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==Collecting Income== The captain sets up the deals and collects the money, but it usually falls on the crew to do the grunt work of loading and unloading the goods for market. If too much of the crew is out of commission, the captain may have to sit on the goods or blow the profit to hire laborers to do the work of his crew. A successful ship will have many different income streams: unfortunately, they all require work to generate. So, if a crew has too many laid up members, its income could be seriously effected. Every income source requires a certain number of ''actions'' to generate it, and sometimes specifies a limitation on who can take the action (for instance, a cargo bay can be unloaded by a crewmen action with a juve "assistant" action). The first step in collecting income is to assign enough available crewmen to work any and all of the income sources you want to collect. Once you have done this, figure out how many d6s in total you will be rolling to generate income, so you can roll them all at one time. (Note: you may want to use different colored dice so you can easily tell which dice are x10 and which are x5). For instance, if you are collecting from a cargo bay that produces 2d6x10 credits and a workshop that produces d6x5 credits, you'd roll 3d6 in total. Next, with all the results on the table, note down how many doubles, triples, 4-, 5-, and 6-of-a-kind have been rolled, so you can apply them to the Trade Event table. Finally, multiply the result by x5, x10, or x15 depending on the source to see how much profit you've made in total. Once you have got the gross profit, apply it to the income chart on pg 93 of the [http://www.specialist-games.com/necromunda/assets/lrb/1NECrules.pdf| Living Rule Book] to see how many credits go into the gang's stash. [Rare trade table coming soon]
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