A Monster for Every Season: Summer 2
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  1. - Top - End - #31
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    Default Re: Empire 7: Into the Depths Dice Rolling Thread #2

    Rebelling Faction Sway Attempts:
    None!

    Unruly Faction Rebellions:
    Region 49 Aristocracy and Merchants: TN 4; (2d3)[6]
    Region 52 Aristocracy: TN 2; no roll needed
    Region 54 Aristocracy: TN 2; no roll needed

    Unruly Faction Undermine Attempts:
    None!

    Menagerie Unrest:
    Region 138 clergy: (2d6+8)[19] vs GTZ Intrigue (2d6+5)[12] (+1 CCA rank 1)

    Write-up Unrest:
    Region 80 aristocracy: (2d6+5)[11] STC Diplomacy (+1 CCA rank 1) vs TN 12

    Waters Unrest:
    None!

    Reaver Unrest:
    Region 107 Clergy: Targeting Aristocracy; (2d6+10)[20] SKR Diplomacy (+1 for CCA rank 1) vs TN 14
    Region 129 Clergy: Targeting Merchants; (2d6+11)[18] CYP Economy (+1 for CCA rank 1) vs TN 12
    Quote Originally Posted by Torv View Post
    What even is an Empire game without using the Rebel Leader rules?

  2. - Top - End - #32
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    Default Re: Empire 7: Into the Depths Dice Rolling Thread #2

    Reaver attacks: (2d2+1)[4]
    Quote Originally Posted by Torv View Post
    What even is an Empire game without using the Rebel Leader rules?

  3. - Top - End - #33
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    Default Re: Empire 7: Into the Depths Dice Rolling Thread #2

    Reaver Attacks:
    Region 91 Shark pod: (2d6+11)[22] (Mil 9, +2 Black Spot) vs SHK Military (2d6+10)[15]
    Region 93 CCA base: (2d6+11)[20] (Mil 9, +2 Black Spot) vs CCA Military (2d6+5)[10]
    Region 71 Aristocracy: (2d6+11)[18] (Mil 9, +2 Black Spot) vs DRG Military (2d6+6)[13]
    Region 186 Clergy: (2d6+11)[15] (Mil 9, +2 Black Spot) vs SEN Military (2d6+13)[21] (+2 Holdfast, +1 Faith)
    Quote Originally Posted by Torv View Post
    What even is an Empire game without using the Rebel Leader rules?

  4. - Top - End - #34
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    Default Re: Empire 7: Into the Depths Dice Rolling Thread #2

    Successful Attack Targets:
    Region 91 Shark pod: 1. The riders, 2. The mounts, 3. The loot: (1d3)[1]
    Region 93 CCA base: 1. Turtles, 2. Trade goods, 3. Treasure: (1d3)[2]
    Region 71 Aristocracy: 1-3. 1 unit, 4. Treasure - DRG has none: (1d3)[3]
    Quote Originally Posted by Torv View Post
    What even is an Empire game without using the Rebel Leader rules?

  5. - Top - End - #35
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    Default Re: Empire 7: Into the Depths Dice Rolling Thread #2

    Reaver Sack Resistance:
    Region 91 unit: (2d6+11)[20] (Mil 9, +2 Black Spot) vs SHK Military (2d6+10)[16]
    Region 93 trade goods: (2d6+11)[17] (Mil 9, +2 Black Spot) vs CCA Military (2d6+5)[17]
    Region 71 unit: (2d6+11)[15] (Mil 9, +2 Black Spot) vs DRG Military (2d6+6)[14]

    Reaver Abductions:
    SHK: (1d20-1)[4]
    CCA: (1d20-1)[1]
    DRG: (1d20-1)[4]
    Quote Originally Posted by Torv View Post
    What even is an Empire game without using the Rebel Leader rules?

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