Pilot Skills System

Optional Campaign Rule • Pilot Progression and Specialization

"Every scar tells a story. Every skill, a lesson written in iron and fire."

Overview

Pilot Skills represent the accumulated combat experience, natural talent, and hard-won expertise of a Casket pilot. As pilots survive missions and grow in skill, they unlock powerful abilities that can shift the tide of battle.

Optional Rule

This system adds progression depth but increases complexity and bookkeeping. Skip this system for simpler campaigns or one-shot missions. Best used for campaigns of 10+ missions where pilot development matters.

Gaining Experience

Pilots earn Experience Points (XP) from completing missions:

Mission Outcome Base XP
Victory 100 XP
Partial Victory (objectives incomplete) 50 XP
Survival (fled or tactical withdrawal) 25 XP
Defeat 0 XP

Bonus XP Modifiers

Unlocking Skills

100 XP Choose 1 Tier 1 skill
300 XP Choose 1 Tier 2 skill
600 XP Choose 1 Tier 3 skill

Maximum: Each pilot can have up to 3 skills (one from each tier).

No Respec: Once chosen, skills are permanent. Choose carefully.

Universal Skills

Tier 1: Basic Training

Small but reliable bonuses. Always useful. Unlocked at 100 XP.

Steady Hands Passive
Your first attack each turn generates -1 Heat.
Good for: Heat-heavy weapons, sustained fire builds
Scrap Scrounger Passive
When you use the Salvage action, gain 1 extra card (3 SCRAP → 3 cards instead of 2).
Good for: Prolonged battles, component damage recovery
Combat Awareness Passive
+1 to all Defense Dice results (but you don't gain additional dice).
Example: Rolling [2][3][4] becomes [3][4][5]
Good for: Defensive builds, survivability
Efficient Movement Passive
Moving 1-2 hexes costs only 1 SP instead of 2 SP.
Good for: Mobile strikers, repositioning
Heat Sink Upgrade Passive
Your Heat Strain threshold increases by 1 (Strain roll at 6+ Heat instead of 5+).
Good for: Energy weapon users, aggressive playstyles
Field Triage Passive
During the Refresh Phase, if you did not take damage last turn, remove 1 SCRAP card from your deck.
Good for: Long missions, gradual recovery

Tier 2: Specialized Training

Moderate bonuses or conditional powerful effects. Define your playstyle. Unlocked at 300 XP.

Headhunter Passive
Attacks targeting the Head component deal +2 damage.
Good for: Precision builds, quick kills
Leg Breaker Passive
Attacks targeting the Legs component apply -1 Move to the target until end of next turn (stacks).
Good for: Mobility denial, kiting
Death Defiance Active - Once per Mission
When reduced to 0 HP, survive with 1 card remaining instead.
Good for: High-risk aggression, desperation plays
Component Reinforcement Passive
Choose one component at mission start: It gains +4 HP permanently (for this mission only).
Good for: Protecting critical components, adaptive defense
SP Efficiency Passive
You start each turn with +1 SP (4 SP base instead of 3 SP).
Good for: Action economy, combo turns
Battlemaster Passive
During the Draw Phase, draw +1 additional card (up to hand limit).
Good for: Maintaining options, deck cycling
Opportunist Passive
Gain +1 SP immediately whenever you destroy an enemy component.
Good for: Aggressive offense, snowball potential
Terrain Expert Passive
Ignore movement penalties from difficult terrain (rubble, water, etc.).
Good for: Maps with heavy terrain, mobility builds

Tier 3: Veteran Mastery

Build-defining abilities. Once-per-mission powers or dramatic passive bonuses. Unlocked at 600 XP.

Ace Pilot Active - Once per Turn
After moving, you may make one free 1 SP attack (does not cost SP).
Good for: Hit-and-run tactics, mobile strikers
Component Savant Passive
Choose one component at mission start: It cannot be targeted by Called Shots and has +4 HP.
Good for: Protecting vital systems, countering snipers
Soulstone Overcharge Active - Once per Battle
Gain +3 SP this turn, but take 3 Heat immediately.
Good for: Finishing blows, burst damage turns
Final Stand Passive
When you have only 1 component remaining with HP, gain +3 damage and +2 Move.
Good for: Death spiral acceptance, last stands
Cornered Beast Passive
When your deck has ≤10 cards, all your attacks deal +2 damage.
Good for: Desperation builds, late-game power
Guardian Angel Active - Once per Mission
When an allied Casket within 3 hexes would be reduced to 0 HP, they survive with 1 card instead.
Good for: Cooperative play, protecting rookies
Master Technician Active - Once per Battle
During the Refresh Phase, remove up to 3 SCRAP cards from your deck.
Good for: Component damage recovery, deck cleanup
Killing Blow Passive
When you destroy an enemy Casket (reduce to 0 HP), immediately draw 3 cards.
Good for: Aggressive offense, snowball chains

Faction-Specific Skills

Each faction has unique skills that synergize with their core mechanics. These require the pilot to be playing that faction.

Church of Absolution

Crimson OfferingChurch Tier 2 - Passive
Blood Offering costs 1 HP instead of 2 HP per use.
Enables more aggressive martyr playstyle without rapid self-destruction
MartyrdomChurch Tier 3 - Once per Mission
Sacrifice 5 HP permanently (for the mission). All attacks this turn deal +5 damage and ignore Armor.
Ultimate burst damage at extreme cost - truly embodies Church sacrifice

Dwarven Forge-Guilds

Rune MasteryDwarves Tier 2 - Passive
Start each battle with 1 Rune counter already placed.
Faster ramp-up for defensive and armor-piercing strategies
Fortress StanceDwarves Tier 3 - Once per Battle
Until end of next turn: +3 to all Defense Dice, cannot move.
Ultimate defensive hold - become an immovable fortress

The Ossuarium

Soul Harvest EfficiencyOssuarium Tier 2 - Passive
Soul Harvest recovers 1 additional card (3 cards instead of 2).
Improved resource recovery synergizes with attrition playstyle
Undying WillOssuarium Tier 3 - Once per Mission
When reduced to 0 HP, reshuffle your discard pile into your deck and continue fighting.
Thematic resurrection - death is merely an inconvenience

Elven Verdant Covenant

Bleed ControlElves Tier 2 - Passive
Reduce Bleed damage taken by 2 (minimum 0).
Counters mirror matches and prevents self-inflicted bleed penalties
Thornvine MasteryElves Tier 3 - Passive
Bleed counters you inflict deal +1 damage per stack.
Dramatically scales bleed damage - infinite scaling potential

The Wyrd Conclave

Wyrd ManipulationWyrd Tier 2 - Passive
Gain 1 Wyrd Token at the start of each battle.
Earlier access to reality-bending abilities
Reality FractureWyrd Tier 3 - Once per Battle
Spend 3 Wyrd Tokens: Teleport up to 5 hexes and gain +2 SP this turn.
Extreme mobility and action economy burst

Nomad Collective

Improvisation ExpertNomads Tier 2 - Passive
When you loot equipment mid-mission, it costs -1 SP to equip this mission.
Enhances adaptive scavenger playstyle
Scavenger's LuckNomads Tier 3 - Passive
When an enemy Casket is destroyed, roll 1d6. On 5+, gain 1 random equipment card to your deck.
Rewards aggressive play with equipment gains

The Exchange

Credit EfficiencyExchange Tier 2 - Passive
Gain 1 Credit Token at the start of each battle.
Faster access to bribery and mercenary abilities
Bribe MasterExchange Tier 3 - Once per Mission
Spend 3 Credit Tokens: Target enemy skips their next activation.
Ultimate control ability - money buys time

Vestige Bloodlines

Biomass SurgeBloodlines Tier 2 - Passive
Gain 1 Biomass Token whenever you destroy an enemy component.
Faster mutation access through aggressive play
Adaptive EvolutionBloodlines Tier 3 - Once per Battle
Spend 4 Biomass Tokens: Heal one destroyed component to 4 HP.
Component resurrection - counters death spiral

Emergent Syndicate

Swarm CoordinationEmergent Tier 2 - Passive
When you have 2+ Metamorph Tokens, gain +1 to all attack rolls.
Rewards token accumulation with consistent offense
Hive Mind LinkEmergent Tier 3 - Passive
Allied Support Units within 3 hexes gain +1 to their behavior rolls.
Enhances support unit reliability - true hive coordination

Crucible Pacts

Forge HeartCrucible Tier 2 - Passive
Ignore the first 2 Heat you would gain each turn.
Dramatically improves heat management for fire-based builds
Volcanic FuryCrucible Tier 3 - Once per Battle
Gain +4 Heat immediately. All attacks this turn deal damage equal to your current Heat.
Ultimate burst damage scaling with heat - risk equals reward

Iconic Pilots and Their Skills

The legendary pilots of Year 437 have mastered the art of warfare. Here are their skill loadouts, representing decades of brutal experience:

Pilot Name Faction Skills
Sister Vex - "The Hollow Penitent" Church of Absolution Death Defiance, Crimson Offering, Martyrdom
Inquisitor Grayle - "The Absolver" Church of Absolution Headhunter, Heat Sink Upgrade, Martyrdom
Forgemaster Durr - "The Calculator" Dwarven Forge-Guilds Battlemaster, Rune Mastery, Component Savant
Ironwright Karsa - "Rust-Eater" Dwarven Forge-Guilds Scrap Scrounger, Component Reinforcement, Master Technician
Bonelord Karath - "The Debt Collector" The Ossuarium Soul Harvest Efficiency, Undying Will, Master Technician
Mortis the Silencer - "The Quiet Reaper" The Ossuarium Efficient Movement, Death Defiance, Soul Harvest Efficiency
Rootwarden Kess - "The Pruner" Elven Verdant Covenant Terrain Expert, Efficient Movement, Component Savant
Thornwalker Sylris - "Blood-Bloom" Elven Verdant Covenant Bleed Control, Thornvine Mastery, Cornered Beast
Mockingbird - "The Many-Masked" The Wyrd Conclave Wyrd Manipulation, Reality Fracture, Battlemaster
The Veil-Walker - "Sorrow's Echo" The Wyrd Conclave Wyrd Manipulation, Efficient Movement, Combat Awareness
"Three-Card" Morrow - "The Drifter King" Nomad Collective Efficient Movement, Death Defiance, Scavenger's Luck
Wraith-Caller Yenna - "The Dust Prophet" Nomad Collective Battlemaster, Opportunist, Improvisation Expert
Proctor Ilyara Voss - "The Actuary of Ash" The Exchange Credit Efficiency, Bribe Master, SP Efficiency
Broker Tannis - "The Coin-Counter" The Exchange Credit Efficiency, Combat Awareness, Scavenger's Luck
"Woundwright" Tallis - "The Stitcher" Vestige Bloodlines Biomass Surge, Adaptive Evolution, Component Reinforcement
Apex-Strain Vor - "The Devourer" Vestige Bloodlines Biomass Surge, Killing Blow, Cornered Beast
Hive-Node Zephyr - "The Chrysalis" Emergent Syndicate Swarm Coordination, Efficient Movement, SP Efficiency
Swarm-Singer Krix - "The Thousand Voice" Emergent Syndicate Swarm Coordination, Hive Mind Link, Opportunist
Ember-Boss Skragg - "Ash-Tongue" Crucible Packs Forge Heart, Volcanic Fury, Soulstone Overcharge
Boom-Shaman Grikka - "Cinder-Eyes" Crucible Packs Forge Heart, Hive Mind Link, Heat Sink Upgrade

These skill combinations reflect each pilot's unique combat philosophy, scars, and decades of experience. Use them as boss enemies with enhanced capabilities, or as inspiration for player pilot builds.

Settlement Phase Training

During the Settlement Phase, you may spend resources to train pilots:

Training Action

Cost: 50 Credits per session

Effect: Choose one pilot. They gain +50 XP.

Trade-Off: You can only perform one Settlement action per phase. Training means you cannot Repair, Recruit, or Trade this phase.

Flesh Bargain Integration

The Flesh Bargain can grant skills as alternative rewards:

Example Bargain: "The Veteran's Edge"

Cost: -4 Max HP (permanent)

Reward: Gain one Tier 2 skill immediately (ignore XP requirement)

GM Note: Use Flesh Bargain skill rewards sparingly. They should feel powerful but costly.

Pilot Death and Skill Loss

When a pilot dies permanently (Casket destroyed, failed death save, etc.):

Optional Rule: Mentorship

If a veteran pilot (2+ skills) dies, their highest-tier skill can be passed to one other pilot in the roster as a "legacy."

GM Guidelines

Balancing Skilled Pilots

When players have skilled pilots, adjust difficulty:

When to Use This System

✓ Use When:

  • Campaigns run 10+ missions
  • Players want RPG progression
  • Permadeath is accepted
  • Faction mechanics are mastered

✗ Skip When:

  • Campaigns are 1-5 missions
  • Players prefer tactical purity
  • Minimizing bookkeeping
  • Learning core rules

Designer's Notes

Pilot Skills add progression depth to campaigns, making veteran pilots feel distinct and powerful. However, they also create snowball risk (veterans get stronger while rookies stay weak) and loss aversion (players fear permadeath more).

Pilot skills work best when integrated with Flesh Bargain (HP-for-power trades) and Settlement Phase Training (resource management). They should feel earned through blood, not handed out freely.

"A pilot is forged in fire, tempered in loss, and sharpened by survival. Skills are not learned—they are carved into your soul."

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