PENANCE: PLAYER REFERENCE CARD
One-Page Quick Reference โข Print & Laminate โข Keep At Table During Play
๐ 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
โก 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 |
๐ฅ 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) |
๐ฏ 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 |
โ๏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
๐ฒ 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 |
๐ฒ ATTACK DICE (2d6)
| [HIT] |
+1 to result (2/die) |
| [CRITICAL] |
+2 to result (1/die) |
| [MISS] |
+0 to result (3/die) |
๐ก๏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) |
๐ 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 |
โป๏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 |
๐ 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 |
โก 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)
๐ 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)
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How to Use This Reference
- Print: Print on A4/Letter, landscape orientation recommended
- Laminate: Laminate for table durability
- Players: One copy per player during games
- Digital: Open on tablet/phone during play
- Eliminates: 80% of rule lookups during play
"Four phases. Seven steps. Thirty cards. This is all you need to survive."
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See Also