Combat & Damage System
tactical combat Hybrid • Version 2.0 • Dual-Layer Damage: Casket HP (26-50 cards) + Pilot Wounds (10 cards)
Core Concept: Dual-Layer Damage
Inspired by tactical mech combat games (deck-as-HP) + brutal tabletop RPGs (brutal consequences)
Two Separate Systems:
- Casket HP Deck (26-50 cards) - Your mech's structural integrity
- Pilot Wound Deck (10 cards) - Your pilot's physical/mental state
When Casket HP Deck runs out → Casket is destroyed (pilot may survive)
When Pilot Wound Deck runs out → Pilot dies (Casket becomes inert)
1. Casket HP Deck (26-50 Cards)
Deck Composition (Tactical mech-style)
Your deck represents your Casket's HP. Every card you discard = damage taken. Deck size varies by weight class and equipment choices (26-50 cards total).
Standard Breakdown (30-card example):
- 10 Universal Cards (mandatory, everyone has these)
- 10 Faction Core Cards (faction-specific, your main identity)
- 6 Primary Weapon Equipment (customizable offensive gear)
- 5 Secondary Equipment (customizable defensive/utility gear)
Total Range: 26-50 cards (depending on weight class, equipment choices, and deck construction preferences)
Version 2.0 Change: Variable deck sizes allow for customization (26–50 cards typical). Light Caskets might run 26–32 cards (fast cycling), Heavy Caskets 40–50 cards (more HP). Some events may set 30-card deck caps as a house/tournament rule; base rules do not.
Universal Core (10 Cards)
Everyone has these 10 cards (basic movement, defense, utility):
| Card Name | Type | SP Cost | Effect |
|---|---|---|---|
| Desperate Lunge | Movement | 1 | Move up to 2 hexes |
| Brace for Impact | Defense (Reactive) | 0 | Reduce next damage by 2 |
| Emergency Vent | Heat Management | 2 | Remove 3 Heat |
| Sensor Sweep | Utility | 1 | Reveal 1 enemy card in hand |
| Overextend | Movement | 1 | Move 3 hexes, gain 1 Heat |
| Rally Cry | Support | 2 | Ally within 3 hexes draws 1 card |
| Survey the Field | Utility | 1 | Draw 1 card |
| Feint | Combat | 1 | Next attack this turn: +1 damage |
| Retreat | Movement | 2 | Move 4 hexes, cannot attack this turn |
| Breathe the Core | Heat Management | 1 | Remove 1 Heat, draw 1 card |
2. Attack Resolution (To-Hit System)
Step 1: Declare Attack
Attacker declares:
- Target enemy
- Which attack card to play (sets base damage)
- Which component to target (Right Arm, Left Arm, Legs, Head, Chassis, or Random)
- Default: Attacker chooses specific component
- If "Random" chosen: Roll 1d6 after hit is confirmed (1=Head, 2=Right Arm, 3=Left Arm, 4=Chassis, 5-6=Legs)
- Range and facing
Step 2: Calculate To-Hit Number
Base To-Hit: 5+ (roll 2d6 Attack Dice, need 5+ total)
Apply ALL applicable modifiers:
Range Modifiers
- Short Range (0-3 hexes): +0
- Medium Range (4-6 hexes): +1 to target number (need 6+)
- Long Range (7-10 hexes): +2 to target number (need 7+)
- Extreme Range (11+ hexes): +3 to target number (need 8+)
Attacker Movement (This Turn)
- Stationary (0 hexes moved): +0
- Moved 1-3 hexes: +1
- Moved 4-6 hexes: +2
- Sprinted (7+ hexes): +3
Defender Movement (Last Turn)
- Stationary: +0
- Moved 1-3 hexes: +1
- Moved 4-6 hexes: +2
- Sprinted (7+ hexes): +3
Hex-Side Facing
- Front Arc (Hex 1): +0
- Weapon-Side (Hex 2): +0 (but +1 damage if hit)
- Flanks (Hex 3, 5): -1 (easier, need 4+)
- Rear (Hex 4): -2 (easier, need 3+)
- Shield-Side (Hex 6): +1 (harder, need 6+)
Terrain Modifiers
- Light Cover (rubble, low walls): +1
- Heavy Cover (fortress walls, forest): +2
- Obscured (smoke, darkness): +2
- Elevated (attacker on high ground): -1 (easier)
Example:
- Base: 5+
- Medium range: +1 (need 6+)
- Attacker moved 4 hexes: +1 (need 7+)
- Defender moved 2 hexes: +1 (need 8+)
- Shield-side facing: +1 (need 9+)
Step 3: Roll Attack Dice
Roll 2d6 Attack Dice (custom dice with symbols):
Attack Die Faces
| Symbol | Value | Name |
|---|---|---|
| [STRIKE] | 3 | STRIKE |
| [DOUBLE STRIKE] | 4 | DOUBLE STRIKE |
| [DEATH BLOW] | 5 | DEATH BLOW |
| [GLANCE] | 1 | GLANCE |
| [JAM] | 0 | JAM |
| [BLOOD] | 2 | BLOOD |
Add both dice results, compare to target number:
Hit Results
- 5-6 total = Hit (standard damage)
- 7-8 total = Strong Hit (standard damage +1)
- 9-10 total = Critical Hit (standard damage +2, bypass 1 Defense)
- 10 (double [DEATH BLOW]) = EXECUTION (auto-destroy 1 Component, bypass ALL Defense)
Miss Results
- Below target number = MISS (no damage, attack wasted)
- 2 (double [JAM]) = CATASTROPHIC FAILURE:
- Weapon jams (discard all Primary Weapon cards from hand)
- +2 Heat (weapon overload)
- Next attack -2 damage (weapon damaged)
Step 4: Roll Defense Dice (If Hit)
If attack hits, Defender rolls Defense Dice:
Roll 1d6 Defense Die per damage point
Defense Die Faces
| Symbol | Effect |
|---|---|
| [SHIELD] | Block 1 damage |
| [ABSORB] | Block 1 damage |
| [BLOOD] | Take damage (discard 1 card) |
| [CRITICAL] | Take damage + 1 Component Damage |
| [PIERCE] | Take damage, cannot use reactive cards |
| [HEAT] | Take damage + 1 Heat |
Count results:
- Count SHIELD ([SHIELD]) and ABSORB ([ABSORB]) symbols → Reduce damage by this amount
- Apply special effects from CRITICAL ([CRITICAL]), PIERCE ([PIERCE]), HEAT ([HEAT])
- Final damage = Original damage - Blocks
Example:
Take 6 damage → Roll 6 Defense Dice
- Result: [SHIELD] [SHIELD] [BLOOD] [CRITICAL] [HEAT] [PIERCE]
- 2 blocks = Reduce to 4 damage
- 1 Critical ([CRITICAL]) = +1 Component Damage
- 1 Heat ([HEAT]) = +1 Heat
- 1 Pierce ([PIERCE]) = Cannot use reactive defense cards
- Final: Discard 4 cards + 1 Component Damage + 1 Heat
Step 5: Apply Damage (Tactical mech-style Choice)
Defender chooses how to discard cards:
- From Hand: Lose tactical options but control what's lost
- From Deck: Keep hand intact but risk losing key cards randomly
- Mixed: Discard some from hand, some from deck
Example: Take 5 damage → Discard 3 from hand + 2 from deck top
Strategic Depth: Do you burn your hand to avoid Component Damage? Or keep cards and risk it?
Step 6: Check for Component Damage
Component Damage is dictated by the type of card discarded:
If you discarded any equipment cards:
- Primary Weapon cards → +1 Component Damage per card to the targeted component
- Shield/Offhand cards → +1 Component Damage per card ONLY if targeting Left Arm
- Accessory cards → No Component Damage (utility equipment)
- Track separately: Right Arm, Left Arm, Legs, Head, Chassis
If Defense Dice showed CRITICAL symbols ([CRITICAL]):
- Add +1 Component Damage per [CRITICAL] symbol to targeted component (bypasses AP layer!)
- Multiple CRITICALS stack (no cap)
v3.0 Design Note: The type of card you discard matters! This creates strategic choice: discard from hand to control what's lost (avoid discarding Primary Weapon cards), or discard from deck to preserve hand but risk random equipment cards causing component damage.
3. Component Damage (Permanent Consequences - REVISED THRESHOLDS)
Tracking Component Damage
5 Component Locations (with Limb-Specific HP):
- Head (3 HP) - Sensors, targeting systems - fragile but critical
- Right Arm (4 HP) - Primary Weapon mount - moderate durability
- Left Arm (4 HP) - Secondary Equipment mount - moderate durability
- Chassis (5 HP) - Core structure - heavily armored
- Legs (6 HP) - Locomotion - most durable (redundant systems)
How it accumulates:
- Attacker declares which component to target (or roll 1d6 if random)
- When equipment cards are discarded from damage:
- Primary Weapon cards → +1 Component Damage per card to targeted component
- Shield/Offhand cards → +1 Component Damage per card ONLY if targeting Left Arm
- Accessory cards → No Component Damage
- When Defense Dice show [CRITICAL] → +1 Component Damage (bypasses AP!)
- Component Damage threshold varies by location (see HP values above)
BALANCE CHANGE (2025-10-16): Component destruction thresholds now vary by limb type. This creates a defensive layer - arms and legs can absorb more punishment before reaching the pilot. Head remains most fragile, Legs most durable.
Component Destroyed Effects (by Limb HP Threshold)
| Component | HP Threshold | Effect When Destroyed |
|---|---|---|
| Head | 3 HP | Cannot use Sensor Sweep or targeting cards. -1 to all ranged attacks (penalties stack with to-hit modifiers). Most fragile component (sensors, optics easily damaged). |
| Right Arm | 4 HP | Discard all Primary Weapon cards from hand immediately. Cannot play Primary Weapon cards for rest of battle. Must rely on Universal Core + Secondary Equipment only. Moderate durability (weapon mounts have some reinforcement). |
| Left Arm | 4 HP | Discard all Secondary Equipment cards from hand. Cannot use shield reactive cards or offhand weapons. Moderate durability (offhand systems protected like primary). |
| Chassis | 5 HP | Permanent -1 SP maximum (Light 6 → 5, Heavy 4 → 3, etc.). -1 Defense against all attacks. Core structure is heavily armored (5 HP threshold). |
| Legs | 6 HP | Movement costs +1 SP per hex. Cannot Sprint (max 3 hexes/turn even with Sprint cards). Most durable component (redundant locomotion systems, 6 HP threshold). |
4. Deck Depletion (Running Out of HP)
When your deck runs out mid-turn:
- Continue taking damage by discarding from discard pile
- If discard pile is empty, you're Defeated
When you would draw a card but deck is empty:
- Reshuffle Trigger
- Shuffle discard pile into new deck
- Add 1 "Damage" card to the deck, shuffled in randomly (permanent degradation)
- Draw normally
Clarification: The Damage card is shuffled into the deck randomly, not placed on top or bottom. This represents unpredictable structural degradation.
Damage Cards (Death Spiral):
- Dead draws (do nothing when played)
- Dilute your deck over time
- Make it harder to draw useful cards
- After 3-4 reshuffles, deck is 30% Damage cards → death spiral
5. Pilot Wound Deck (10 Cards)
Separate from Casket HP
The Pilot has their own 10-card Wound Deck. This represents pilot physical/mental state inside the capsule.
Starting Wound Deck (10 cards, all face-down):
| Card | Quantity | Type |
|---|---|---|
| Minor Injury | 5 | Recoverable |
| Severe Injury | 3 | Permanent effect |
| Trauma | 2 | Mental breakdown |
When Pilot Takes Damage
Pilots take damage separately from Casket in these situations:
- Chamber Breach (Chassis enters Pilot Exposure Zone, 7+ Component Damage)
- Component Exposure (Head/Arms at 6+ Component Damage, see Component Damage System)
- Thread Snap (when Neural Threads sever from combat damage - see below)
- Soulstone Core Rupture (when Taint reaches 21+ or Core is critically damaged)
- Casket Destruction (when Casket HP deck runs out, pilot must save)
When Pilot takes damage:
- Flip 1 Wound Card face-up per damage
- Read effect immediately
- Card remains face-up (permanent)
Wound Card Effects
Minor Injury (5 cards):
- Concussion: -1 to all SP until end of mission
- Broken Finger: Cannot use 1 specific card type (roll d10 for which finger/thread)
- Internal Bleeding: At start of each round, discard 1 card from Casket deck
- Dislocated Shoulder: -2 damage to all attacks until end of mission
- Cracked Rib: Each time you gain Heat, gain +1 additional Heat
Severe Injury (3 cards):
- Shattered Hand: Permanently lose 2 Neural Threads. -2 SP maximum (PERMANENT, even after mission)
- Spinal Trauma: Movement costs +1 SP per hex (PERMANENT)
- Ruptured Organ: Start each mission at -5 Casket HP (discard 5 cards at deployment)
Trauma (2 cards):
- PTSD: Cannot attack enemies from behind (triggers panic)
- Dissociation: At start of each turn, roll 1d6. On 1-2, lose 1 SP this turn (pilot zones out)
Thread Snap Mechanic
Neural Threads are the bio-mechanical puppet strings drilled through the pilot's fingertips. When threads sever from combat damage, the pilot suffers excruciating nerve shock and loses control of corresponding casket functions.
When Thread Snap Occurs:
- Component Exposure Zone: When Head, Right Arm, or Left Arm reach Pilot Exposure (6+ Component Damage), roll 1d6. On 5-6, one thread controlling that component snaps.
- Chassis Breach: When Chassis reaches 10+ Component Damage, roll 1d6. On 4-6, 1d3 random threads snap.
- Critical Hits: Some attack cards or critical effects can cause Thread Snap directly.
- Overheating: If Heat reaches maximum (10+), roll 1d6 each turn. On 6, one random thread melts/frays.
Immediate Effects When Thread Snaps:
- Pilot takes +1 Wound (excruciating nerve shock)
- Grit Check (DC 15): On failure, pilot loses 1 turn to pain (skips next activation)
- Function Loss: Corresponding casket function disabled until field-repaired or mission ends
- Blood Loss: Thread stump bleeds from fingertip (descriptive, no additional game effect)
Which Function Is Lost (by Thread):
| Thread Location | Function Disabled | Game Effect |
|---|---|---|
| Right Thumb | Right hand grip | Cannot use Primary Weapon cards (weapon drops) |
| Right Index | Right arm articulation | -2 to all ranged attack rolls |
| Right Middle | Right leg control | Movement costs +1 SP per hex |
| Left Thumb | Left hand grip | Cannot use Shield/Secondary Equipment cards |
| Left Index | Left arm articulation | -1 to Defense rolls |
| Head Control (Pinkies) | Head/torso rotation | Cannot attack targets in rear arc |
Field Repair (Emergency Fix):
Requirements: Ally with Repair skill (or pilot if out of combat), 1 full turn, DC 12 Repair check
Success: Thread is functional but fragile (-1 to checks using that thread, will snap again if casket takes 5+ damage in one hit)
Failure: Thread remains severed until settlement (requires surgical replacement, 50 Credits, 1 week downtime)
Pilot Death
If all 10 Wound Cards are face-up → Pilot Dies
- Casket becomes inert (stops moving)
- Pilot must be extracted (if allies present)
- Campaign: Pilot is dead, roll new character
- Arena: Match loss
6. Example Combat Sequence (With Dice)
Setup:
- Player A: Church Confessor (example: 30-card deck, 6 SP, 6 cards in hand)
- Player B: Dwarven Ironclad (example: 30-card deck, 4 SP, 6 cards in hand)
Round 1
Player A Turn (Confessor):
- Refresh to 6 SP
- Play Desperate Lunge (1 SP) → Move 2 hexes toward enemy (total moved: 2 hexes)
- Play Faithful Thrust (2 SP) → Declare attack for 4 damage, Range: Melee
- To-Hit Calculation: Base 5+ | Moved 2 hexes +1 | Front arc +0 = Need 6+
- Attack Roll: [STRIKE] (3) + [DOUBLE STRIKE] (4) = 7 total → STRONG HIT (+1 damage)
- Final damage: 4 base + 1 (Strong Hit) = 5 damage
- Player B rolls 5 Defense Dice: [SHIELD] [BLOOD] [BLOOD] [CRITICAL] [HEAT]
- 1 Shield block → Reduce to 4 damage
- 1 Critical ([CRITICAL]) → +1 Component Damage to Right Arm
- 1 Heat ([HEAT]) → +1 Heat
- Player B discards 4 cards (chooses: 2 from hand, 2 from deck)
- Discarded from hand: 1× Primary Weapon card → +1 Component Damage
- Total Component Damage to Right Arm: 2 (1 from [CRITICAL], 1 from Primary card)
- Player A has 3 SP remaining → Passes
- Draw Phase: Draw 2 cards (hand back to 6)
Player B Turn (Ironclad):
- Refresh to 4 SP, currently at 1 Heat (safe)
- Play Advance (2 SP) → Move 2 hexes toward enemy
- Play Hammer Strike (3 SP) → Declare attack for 6 damage, ignore 1 Armor
- To-Hit Calculation: Base 5+ | Moved 2 hexes +1 | Attacking front +0 = Need 6+
- Attack Roll: [DEATH BLOW] (5) + [STRIKE] (3) = 8 total → STRONG HIT (+1 damage)
- Final damage: 6 base + 1 (Strong Hit) = 7 damage
- Player A rolls 7 Defense Dice: [SHIELD] [BLOOD] [BLOOD] [CRITICAL] [CRITICAL] [HEAT] [PIERCE]
- 1 Shield block → Reduce to 6 damage
- 2 Critical ([CRITICAL][CRITICAL]) → +2 Component Damage to Right Arm
- 1 Heat ([HEAT]) → +1 Heat
- 1 Pierce ([PIERCE]) → Cannot use reactive defense cards
- Player A discards 6 cards (chooses: 3 from hand, 3 from deck)
- Discarded from hand: 2× Primary Weapon (Penitent Blades) → +2 Component Damage
- Total Component Damage to Right Arm: 2 (from [CRITICAL][CRITICAL]) + 2 (from Primary cards) = 4 Component Damage
- Right Arm has REACHED 4 HP THRESHOLD → RIGHT ARM DESTROYED!
- Player A discards all remaining Penitent Blade cards from hand (cannot use Primary Weapon)
- Player B has 0 SP → Turn ends
- Draw Phase: Draw 3 cards
Round 2
Player A Turn:
- Now has NO Primary Weapon cards in hand (all discarded)
- Must rely on Universal cards + Secondary Equipment (Buckler)
- Desperate situation → Might use Blood Offering (discard 2 cards for +3 damage boost)
This creates brutal, desperate combat where Component Damage matters and losing your Primary Weapon mid-fight is catastrophic.
See Also
Combat integrates with multiple game systems:
Range & Line of Sight
Hex counting, facing, flanking bonuses, and elevation modifiers
Component Damage
Destroying Casket components (Right Arm, Legs, Torso, Capsule)
Optional v3.0 Rules
Dice Pool Advantage, Taint Exploitation, Pilot Grit progression
Example of Play
Complete 5-turn battle walkthrough with all combat mechanics demonstrated