Settlement Phase Procedure

Turn-by-Turn Campaign Workflow • 6 Steps • 15-30 Minutes Per Phase

"Between battles, we heal. We build. We prepare for the next war."

Overview

The Settlement Phase is the beating heart of the Penance campaign. After each mission, pilots return to their home settlement...battered, changed, carrying scars and loot. This phase bridges combat missions with long-term progression, settlement building, and narrative development.

The Settlement Phase is the beating heart of the Penance campaign. After each mission, pilots return to their home settlement...battered, changed, carrying scars and loot. This phase bridges combat missions with long-term progression, settlement building, and narrative development.

Unlike pure skirmish games, Penance's campaign mode uses a brutal tabletop RPGs-inspired settlement system where your community grows, evolves, and faces consequences. Players manage resources, build infrastructure, tend to wounded pilots, and prepare for increasingly difficult missions. Every choice matters. Every loss lingers.

"A settlement is not just buildings and credits. It is hope. It is memory. It is the fragile thing we defend when we step into our Caskets and face the Engine's nightmares." -Architect Mira Thane, Settlement Keeper's Journal
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The Six Steps

Settlement Phase Flow

STEP 1: RETURN
Casualties • Salvage • Loot Distribution
STEP 2: INCOME
Building Income • Upkeep Costs • Debt
STEP 3: EVENT ROLL
d100 Settlement Event Table
STEP 4: SETTLEMENT ACTIONS
Craft • Heal • Train • Build • Trade
STEP 5: PILOT CARE
Injury Recovery • Grit Progression • Flesh Bargains
STEP 6: MISSION SELECT
Choose Mission • Assign Pilots • Embark

Each phase typically takes 15-30 minutes depending on settlement complexity and roleplay depth.

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⚔ STEP 1: RETURN ⚔

Pilots return from the mission. Some walk. Some are carried. Some do not return at all.

1a. Resolve Casualties

For each pilot who died during the mission:

1d6 Roll Death Consequence
1-2 Grief: Settlement loses 1 Population. Morale -1 for all pilots next mission.
3-4 Equipment Lost: Dead pilot's equipment is destroyed (cannot be salvaged). Settlement loses 2d6×10 Credits in value.
5-6 Inspiring Sacrifice: Dead pilot becomes a martyr. All pilots gain +1 to their next Grit Check. Settlement gains +1 Stability.

1b. Salvage Roll

Roll 1d6 + Settlement's Salvage Stat to determine what the expedition recovered from the battlefield:

Result Salvage
1-3 1 Scrap
4-6 2 Scrap + 1d6×10 Credits
7-9 3 Scrap + 2d6×10 Credits
10+ 5 Scrap + 3d6×10 Credits + roll on Minor Loot Table

1c. Loot Distribution

Distribute loot earned during the mission:

  1. Mission Credits: Add to settlement treasury.
  2. Equipment Cards: Add to settlement equipment pool (can be assigned to pilots in Step 4).
  3. Relics/Unique Items: Add to settlement vault. Players discuss who should equip them.
  4. Soulstone Shards (T1-T4): Add to settlement resource pool. Used for Soulstone refinement (restores Casket Energy but adds Taint). See Forge refinement action.

Note: Soulstone Shards are acquired from mission loot tables. See campaign-loot-tables.html for drop rates by mission type.

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⚔ STEP 2: INCOME ⚔

Settlements generate income from buildings and trade, but also pay upkeep costs for infrastructure and personnel.

2a. Building Income

Each building generates income per settlement phase:

Building Income Per Phase
Market (Tier 1) 20 Credits
Market (Tier 2) 50 Credits
Market (Tier 3) 100 Credits
Workshop 10 Credits + 1 Scrap
Trading Post 30 Credits (varies by faction territory)
Mine 2 Scrap
Farm 1 Food (reduces upkeep by 10 Credits)

2b. Upkeep Costs

Settlements pay upkeep costs based on population and infrastructure:

Example: Settlement with 50 population, 4 active pilots, Infirmary, and basic buildings:

2c. Debt & Bankruptcy

If settlement cannot pay upkeep:

  1. Go Into Debt: Track negative Credits. Settlement gains +1 Instability per 50 Credits of debt.
  2. Bankruptcy: If debt exceeds 200 Credits, settlement must take a Desperate Measures action:
    • Sell Building: Destroy a building, gain 50% of construction cost.
    • Conscription: Send untrained civilians on mission (NPCs with 15 HP, no special abilities). High casualty risk.
    • Dark Bargain: Make a pact with unplayable faction (gain 200 Credits, but they demand future favors...GM decides consequences).
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⚔ STEP 3: EVENT ROLL ⚔

Every settlement phase, roll 1d100 on the Settlement Event Table. Events can be beneficial, neutral, or catastrophic.

Roll Event Effect
1-5 Catastrophe Settlement attacked. Lose 1 building (player's choice). All pilots must defend next mission or lose 2d6 population.
6-15 Harsh Winter Upkeep costs doubled this phase. Roll 1d6: on 1-2, lose 1d6 population to cold.
16-25 Sickness Disease spreads. Lose 1d6 population. One random pilot gains Minor Injury ("Plague Survivor").
26-40 Quiet Days No event. Settlement is peaceful.
41-55 Traveling Merchant Merchant arrives with rare goods. Can buy 1 equipment card at +20 Credits cost, OR sell Scrap at +10 Credits per unit.
56-65 New Arrivals Refugees arrive seeking shelter. Gain 1d6 population. Roll 1d6: on 6, one refugee is a skilled pilot (create new pilot at Grit 0).
66-75 Festival Settlement celebrates victory. All pilots gain +1 Morale. Settlement gains +1 Stability.
76-85 Discovery Scavengers find ancient tech. Gain 2 Scrap + 1d6×10 Credits. Roll 1d6: on 5-6, also find 1 Relic.
86-92 Faction Envoy Another faction sends an envoy. Can trade resources, forge alliances, or receive quests. GM determines details.
93-97 Breakthrough Settlement achieves technological advancement. Reduce one building's construction cost by 50% (one-time).
98-99 Engine Pulse Theslar Engine releases pulse of energy. All pilots within settlement must roll Willpower Save (1d6+Grit, need 4+) or gain 1 Taint. Settlement Instability +1.
100 Secret Revealed Players discover hidden location, secret NPC, or unlock special campaign mission. GM determines details (e.g., Dr. Theslar's Engine Core entrance).

Note: The full Settlement Event Table includes 100 unique events. This is an abbreviated sample showing event types. See campaign-event-tables.html for the complete table.

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⚔ STEP 4: SETTLEMENT ACTIONS ⚔

Each player may perform 2 settlement actions per phase. Actions represent time spent crafting, training, building, or tending to settlement needs.

Universal Actions (Always Available)

Rest

Cost: Free

Effect: Do nothing. Recover 1 Morale.

Train

Cost: 50 Credits

Effect: Spend time training. Gain +1 to one skill (Attack, Defense, Willpower, or Piloting). Max +3 per skill.

Scavenge

Cost: Free

Effect: Search ruins near settlement. Roll 1d6. On 4+, find 1 Scrap. On 6, also find 1d6×10 Credits.

Socialize

Cost: Free

Effect: Spend time with other pilots or NPCs. Gain 1 Morale. Build relationships (GM may offer narrative benefits).

Building-Dependent Actions

The Forge (Universal Building)

Soulstone Refinement Costs

Shard Tier Energy Restored Taint Gained Time Required Cost
T1 Shard +5 Energy +1 Taint 1 day 1 T1 Shard (consumed)
T2 Fragment +15 Energy +2 Taint 3 days 1 T2 Fragment (consumed)
T3 Crystal +40 Energy +3 Taint 1 week 1 T3 Crystal (consumed)
T4 Core Replacement Full restore (100 Energy) Resets Taint to 0 2 weeks 1 T4 Core + 100 Credits

Warning: Soul cannibalism (consuming Soulstone Shards) accumulates Taint. At 10 Taint, pilot becomes Corrupted. Use sparingly.

Equipment Cost
Buckler Shield (3 cards) 30 Credits + 1 Scrap
Tower Shield (4 cards) 60 Credits + 2 Scrap
Longsword (6 cards) 50 Credits + 2 Scrap
Greatsword (8 cards) 100 Credits + 3 Scrap
Pistol (4 cards, ranged) 40 Credits + 1 Scrap
Rifle (6 cards, ranged) 80 Credits + 2 Scrap
Repair Kit (3 cards, utility) 50 Credits + 2 Scrap

The Infirmary

The Library

The Market

The Chapel (Church settlements only)

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⚔ STEP 5: PILOT CARE ⚔

Pilots are not machines. They carry wounds, trauma, and Taint. This step addresses their long-term wellbeing.

5a. Injury Recovery

For each injured pilot:

5b. Grit Progression

Pilots gain Grit (campaign stat, 0-3) by surviving harrowing experiences:

Trigger Grit Check
Survived mission with 5 or fewer cards remaining Roll 1d6. On 5+, gain +1 Grit.
Witnessed ally die Roll 1d6. On 6, gain +1 Grit (hardened by loss).
Defeated boss encounter Automatically gain +1 Grit.
Reached 9 Taint (one away from Corruption) Roll 1d6. On 5+, gain +1 Grit (stared into Wound and resisted).
Survived 10+ missions Automatically gain +1 Grit (veteran).

Grit Benefits: +1 to Willpower Saves, better Wound deck outcomes, faction-specific bonuses (see faction pages).

5c. Flesh Bargains (Optional)

Pilots may undergo Flesh Bargains (permanent body modification) to enhance Casket synchronization. Each faction has developed their own horrific methods:

Church of Ash & Bone

Forge-Guild (Dwarves)

Ossuarium (Undead)

Thornveil Elves

Wyrd Conclave

Nomad Clans

The The Exchange

Wyrd Conclave

Vestige Bloodlines

Emergent Collective

Requirement: Pilot must have Grit 2+ and consent. Once performed, cannot be reversed.

GM Note: Flesh Bargains are permanent, life-altering choices. Players should understand the mechanical and narrative weight before proceeding. These are not power-ups...they are desperate trades made by pilots who have stared into the abyss too long.

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⚔ STEP 6: MISSION SELECT ⚔

With the settlement tended, pilots prepare for the next mission.

6a. Choose Mission

GM presents 2-3 mission options. Missions vary by:

Example Mission Choices:

Mission Difficulty Reward Consequence if Ignored
Defend Trade Caravan Medium 150 Credits + 2 Scrap Lose Trade Post income (-30 Credits/phase)
Raid Bandit Camp Hard 200 Credits + 3d6 Scrap + Loot Roll Bandits attack settlement (lose 2d6 population)
Investigate Engine Anomaly Very Hard 300 Credits + Relic + Lore Discovery Instability +2 (Engine pulse grows stronger)

6b. Assign Pilots

Players choose which pilots will embark on the mission:

6c. Embark

Pilots step into their Caskets. The settlement watches them depart. They may not all return.

"Every departure feels like goodbye. Every return feels like a miracle." -Elara Voss, Settlement Elder

Settlement Phase ends. Mission Phase begins.

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Example Playthrough: Church Settlement After Failed Mission

Context

The settlement "Saint's Rest" (Church of Absolution) just returned from a mission to clear a Tainted ruin. Mission was a failure: one pilot (Brother Marcus) died, two pilots injured, no loot recovered. Settlement morale is low.

STEP 1: RETURN

1a. Casualties: Brother Marcus marked as KIA (Year 3, Day 14). All surviving pilots lose 1 Morale. Roll Death Consequence (1d6): Result = 4. Brother Marcus's equipment (Greatsword + Tower Shield) is destroyed, cannot be salvaged. Settlement loses 160 Credits in value (Greatsword 100 + Tower Shield 60).

Players vote to hold a memorial service (spend 50 Credits). All pilots regain 1 Morale, settlement gains +1 Stability.

1b. Salvage Roll: Roll 1d6 + Salvage Stat (2) = 5. Gain 2 Scrap + 1d6×10 Credits = 2 Scrap + 40 Credits.

1c. Loot: No loot (mission failed).

STEP 2: INCOME

2a. Building Income: Market (Tier 1) = 20 Credits. Workshop = 10 Credits + 1 Scrap. Total: 30 Credits + 1 Scrap.

2b. Upkeep: Base (10) + Population 40 (20) + Pilots 3 (30) + Infirmary (5) = 65 Credits.

Net: Gain 30 Credits, pay 65 Credits = -35 Credits. Settlement goes into debt. Treasury now at -35 Credits. Instability +1 (debt penalty).

STEP 3: EVENT ROLL

Roll 1d100 = 42. Result: Traveling Merchant. Merchant offers to buy Scrap at +10 Credits per unit. Settlement has 3 Scrap (2 from salvage, 1 from Workshop). Sell all 3 Scrap for 90 Credits (30 Credits per unit instead of usual 20). Treasury now at +55 Credits (cleared debt!).

STEP 4: SETTLEMENT ACTIONS

Player 1 (Sister Elara): Action 1 = Socialize (gain 1 Morale). Action 2 = Train Willpower (spend 50 Credits, Willpower +1).

Player 2 (Brother Thane): Action 1 = Rest (gain 1 Morale). Action 2 = Craft Longsword at Forge (spend 50 Credits + 2 Scrap...but settlement has 0 Scrap! Cannot craft. Change action to Scavenge instead: roll 1d6 = 5. Find 1 Scrap).

Player 3 (Sister Kael, injured): Action 1 = Treat Injuries at Infirmary (spend 30 Credits, heal Minor Injury "Broken Rib"). Action 2 = Prayer at Chapel (remove 2 Taint, gain 1 Morale).

Treasury after actions: 55 - 50 - 30 = -25 Credits (back in debt). Instability +1.

STEP 5: PILOT CARE

5a. Injury Recovery: Sister Kael's Minor Injury was healed in Step 4. Brother Thane has Minor Injury "Sprained Wrist" (roll 1d6 = 3, does not heal naturally, persists to next phase).

5b. Grit Progression: Sister Elara survived mission with 4 cards remaining (near-death). Roll 1d6 = 6! Gain +1 Grit (now Grit 1).

5c. Flesh Bargains: No pilots are Grit 2+ yet. No bargains performed.

STEP 6: MISSION SELECT

GM offers 3 mission options:

Players vote for Option 2 (need Credits to get out of debt, but can't risk another death). Assign 3 pilots: Sister Elara (Grit 1, healthy), Brother Thane (injured but determined), Sister Kael (healed, ready).

Embark.

Settlement State Summary

Treasury: -25 Credits (debt)
Population: 40
Instability: 2 (was 0, +1 debt, +1 debt again)
Morale: Pilots recovered from memorial + actions
Injuries: Brother Thane (Minor Injury "Sprained Wrist")
KIA: Brother Marcus (Year 3, Day 14)
Next Mission: Medium Escort (150 Credits + 2 Scrap reward)

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Settlement Tracking Sheets

Settlement Resources

Settlement Name: _______________________
Faction: _______________________
Population: _______________________
Treasury (Credits): _______________________
Scrap: _______________________
Food: _______________________
Instability Score: _______________________
Stability Bonus: _______________________

Buildings Constructed

Pilot Roster

Pilot Name Grit Injuries Taint Morale Status
_____________ ___ _____________ ___ ___ Active/KIA
_____________ ___ _____________ ___ ___ Active/KIA
_____________ ___ _____________ ___ ___ Active/KIA
_____________ ___ _____________ ___ ___ Active/KIA
_____________ ___ _____________ ___ ___ Active/KIA

Memorial Wall (KIA Pilots)

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Campaign Milestones

As campaigns progress, settlements reach milestones that unlock new mechanics and story beats:

Milestone Requirement Unlock
Established Settlement 50 population, 3 buildings Unlock Trading Post construction
Veteran Squad 2+ pilots with Grit 2 Unlock Boss Fight missions
Thriving Economy 200+ Credits treasury, no debt for 3 phases Unlock Market Tier 2 upgrade
Martyr's Rest 5+ KIA pilots memorialized All pilots gain +1 Morale permanently (inspiration from fallen)
Engine Researchers Library constructed, 3+ Lore Discoveries Unlock "Engine Core Access" missions (endgame content)
Unbreakable Survive 20 missions without settlement collapse Settlement gains "Veteran Status" (Instability -2 permanently)
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Designer's Notes: Pacing & Tone

The Settlement Phase is designed to create emotional investment in your pilots and community. Unlike pure skirmish games, Penance's campaign mode forces players to grapple with consequences: dead pilots stay dead, injuries linger, debt accumulates, and every mission choice has opportunity costs.

Pacing Guidelines:

"The Settlement Phase is where stories happen. The missions are where legends are made. But it's the space between...the quiet moments, the hard choices, the slow recovery...that makes those legends matter." -Game Designer's Commentary
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