Component Damage System v3.0

AP/Structure/Pilot Exposure • Three-Layer Defense • Brutal Escalation

"Armor fails. Structure cracks. And when the chassis breaches, the pilot bleeds. Every hit brings you closer to exposure...closer to death."

Lore Context: How Caskets Work

Caskets are mechanical armored frames powered by Soulstone energy. Each Casket contains two entities:

When a Casket's armor is breached and structure fails, the pilot inside is exposed to catastrophic danger. Neural threads can snap, causing excruciating nerve damage. The Soulstone Core can rupture, releasing corrupted energy. This system models that brutal reality.

Component HP Zones (Warden Class Reference)

NOTE: These values are for the Warden (standard) Casket class. Component HP and AP zones vary by class. See the Casket Classes page for Scout (lighter armor), Vanguard (heavy armor), and Colossus (ultra-heavy armor) variants.

Each component has three defensive layers:

Component Total HP AP Zone Structure Zone Pilot Exposure Zone Destroyed
Head 8 HP 0-2 dmg 3-5 dmg 6-8 dmg 8+ dmg
Right Arm 8 HP 0-3 dmg 4-6 dmg 7-8 dmg 8+ dmg
Left Arm 8 HP 0-3 dmg 4-6 dmg 7-8 dmg 8+ dmg
Chassis 10 HP 0-3 dmg 4-7 dmg 8-10 dmg 10+ dmg
Legs 10 HP 0-3 dmg 4-10 dmg NEVER 10+ dmg

The Three Defensive Layers

Layer 1: AP (Armor Plating) Zone

The outermost defensive layer. Armor absorbs punishment without affecting Casket function or pilot safety.

AP Layer by Component:

Component AP Zone Range Thickness
Head 0-3 dmg Moderate (sensor arrays, reinforced optics)
Arms 0-3 dmg Moderate (weapon mounts)
Chassis 0-4 dmg Heavy (core armor)
Legs 0-4 dmg Heavy (structural support, load-bearing)

Layer 2: Structure Zone

Armor is compromised. Structural damage causes functional penalties but pilot remains protected.

Structure Penalties by Component:

Component Structure Zone Penalty
Head 4-5 dmg -1 to all ranged attacks (damaged sensors, cracked optics)
Right Arm 4-5 dmg -1 damage to all attacks (weapon mount misaligned)
Left Arm 4-5 dmg Shield cards -1 block value (min 0, compromised defense)
Chassis 5-6 dmg -1 SP maximum (power relay damage, reduced mobility)
Legs 5-9 dmg +1 SP per hex movement (damaged servos, 2 SP total per hex)

Layer 3: Pilot Exposure Zone (CRITICAL)

⚠ DANGER: CAPSULE BREACH IMMINENT ⚠

Structure has failed. The pilot's capsule is exposed. Shrapnel, coolant, and neural feedback threaten the pilot directly.

EVERY Component Damage taken in this zone = +1 Pilot Wound

Exposure Zones by Component:

Component Exposure Zone Risk
Head 6-8 dmg Sensor shrapnel, viewing slit breach, neural feedback → Pilot takes +1 Wound per Component Dmg. Risk of Thread Snap (head control threads).
Right Arm 6-8 dmg Thread Snap (arm control threads), ammo cook-off → Pilot takes +1 Wound per Component Dmg. Right arm threads may sever.
Left Arm 6-8 dmg Thread Snap (arm control threads), shield breach → Pilot takes +1 Wound per Component Dmg. Left arm threads may sever.
Chassis 7-10 dmg CHAMBER BREACH - Pilot's coffin exposed, Soulstone Core vulnerable → Pilot takes +1 Wound per Component Dmg. Multiple Thread Snaps possible.
Legs NEVER Legs are furthest from capsule - no pilot exposure

Component Destruction

When Component Damage reaches the destruction threshold:

Component Destroyed At Effect Special
Head 8+ dmg Cannot use Sensor cards. -1 to all ranged attacks permanently. Blind fighting
Right Arm 8+ dmg All Primary Weapon cards → SCRAP. Cannot play Primary Weapon cards. Disarmed
Left Arm 8+ dmg All Secondary Equipment cards → SCRAP. Cannot use shields or offhand. No defense
Chassis 10+ dmg CATASTROPHIC FAILURE: -1 SP max permanently. Pilot takes +3 Wounds! Roll ejection save (1d6, on 1-2 take +2 more Wounds). Soulstone Core exposed (can be targeted directly). Near-death
Legs 10+ dmg Movement costs +2 SP per hex (3 SP total). Cannot Sprint. Immobilized in difficult terrain. Crippled

SCRAP Card Mechanic

When a component is destroyed, equipment cards associated with that component become "SCRAP".

What is SCRAP?

Salvage Action (0 SP)

You can salvage SCRAP for temporary advantage:

SALVAGE (0 SP, Free Action)

Example:

  1. Your Right Arm is destroyed → All 12 Primary Weapon cards become SCRAP
  2. You draw 4 SCRAP cards in your hand (dead draws)
  3. Play Salvage twice (0 SP each) → Discard 4 SCRAP, draw 2 new cards
  4. Hope to draw Universal cards or Secondary Equipment to stay in the fight

"Strip the wreckage. Tear apart dead limbs. Two broken parts might hide one working piece."

Component Targeting

Attackers must declare which component they're targeting BEFORE rolling attack dice.

Method A: Tactical Targeting (RECOMMENDED)

Attacker chooses component:

Method B: Random Hit Location (Chaotic)

Roll 1d6 for hit location:

Roll Component Notes
1 Head Moderate (8 HP), sensor-rich target
2 Left Arm Moderate (8 HP), shield side
3 Right Arm Moderate (8 HP), weapon side
4-5 Chassis Center mass (10 HP), most likely hit
6 Legs Durable (10 HP), no pilot exposure

Method C: Card-Specified Targeting

Some cards have built-in targeting:

How Component Damage Accumulates

Sources of Component Damage:

1. Equipment Cards Discarded

When you discard equipment cards due to damage, component damage is dictated by the card type:

Why this matters: Primary Weapon cards damage any targeted component (Head, Arms, Chassis, Legs). Shield/Offhand cards only damage the Left Arm when it's the target, representing the dedicated shield mount on that limb.

2. Defense Dice CRITICAL Symbols (⚔)

When rolling Defense Dice, CRITICAL (⚔) symbols bypass AP:

3. Special Attack Effects

Some cards add Component Damage directly:

Example Combat Scenario

Setup:

Turn Sequence:

Step 1: Declare Attack

Ironclad plays "Hammer Strike" (6 damage), targets Head

Step 2: Roll Attack Dice

Rolls: [DEATH BLOW] (5) + [STRIKE] (3) = 8 total → Strong Hit (+1 damage)

Final damage: 6 base + 1 (Strong Hit) = 7 damage

Step 3: Roll Defense Dice

Confessor rolls 7 Defense Dice:

Step 4: Discard Damage

Confessor discards 6 cards:

Step 5: Calculate Total Component Damage

Step 6: Apply Zone Effects

"The head exploded. Sensor shards pierced the viewing slit. The pilot's face was cut by shrapnel. Neural threads sparked and severed...feedback burned through their fingertips. Three Wounds in one brutal strike. The Confessor screamed inside their coffin."

Strategic Implications

Offensive Tactics:

Defensive Tactics:

Component Priority Matrix:

Attacking Target Why
Heavy hitter Right Arm Disarm their weapons (8 HP, reachable)
Fast skirmisher Legs Immobilize, prevent escape (10 HP, no pilot exposure)
Assassin Head → Chassis Blind them (8 HP), then breach capsule (10 HP)
Tank buster Chassis Direct pilot kill (10 HP, Exposure at 7+, +3 Wounds at 10+)

Quick Reference Table

Component HP AP Structure Effect Exposure Destroyed
Head 8 0-3 4-5: -1 ranged 6-8: +1 Wound/dmg 8+: Blind, -1 ranged permanent
R.Arm 8 0-3 4-5: -1 dmg all attacks 6-8: +1 Wound/dmg 8+: Primary → SCRAP
L.Arm 8 0-3 4-5: Shields -1 block 6-8: +1 Wound/dmg 8+: Secondary → SCRAP
Chassis 10 0-4 5-6: -1 SP max 7-10: +1 Wound/dmg 10+: +3 Wounds! Ejection save
Legs 10 0-4 5-9: +1 SP/hex move NEVER 10+: +2 SP/hex, no Sprint
"Armor fails. Structure cracks. The pilot bleeds. This is how Caskets die...layer by layer, wound by wound, until nothing remains but scrap and silence."

See Also

Component Damage connects to other critical systems:

Combat System

How Defense Dice CRITICAL symbols and discarded Primary Weapon cards trigger component damage

→ Read Combat Rules

SCRAP Cards

What happens when components are destroyed: SCRAP cards replace equipment

→ Read SCRAP Rules

Range & Flanking

Rear and flank attacks make it easier to destroy enemy components

→ Read Range Rules

Taint Exploitation

Spend 3 Taint to inflict +1 Component Damage (optional v3.0 rule)

→ Read Optional Rules

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