v3.0 OPTIONAL MECHANIC

Pilot Grit System

Version 3.0 • Campaign Progression Mechanic

"Grit is not given. It is earned. In blood. In pain. In refusing to break when the universe demands it."

Overview

System representing a pilot's mental toughness, pain tolerance, and ability to shrug off injuries through sheer willpower. Veterans develop an iron resolve that lets them "tough it out" when lesser pilots would break.

Core Concept

Grit Stat

Grit Progression Table

Grit Description Requirements
0 Untested Starting pilot, 0-4 missions survived
1 Seasoned 5 missions survived
2 Hardened 10 missions survived OR 1 Severe Injury survived
3 Iron Will 20 missions survived OR 3 Severe Injuries survived

Starting Grit: 0 (new pilots are untested, fragile)
Maximum Grit: 3 (veteran pilots cap at battle-hardened)

Grit Checks

When Do You Roll Grit?

WHEN PILOT TAKES DAMAGE (before flipping Wound card):

Procedure

  1. Trigger occurs (e.g., Neural Feedback from 5 Component Damage)
  2. Roll 1d6 + Pilot's Grit stat
  3. Compare to Grit Check Table (see below)
  4. Apply result (flip Wound card, reduce severity, or shrug it off)

Grit Check Results Table

Roll 1d6 + Grit, compare to this table:

Result Effect Description
1-3 Full Wound Flip Wound card normally (no reduction)
4-5 Tough It Out Flip Wound card, but treat Severe as Minor this mission
6-7 Shrug It Off Don't flip Wound card, gain 1 Heat instead (adrenaline surge)
8+ Iron Will Don't flip Wound card, no penalty (pure willpower)

Example Grit Checks

EXAMPLE 1: Rookie Pilot (Grit 0)

SITUATION: Neural Feedback triggered (5 Component Damage)
ROLL: 1d6 + 0 Grit = 3
RESULT: Full Wound (flip Wound card normally)
WOUND FLIPPED: Severe Injury - Shattered Hand (-2 SP permanent)
OUTCOME: Rookie suffers full permanent injury

EXAMPLE 2: Seasoned Pilot (Grit 1)

SITUATION: Capsule Breach (enemy targeted capsule directly)
ROLL: 1d6 + 1 Grit = 5
RESULT: Tough It Out (flip Wound, but Severe → Minor)
WOUND FLIPPED: Severe Injury - Spinal Trauma
DOWNGRADE: Treated as Minor Injury - Dislocated Shoulder (-2 damage until end of mission)
OUTCOME: Seasoned pilot avoids permanent injury, temporary debuff only

EXAMPLE 3: Hardened Pilot (Grit 2)

SITUATION: Taint Overload (reached 10 Taint, failed Corruption Save)
ROLL: 1d6 + 2 Grit = 6
RESULT: Shrug It Off (don't flip Wound, gain 1 Heat instead)
OUTCOME: Hardened pilot grits teeth, ignores corruption damage, Casket overheats slightly

EXAMPLE 4: Iron Will Pilot (Grit 3)

SITUATION: Casket Destruction (HP deck reached 0, pilot must save)
ROLL: 1d6 + 3 Grit = 9 (rolled a 6!)
RESULT: Iron Will (no penalty, pure willpower)
OUTCOME: Veteran pilot REFUSES to die. Casket is wrecked but pilot unblemished. Extracted safely.

Gaining Grit

Mission Survival (Passive Progression)

Missions Survived Grit Level
0-4 missions Grit 0 (Untested)
5-9 missions Grit 1 (Seasoned)
10-19 missions Grit 2 (Hardened)
20+ missions Grit 3 (Iron Will)

"Mission Survived" = Pilot extracted alive (even if Casket destroyed).

Injury-Based Progression (Fast-Track)

Surviving trauma accelerates Grit growth. Gain +1 Grit immediately when:

Why This Exists: Pilots who survive horrific injuries become tougher faster. A pilot with 2 missions but 1 Severe Injury is Grit 1 (trauma-hardened).

Flesh Bargain Grit Bonus

If pilot has undergone a Flesh Bargain (permanent body modification):

Trauma Grit Penalty

If pilot has Trauma Wound card flipped (PTSD, Dissociation):

Faction Grit Modifiers

Faction Grit Modifier
Church of Absolution Martyrdom Training: Start with +1 Grit at character creation (zealot conditioning). Starting Grit: 1 instead of 0. Max still 3.
Dwarven Forge-Guilds Stoic Endurance: +1 to Grit Checks vs Severe Injuries only (not Minor or Trauma). "Stone does not break. Neither do we."
The Ossuarium Already Dead: IMMUNE to Grit Checks (don't flip Wound cards). Use "Decay Card" system instead. "We died once. What's one more wound?"
Elven Verdant Covenant Fragile Immortals: -1 Grit at all times (emotionally brittle). Max effective Grit: 2 (3 Grit - 1 penalty). "We are ageless, not invincible."

Strategic Implications

High-Grit Pilots Are More Valuable

In campaign, protect your veterans:

Rookies Are Expendable

Low-Grit pilots are glass cannons:

Flesh Bargain for Grit

Trade body for survivability:

Campaign Grit Tracking

Pilot Sheet Example

PILOT: Gareth "Ironside" Kade

FACTION: Dwarven Forge-Guilds

MISSIONS SURVIVED: 12

SEVERE INJURIES SURVIVED: 2

FLESH BARGAIN: No

TRAUMA WOUNDS: 0

GRIT CALCULATION:

Base Grit (12 missions): 2

Severe Injuries (2): +0 (doesn't boost Grit)

Flesh Bargain: +0 (none performed)

Trauma Penalty: +0 (no trauma)

Faction Bonus: +1 vs Severe Injuries only

FINAL GRIT: 2

EFFECTIVE GRIT VS SEVERE: 3 (2 + 1 Dwarven bonus)

Advanced Rules: Grit Synergies

Grit + Taint Exploitation

VARIANT RULE: Add Grit to Corruption Save roll

Why: Veteran pilots have stronger willpower to resist Engine corruption.

Grit + Pilot Progression

Some Pilot Scars grant +1 Grit:

Grit + Support Units

High-Grit pilots command better:

Integration with Other v3.0 Systems

Cross-References

Quick Reference: Grit Check Procedure

WHEN PILOT TAKES DAMAGE:

  1. Identify Trigger: Capsule Breach, Neural Feedback, Thread Snap, Taint Overload, or Casket Destruction
  2. Roll 1d6 + Pilot's Grit stat
  3. Compare to Table:
    • 1-3: Full Wound (flip normally)
    • 4-5: Tough It Out (Severe → Minor)
    • 6-7: Shrug It Off (no flip, +1 Heat)
    • 8+: Iron Will (no flip, no penalty)
  4. Apply Result: Flip Wound card (or don't), apply penalties, continue

GRIT PROGRESSION:

FAST-TRACK:

Designer's Notes

Why Grit Works

  1. Campaign Progression: Veterans feel mechanically superior (not just narrative)
  2. Risk/Reward: Rookies are fragile but cheap, veterans are tough but irreplaceable
  3. Faction Flavor: Church embraces pain, Dwarves endure, Elves shatter, Ossuarium transcend
  4. Tactical Moments: Reactive rolls create "tough it out" moments of resilience under fire

Design Philosophy

Grit Mechanics: Passive stat that grows with experience (earned through missions). Rolled reactively when pilot damage occurs (no action cost). Threshold-based system with gradations of success at 4, 6, and 8. Scales from 0 for rookies to 3 for elite veteran pilots.

"They say experience is the best teacher. In the Caskets, experience is the only thing keeping you alive."

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