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 home battered and changed. This phase is where your community grows, evolves, and faces consequences. Unlike pure skirmish games, your settlement matters. Buildings generate income. NPCs die or arrive. Resources flow. Instability spreads. Every choice echoes.
Complete 6-Step Quick Reference
All steps at a glance. Detailed procedures in dropdown below.
| Step | Phase | Key Actions | Time |
|---|---|---|---|
| 1 | RETURN | Resolve casualties, morale checks, salvage roll, distribute loot | 5-10 min |
| 2 | INCOME | Building income, pay upkeep costs, manage debt | 2-5 min |
| 3 | EVENT ROLL | Roll 1d100 on Settlement Event Table, resolve consequences | 2-5 min |
| 4 | SETTLEMENT ACTIONS | Each player gets 2 actions: Rest, Train, Scavenge, Socialize, or Building Actions | 5-15 min |
| 5 | PILOT CARE | Injury recovery, Grit progression, optional Flesh Bargains | 5-10 min |
| 6 | MISSION SELECT | Choose mission, assign pilots, build decks, embark | 5-10 min |
Total Phase Duration: 15-30 minutes depending on player count and complexity
If cannot pay upkeep: Go into debt (gain Instability +1 per 50 Credits owed). If debt exceeds 200 Credits, must take Desperate Measures (sell building, conscript civilians, or make dark bargain with unplayable faction).
Settlement Phase ends. Mission Phase begins. Pilots step into Caskets. They may not all return.
LIBRARY: Research (50 Credits +1 to next mission Intelligence check), Study Lore (learn faction tactics).
MARKET: Buy Equipment (standard cost + 20 Credits markup), Sell Scrap (20 Credits per unit).
CHAPEL (Church only): Prayer (remove 2 Taint +1 Morale), Flesh Bargain ritual (permanent modification).
Key Mechanics
Flesh Bargains - Permanent Body Modifications
| Faction | Name | Benefit | Cost |
|---|---|---|---|
| Church | The Shortening | +1 SP per turn in Casket | Both legs removed, require wheelchair outside Casket |
| Dwarves | Compact Form | +2 SP, immune to limb damage | All limbs removed, replaced with runic grafting ports, require full prosthetic rig outside |
| Ossuarium | Efficient Form | +1 SP, immune to Taint | All flesh surgically removed (living skeleton), Morale -2 penalty in settlements |
| Elves | Root-Grafting | +1 SP, regenerate 1 card per turn standing still | Legs replaced with tree roots, movement costs +1 SP per hex outside |
| Fae | The Glamour Pact | +1 SP, 1 Illusion card per mission free | Eyes replaced with mirror shards, voice surgically altered, terrifying to mortals |
| Nomads | Desert Forged | +1 SP, immune to environmental heat, +1 Initiative | Skin replaced with synthetic weave, lungs augmented |
| Exchange | Flesh Equity | +1 SP, earn 10 Credits per mission | Heart/liver/lungs replaced with Soulstone prosthetics, permanent debt contract |
| Emergent | Neural Integration | +1 SP, share card draws with allied Emergent pilots | Biomass tendrils grafted into brain stem, permanent hive-link |
Requirement: Pilot must have Grit 2+ and consent. Once performed, cannot be reversed. These are permanent, life-altering choices.