Event Tables
Departure and Arrival Events * 2d6 Dice System
Event System Overview
Events are random occurrences that shape your campaign. Roll 2d6 before deployment (Departure) or after return (Arrival). Read dice individually: a roll of 3 and 4 reads as "34", not "7". Doubles (11, 22, 33, etc.) trigger catastrophic or legendary events.
Featured Departure Events
(Top 3 key events featured. Complete table in dropdown.)
11 - The Offering
Effect: One pilot makes Blood Offering: discard top 5 cards (start at 25 HP) OR suffer 1 Wound immediately. If sacrifice made, all pilots gain +1 SP maximum this mission.
The Church demands penance. The settlement shrine glows with Soulstone light, hungry for sacrifice.
22 - The Betrayal
Effect: One random pilot has been corrupted by Void (10 Taint gained). Choice: Execute them (gain +2 Morale), Exile them (lose 1 Morale), or Forgive them (lose 2 Morale but keep pilot, risk future sabotage).
One of your own has been whispering to the dark. Their eyes glow faintly. The others don't trust them.
66 - The End Times
Effect: Roll 1d6 to determine catastrophe: (1) Void Invasion (defend settlement), (2) Pilot Death (before deployment), (3) Theslar Engine Overload (all Soulstones explode), (4) Mass Corruption (all pilots +5 Taint), (5) Faction War (3 consecutive missions), (6) The Calling (hear Voice from Void, must resist or answer).
The sky cracks. The world screams. This is the moment you've feared. The end has come.
Featured Arrival Events
(Top 3 key events featured. Complete table in dropdown.)
11 - Hero's Welcome
Effect: Settlement erupts in celebration. All pilots remove ALL Wounds, settlement gains +3 Morale, gain 1d6 x 2 Credits, one pilot gains Veteran Status.
They sing your names. They carve your deeds into stone. Today, you are legends.
22 - The Plague
Effect: Disease spreads through settlement. All pilots roll 1d6: (1-2) Contract plague (gain 1 Wound, cannot deploy next mission), (3-4) Mild symptoms (start next mission -5 HP), (5-6) Immune. Settlement loses 2 Morale.
It starts with coughing. Then fever. Then screaming. The plague doesn't care about your victories.
33 - The Revelation
Effect: A terrible truth revealed. Roll 1d6: (1) Pilot secretly Taint-corrupted (10 Taint, immediate mutation), (2) Soulstone supply contaminated (+1 Taint per mission), (3) Trusted NPC is spy (lose 2 Morale, NPC flees), (4) Mission was trap (enemy faction knows location), (5) Pilot's family killed (gain Trauma Wound), (6) Settlement built on mass grave (hauntings, -1 Morale per mission).
The truth comes out. You wish it hadn't.