PENANCE: PLAYER REFERENCE CARD

One-Page Quick Reference โ€ข Print & Laminate โ€ข Keep At Table During Play

๐Ÿ”„ TURN STRUCTURE (4 Phases)

  • 1. REFRESH: Restore SP to max. If Heat 5+: Roll Strain (1d6 + Heat)
  • 2. ACTION: Play cards (cost SP), Move (1 SP/hex), Rotate (free, once/turn)
  • 3. DRAW: Draw cards based on played (รท2, min 2, max 5). If deck empty: Reshuffle + add 1 DAMAGE card
  • 4. END TURN: Resolve end-of-turn effects, next player goes

โšก SP COSTS & LIMITS

Movement 1 SP per hex
Rotation FREE (once/turn)
Card play Card cost (shown)
Overspend limit Max 1.5ร— SP max
SP by Class Light: 6 | Medium: 5 | Heavy: 4 | Assault: 3

๐Ÿ”ฅ HEAT THRESHOLDS

0-4 Heat No effect
5+ Heat Roll Strain at Refresh
Strain Roll 1d6 + Heat. If 10+: MELTDOWN
Meltdown Discard (result - 10) cards
Heat reduction -1 Heat per turn (passive)

๐ŸŽฏ COMPONENT HP & DESTRUCTION

Head (AP) 8 HP | Destroyed: -1 Draw cards
Arms (Structure) 12 HP | Destroyed: -2 Attack dmg
Legs (Structure) 10 HP | Destroyed: -2 Move speed
Chassis (Exposure) 6 HP | Destroyed: -1 SP max
Destruction Add 1 SCRAP card, PERMANENT

โš”๏ธ ATTACK RESOLUTION (7 Steps)

  • 1. Declare: Play card, pay SP, choose target component
  • 2. Calculate: Base 5+ (roll 2d6 Attack Dice) + modifiers
  • 3. Roll: Add [HIT] +1, [CRITICAL] +2, [MISS] +0
  • 4. Check Result: Miss (0-4), Hit (5-6), Strong (7-9), Execution (10+)
  • 5. Defend: Roll X Defense Dice (X = damage)
  • 6. Apply: Final dmg = original - blocks. Discard from deck.
  • 7. Destroy: If component HP 0: Add SCRAP, apply effects

๐ŸŽฒ TO-HIT MODIFIERS

Cover (partial) +1 to-hit needed
Cover (full) +2 to-hit needed
Flanking (rear) -1 to-hit needed
Long range +1 to-hit needed
Point blank -1 to-hit needed

๐ŸŽฒ ATTACK DICE (2d6)

[HIT] +1 to result (2/die)
[CRITICAL] +2 to result (1/die)
[MISS] +0 to result (3/die)

๐Ÿ›ก๏ธ DEFENSE DICE (Xd6)

[SHIELD] Block 1 dmg (2/die)
[ABSORB] Block 1 dmg (1/die)
[VULNERABLE] No block (2/die)
[CRITICAL] +1 dmg to attacker (1/die)

๐Ÿ“ RANGE & LINE OF SIGHT

Hex distance Count shortest path
Point blank 0-1 hexes
Short range 2-4 hexes
Long range 5+ hexes
LOS blocked Terrain, enemies, allies

โ™ป๏ธ SCRAP & SALVAGE

SCRAP source Component destruction
SCRAP effect Dead draw (blank card)
Salvage cost Discard 3 SCRAP โ†’ Draw 2
SCRAP as HP Can discard to absorb dmg
Campaign Craft equipment from SCRAP

๐Ÿƒ DRAW PHASE FORMULA

Base draw (Cards played รท 2)
Minimum 2 cards
Maximum 5 cards
Hand limit No limit (keep all)
Deck empty Reshuffle + 1 DAMAGE card

โšก COMMON FREE ACTIONS

  • Rotate facing: FREE (once per turn, any direction)
  • Check range: FREE (measure distance anytime)
  • Declare intent: FREE (communicate tactics)
  • Reactive cards: Can play on opponent's turn (if [...] Initiative)

๐Ÿ’€ DEFEAT CONDITIONS

  • Deck + Discard both empty: Casket defeated (no cards = death)
  • All 4 components destroyed: Casket defeated (complete wreck)
  • Scenario objective failed: Mission failure (campaign)
  • Pilot killed: Thread Snap damage exceeds pilot HP (campaign)

How to Use This Reference

"Four phases. Seven steps. Thirty cards. This is all you need to survive."

See Also

Combat Flowchart

Visual flowchart for attack resolution

โ†’ View Flowchart

Common Mistakes

Top 10 rules errors and corrections

โ†’ Read Mistakes Sheet

Quick Reference (Full)

Complete one-page quick reference

โ†’ Read Quick Ref

GM Reference Sheet

Enemy stats and encounter building guide

โ†’ Read GM Reference

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