Settlement Phase Procedure
Turn-by-Turn Campaign Workflow • 6 Steps • 15-30 Minutes Per Phase
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.
The Six Steps
Settlement Phase Flow
Casualties • Salvage • Loot Distribution
Building Income • Upkeep Costs • Debt
d100 Settlement Event Table
Craft • Heal • Train • Build • Trade
Injury Recovery • Grit Progression • Flesh Bargains
Choose Mission • Assign Pilots • Embark
Each phase typically takes 15-30 minutes depending on settlement complexity and roleplay depth.
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:
- Mark as KIA (Killed in Action): Pilot is permanently removed from roster. Cross out their name. Write date of death.
- Morale Check: All surviving pilots lose 1 Morale (settlement morale penalty).
- Death Consequence: Roll on Death Consequence Table (see below). Settlement suffers additional penalty.
- Memorial Option: Players may spend 50 Credits to hold a memorial service. If they do, regain 1 Morale for all pilots and settlement gains +1 Stability.
| 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:
- Mission Credits: Add to settlement treasury.
- Equipment Cards: Add to settlement equipment pool (can be assigned to pilots in Step 4).
- Relics/Unique Items: Add to settlement vault. Players discuss who should equip them.
- 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.
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:
- Base Upkeep: 10 Credits per Settlement Phase (lights, water, basic maintenance)
- Population Upkeep: 5 Credits per 10 population (food, housing, services)
- Pilot Upkeep: 10 Credits per active pilot (Casket maintenance, fuel, repairs)
- Building Upkeep: Some buildings have maintenance costs (e.g., Infirmary costs 5 Credits per phase)
Example: Settlement with 50 population, 4 active pilots, Infirmary, and basic buildings:
- Base: 10 Credits
- Population (50): 25 Credits
- Pilots (4): 40 Credits
- Infirmary: 5 Credits
- Total Upkeep: 80 Credits
2c. Debt & Bankruptcy
If settlement cannot pay upkeep:
- Go Into Debt: Track negative Credits. Settlement gains +1 Instability per 50 Credits of debt.
- 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).
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.
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)
- Craft Equipment: Spend Credits + Scrap to build equipment cards. See crafting costs below.
- Repair Equipment: Restore destroyed equipment for 50% of crafting cost.
- Upgrade Equipment: Spend Credits + Scrap to improve existing equipment (+1 damage, +1 Defense, etc.). Cost: 100 Credits + 2 Scrap.
- Field Repair Kit: ⚖️ NEW Recover damaged Casket HP. Cost: 3 Scrap → Recover 5 cards from discard pile back to deck. Can only be used once per Settlement Phase. (Balance: Provides campaign sustainability without auto-healing)
- Refine Soulstone: Consume Soulstone Shards to restore Casket Energy. See table below for costs and Taint gained.
- Repair Neural Threads: Permanently repair severed neural threads. Cost: 50 Credits per thread + 1 week downtime. Requires skilled technician (DC 12 Repair check).
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
- Treat Injuries: Spend 30 Credits to heal 1 Minor Injury or reduce 1 Severe Injury to Minor.
- Surgery: Spend 100 Credits to attempt to heal 1 Severe Injury. Roll 1d6: 4+ success, 1-3 injury becomes permanent.
The Library
- Research: Spend 50 Credits to gain +1 to next mission's Intelligence check (scouting, trap detection, etc.).
- Study Lore: Learn about enemy factions, unlock faction-specific tactics.
The Market
- Buy Equipment: Purchase equipment cards at standard cost (no Scrap required, but +20 Credits markup).
- Sell Scrap: Sell Scrap at 20 Credits per unit (market rate).
The Chapel (Church settlements only)
- Prayer: Remove 2 Taint from one pilot. Gain 1 Morale.
- Flesh Bargain: Perform Flesh Bargain ritual (permanent, see Pilot Care step).
Pilots are not machines. They carry wounds, trauma, and Taint. This step addresses their long-term wellbeing.
5a. Injury Recovery
For each injured pilot:
- Minor Injuries: Roll 1d6. On 4+, injury heals naturally (remove from pilot sheet). On 1-3, injury persists (roll again next phase).
- Severe Injuries: Do not heal naturally. Must use Infirmary's "Treat Injuries" or "Surgery" actions (see Step 4).
- Permanent Injuries: Cannot be healed. Pilot must adapt to disability (GM and player narrate how pilot compensates).
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
- The Shortening: Both legs removed at the altar. Gain +1 SP per turn in Casket, but outside Casket require wheelchair/crutches. "The penitent need not walk...the Casket walks for them."
Forge-Guild (Dwarves)
- Compact Form: All limbs removed and replaced with runic grafting ports. Gain +2 SP in Casket, immune to limb Component Damage, but require full prosthetic rig outside Casket. "A smith removes imperfections. You are now perfected."
Ossuarium (Undead)
- Efficient Form: All flesh surgically removed (living skeleton). Gain +1 SP, immune to Taint, but terrifying to NPCs (Morale -2 penalty in settlements). "Death is inefficient. This is better."
Thornveil Elves
- Root-Grafting: Legs replaced with living tree roots. Gain +1 SP, regenerate 1 card per turn while standing still, but movement costs +1 SP per hex (slow outside Casket). "You will never be alone. The forest will always be with you."
Wyrd Conclave
- The Glamour Pact: Eyes replaced with mirror shards, voice surgically altered to fey resonance. Gain +1 SP, can use 1 Illusion card per mission without Heat cost, but must save vs Madness (1d6, fail on 1-2) after each mission or gain 1 Trauma Wound. "Beauty demands sacrifice. You will be beautiful forever."
Nomad Clans
- Desert Forged: Skin replaced with heat-resistant synthetic weave, lungs augmented for sandstorm breathing. Gain +1 SP, immune to environmental heat damage, +1 Initiative, but require daily coolant injections (costs 5 Credits per mission or suffer 1d6 damage). "The desert claims all. Become the desert first."
The The Exchange
- Flesh Equity: Sign contract to sell organs to the Exchange (heart, liver, lungs replaced with Soulstone-powered prosthetics). Gain +1 SP, earn 10 Credits per mission automatically, but owe the Exchange 500 Credits total (if debt unpaid at campaign end, they repossess your body). "Your body is collateral. Invest wisely."
Wyrd Conclave
- Wyrd Infusion: Soulstone shards embedded directly into spine and skull. Gain +1 SP, all Wyrd/Magic cards cost -1 Heat (minimum 1), but suffer random mutations (roll on Mutation table each mission, gain 1 cosmetic mutation that doesn't affect stats). "Magic requires a vessel. You will become the vessel."
Vestige Bloodlines
- Final Metamorphosis: Accelerate mutation to 5th generation status (full animal transformation). Gain +1 SP, start each mission with 2 Biomass, all Biomass abilities cost -1 (minimum 0), but suffer permanent physical deformity (cannot hide mutations, NPC reaction penalty -2, must save vs Feral Instinct each mission or attack nearest target for 1 turn). "You wanted to survive. This is what survival costs. You are no longer human."
Emergent Collective
- Neural Integration: Biomass tendrils grafted into brain stem, permanent hive-link implanted. Gain +1 SP, share card draws with allied Emergent pilots (draw 1 extra card, give to ally), but lose ability to act independently (if no allies present, suffer -1 to all rolls due to isolation panic). "You are never alone. You will never be alone again."
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.
With the settlement tended, pilots prepare for the next mission.
6a. Choose Mission
GM presents 2-3 mission options. Missions vary by:
- Type: Skirmish, Objective Control, Boss Fight, Escort, Defense, Exploration
- Difficulty: Easy (50 Credits reward) → Nightmare (500+ Credits + Legendary Loot)
- Faction: Which enemy faction controls the area
- Terrain: Ruins, Forest, Tainted Wastes, Engine Core, etc.
- Consequences: What happens if players ignore this mission (e.g., settlement loses trade route, faction grows stronger)
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:
- Required Pilots: Most missions require 2-4 pilots minimum.
- Injured Pilots: Can deploy with injuries, but suffer penalties (-1 SP for Severe Injuries, -1 to all rolls for permanent injuries).
- Rookies vs Veterans: Grit 0 pilots are inexperienced but grow faster. Grit 2-3 pilots are reliable but risk permanent loss.
- Load-Outs: Assign equipment from settlement vault. Each pilot builds their deck (10 Universal + 6 Faction Core + Equipment cards + 2 Tactics = 26-50 total cards).
6c. Embark
Pilots step into their Caskets. The settlement watches them depart. They may not all return.
Settlement Phase ends. Mission Phase begins.
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:
- Option 1: Easy Patrol (50 Credits, low risk)
- Option 2: Medium Escort Mission (150 Credits + 2 Scrap, moderate risk)
- Option 3: Hard Raid on Undead Necropolis (250 Credits + Loot Roll, high risk)
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)
Settlement Tracking Sheets
Settlement Resources
| Settlement Name: | _______________________ |
| Faction: | _______________________ |
| Population: | _______________________ |
| Treasury (Credits): | _______________________ |
| Scrap: | _______________________ |
| Food: | _______________________ |
| Instability Score: | _______________________ |
| Stability Bonus: | _______________________ |
Buildings Constructed
- ☐ Market (Tier 1) - Income: 20 Credits
- ☐ Market (Tier 2) - Income: 50 Credits
- ☐ Market (Tier 3) - Income: 100 Credits
- ☐ Workshop - Income: 10 Credits + 1 Scrap
- ☐ Forge - Crafting equipment
- ☐ Infirmary - Treat injuries (Upkeep: 5 Credits)
- ☐ Library - Research
- ☐ Chapel - Prayer, Flesh Bargains
- ☐ Trading Post - Income: 30 Credits
- ☐ Mine - Income: 2 Scrap
- ☐ Farm - Income: 1 Food (reduces upkeep by 10 Credits)
Pilot Roster
| Pilot Name | Grit | Injuries | Taint | Morale | Status |
|---|---|---|---|---|---|
| _____________ | ___ | _____________ | ___ | ___ | Active/KIA |
| _____________ | ___ | _____________ | ___ | ___ | Active/KIA |
| _____________ | ___ | _____________ | ___ | ___ | Active/KIA |
| _____________ | ___ | _____________ | ___ | ___ | Active/KIA |
| _____________ | ___ | _____________ | ___ | ___ | Active/KIA |
Memorial Wall (KIA Pilots)
- _________________________________________
- _________________________________________
- _________________________________________
- _________________________________________
- _________________________________________
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) |
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:
- Early Campaign (Missions 1-5): Focus on survival and building basic infrastructure. Players should feel scrappy and desperate. Low Credits, frequent injuries, no safety net.
- Mid Campaign (Missions 6-15): Settlement stabilizes. Players have 2-3 buildings, steady income, veteran pilots. This is the "golden age" before things get harder.
- Late Campaign (Missions 16+): Escalation. Boss fights, Engine Core missions, high-risk/high-reward choices. Players should feel confident but cautious...they have a lot to lose now.
- Endgame (Mission 20+): Climax. World-changing missions. Dr. Theslar, Engine Core collapse, faction wars. Players risk everything for glory or survival.