Pilot Skills System
Optional Campaign Rule • Pilot Progression and Specialization
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
- +25 XP: Killed 3+ enemy Caskets
- +25 XP: No allied Caskets destroyed
- +25 XP: Completed bonus objective
- +50 XP: Boss enemy defeated
Unlocking Skills
Maximum: Each pilot can have up to 3 skills (one from each tier).
No Respec: Once chosen, skills are permanent. Choose carefully.
Universal Skills
Example: Rolling [2][3][4] becomes [3][4][5]
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
Dwarven Forge-Guilds
The Ossuarium
Elven Verdant Covenant
The Wyrd Conclave
Nomad Collective
The Exchange
Vestige Bloodlines
Emergent Syndicate
Crucible Pacts
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.):
- All skills are lost
- No XP carries over to new recruits
- Veteran pilot death should be meaningful and painful
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:
- Increase enemy numbers by 10-20%
- Give enemies 1-2 skills of their own
- Add environmental hazards
- Use more boss-tier enemies
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.