. Shadow (50¢)
Outcome: Credits remaining: 232¢Bought Grav-chute for 4. Mr Cut (50¢)
Outcome: Credits remaining: 282¢Bought Grav-chute for 3. Mr Stride (50¢)
Outcome: Credits remaining: 332¢Bought Grav-chute for 2. Mr Book (50¢)
Outcome: Credits remaining: 382¢Bought Grav-chute for 1. Mr Swift (50¢)
Outcome: Credits remaining: 432¢7. Mr Sleep spent 7 XP to advance
Outcome: Improved Movement