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. This is where your settlement truly comes alive."
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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.

RETURN
INCOME
EVENT
ACTIONS
PILOT CARE
MISSION SELECT

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

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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.

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