Component Damage System v3.0
AP/Structure/Pilot Exposure • Three-Layer Defense • Brutal Escalation
Lore Context: How Caskets Work
Caskets are mechanical armored frames powered by Soulstone energy. Each Casket contains two entities:
- The Pilot (Living Human): Strapped into a coffin-like chamber inside the Casket's chassis, arms crossed, viewing the world through a narrow armored slit. Ten neural threads pierce through their fingertips into bone, allowing them to control the Casket like a puppeteer controlling a marionette.
- The Bound Soul (Power Source): A human soul trapped inside a Soulstone Core mounted on the Casket's back. This soul provides bioelectric energy to power hydraulics, servos, and systems. The soul screams silently inside the crystal, slowly degrading as it's fed fragments of other souls during refinement.
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.
- No penalties while in AP Zone - Armor is doing its job
- Casket functions normally
- Pilot is safe inside the capsule
- Example: Head with 0-2 Component Damage = AP intact
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?
- Destroyed equipment cards remain in your deck as "SCRAP"
- SCRAP cards do nothing when played (blank, useless)
- BUT they still count as Casket HP - can absorb damage
- Represents broken weapon parts, shattered armor plates, dead machinery
Salvage Action (0 SP)
You can salvage SCRAP for temporary advantage:
SALVAGE (0 SP, Free Action)
- Discard 2 SCRAP cards from hand → Draw 1 card
- Rip apart dead machinery to find something useful
- High cost, but desperate times call for desperate measures
- Can do multiple times per turn if you have enough SCRAP in hand
Example:
- Your Right Arm is destroyed → All 12 Primary Weapon cards become SCRAP
- You draw 4 SCRAP cards in your hand (dead draws)
- Play Salvage twice (0 SP each) → Discard 4 SCRAP, draw 2 new cards
- 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:
- Head (8 HP) - Target sensors, blind them
- Right Arm (8 HP) - Disarm primary weapon
- Left Arm (8 HP) - Strip shields
- Chassis (10 HP) - Go for the kill, risk pilot wounds
- Legs (10 HP) - Immobilize, no pilot exposure
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:
- "Leg Sweep" - Always targets Legs
- "Headshot" - Always targets Head
- "Disarm" - Always targets Right Arm
- "Core Breach" - Always targets Chassis
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:
- Primary Weapon cards discarded = +1 Component Damage to the targeted component
- Shield/Offhand cards discarded = +1 Component Damage ONLY if targeting Left Arm
- Accessory cards discarded = No Component Damage (utility equipment)
- You choose: discard from hand OR deck (tactical choice)
- Discarding from hand = lose tactical options but control what's lost
- Discarding from deck = keep hand but risk equipment cards randomly
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:
- Each (⚔) symbol = +1 Component Damage directly to Structure
- Bypasses AP layer entirely!
- Goes straight to Structure or Pilot Exposure zone
- Cannot be blocked by reactive cards
3. Special Attack Effects
Some cards add Component Damage directly:
- Critical Hit (9 on Attack Dice) - +2 damage, bypass 1 Defense
- EXECUTION (10 on Attack Dice) - Auto-destroy 1 Component
- Church cards with "Ignore Armor" - Skip AP layer
Example Combat Scenario
Setup:
- Attacker: Dwarven Ironclad
- Defender: Church Confessor (Head currently at 5 Component Damage - Structure Zone)
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:
- Result: [SHIELD] [BLOOD] [BLOOD] [CRITICAL ⚔] [CRITICAL ⚔] [HEAT] [PIERCE]
- 1 Shield block → Reduce to 6 damage
- 2 Critical symbols (⚔⚔) → +2 Component Damage (bypasses AP!)
- 1 Heat → +1 Heat
Step 4: Discard Damage
Confessor discards 6 cards:
- Chooses to discard: 3 from hand (2× Primary Weapon "Penitent Blade", 1 Universal)
- Discards: 3 from deck (random)
- 2 Primary Weapon cards discarded → +2 Component Damage
Step 5: Calculate Total Component Damage
- Head was at: 5 Component Damage (Structure Zone, -1 ranged attacks)
- This attack adds:
- +2 from Critical symbols (⚔⚔)
- +2 from discarded Primary Weapon cards
- New total: 5 + 2 + 2 = 9 Component Damage to Head
Step 6: Apply Zone Effects
- Head now at 9 Component Damage
- Head Pilot Exposure Zone is 6-8 dmg
- Head Destroyed threshold is 8+ dmg
- Result:
- Head is DESTROYED (8+ threshold reached)
- Cannot use Sensor cards, -1 to all ranged attacks permanently
- Pilot Exposure triggered at 6-8 dmg: +3 Pilot Wounds (6→7, 7→8, 8→9)
- Total Pilot Wounds from this attack: 3 Wounds!
Strategic Implications
Offensive Tactics:
- Target Arms for disabling - Right/Left Arms (8 HP each) to strip weapons/shields
- Aim for Exposure Zones - Chassis at 7+ dmg = every hit wounds pilot
- Disarm before finishing - Destroy Right Arm first, then go for Chassis kill
- Use Critical-heavy attacks - Defense Dice (⚔) bypass AP entirely
Defensive Tactics:
- Spread damage across components - Don't let one component enter Exposure
- Protect Chassis at all costs - Chassis breach = +3 Wounds + ejection save
- Discard from deck to save Primary cards - Keep weapons in hand, risk random loss
- Cannibalize SCRAP aggressively - Cycle dead cards to find useful ones
- Retreat when in Exposure Zone - One more hit = multiple Pilot Wounds
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 |
See Also
Component Damage connects to other critical systems:
Combat System
How Defense Dice CRITICAL symbols and discarded Primary Weapon cards trigger component damage
SCRAP Cards
What happens when components are destroyed: SCRAP cards replace equipment
Range & Flanking
Rear and flank attacks make it easier to destroy enemy components
Taint Exploitation
Spend 3 Taint to inflict +1 Component Damage (optional v3.0 rule)