Pilot Grit System
Version 3.0 • Campaign Progression Mechanic
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
- Pilots have a Grit stat (0-3, increases with experience)
- When taking Pilot Damage, roll 1d6 + Grit to resist Wound cards
- Higher Grit = better chance to shrug off injuries
- Creates campaign progression (veterans ARE mechanically tougher)
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):
- Capsule Breach (enemy targets capsule)
- Neural Feedback (5+ Component Damage accumulated)
- Thread Snap (Hand Thread cards damaged)
- Taint Overload (10+ Taint Corruption)
- Casket Destruction (Casket HP reaches 0, pilot must save)
Procedure
- Trigger occurs (e.g., Neural Feedback from 5 Component Damage)
- Roll 1d6 + Pilot's Grit stat
- Compare to Grit Check Table (see below)
- 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:
- Survive 1st Severe Injury → Gain Grit 1 (even if under 5 missions)
- Survive 3rd Severe Injury → Gain Grit 2 (even if under 10 missions)
- Survive 5th Severe Injury → Gain Grit 3 (veteran of pain)
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):
- +1 Grit permanently (trauma survived, willpower forged)
- Stacks with mission/injury progression
- Max Grit still 3 (but easier to reach)
Trauma Grit Penalty
If pilot has Trauma Wound card flipped (PTSD, Dissociation):
- -1 Grit on all Grit Checks (mental instability)
- Does NOT reduce Grit stat (still shows as Grit 2 on sheet)
- Only applies to Grit Check rolls
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:
- Grit 3 pilots are MUCH harder to permanently injure
- 50% chance to ignore Pilot Damage (rolls 6+ on 1d6+3)
- Worth investing in extraction/rescue if they go down
Rookies Are Expendable
Low-Grit pilots are glass cannons:
- 83% chance to take Full Wound (need 4+ on 1d6+0)
- High risk of permanent injury early
- Some factions "churn through" rookies intentionally (Church martyrs)
Flesh Bargain for Grit
Trade body for survivability:
- Undergo Flesh Bargain early (gain +1 Grit immediately)
- Combine with mission progression for Grit 2 by mission 8 (instead of mission 10)
- Risk: Permanent physical disability, faction-specific drawbacks
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
- Grit 0: Roll 1d6, need 4+ (50% chance)
- Grit 3: Roll 1d6+3, need 4+ (83% chance to resist)
Why: Veteran pilots have stronger willpower to resist Engine corruption.
Grit + Pilot Progression
Some Pilot Scars grant +1 Grit:
- Example: "Battle-Scarred" scar (survived 3 near-deaths) → +1 Grit
- Stacks with mission/injury progression
Grit + Support Units
High-Grit pilots command better:
- Support Units gain +1 Morale if commanded by Grit 2+ pilot
- Represents veteran's leadership inspiring troops
- Mechanical benefit: Support Units less likely to flee
Integration with Other v3.0 Systems
Cross-References
- Taint Exploitation: Danger Zone (5-7 Taint) = -1 to Grit checks
- Dice Pool Advantage: Grit affects resistance rolls, not Attack Dice
- Pilot Generation: Some traits modify starting Grit
Quick Reference: Grit Check Procedure
WHEN PILOT TAKES DAMAGE:
- Identify Trigger: Capsule Breach, Neural Feedback, Thread Snap, Taint Overload, or Casket Destruction
- Roll 1d6 + Pilot's Grit stat
- 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)
- Apply Result: Flip Wound card (or don't), apply penalties, continue
GRIT PROGRESSION:
- 0 Missions: Grit 0
- 5 Missions: Grit 1
- 10 Missions: Grit 2
- 20 Missions: Grit 3
FAST-TRACK:
- 1 Severe Injury survived: Grit 1
- 3 Severe Injuries survived: Grit 2
- 5 Severe Injuries survived: Grit 3
Designer's Notes
Why Grit Works
- Campaign Progression: Veterans feel mechanically superior (not just narrative)
- Risk/Reward: Rookies are fragile but cheap, veterans are tough but irreplaceable
- Faction Flavor: Church embraces pain, Dwarves endure, Elves shatter, Ossuarium transcend
- 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."