PENANCE: QUICK REFERENCE

Absolution Through Steel • One-Page Reference for All Core Mechanics

"Refresh. Fight. Draw. Endure."

TURN STRUCTURE

Player Turn (4 Phases)

1. REFRESH

2. ACTION PHASE

3. DRAW PHASE

4. END TURN

SP MAXIMUM (by Casket Type)

Casket Type SP Max
Light 6 SP
Medium 5 SP
Heavy 4 SP
Assault 3 SP

Modified by destroyed Chassis (-1 SP) or Flesh Bargain (+1 SP)

COMBAT RESOLUTION (WITH DICE)

Attack Sequence

  1. Play attack card (spend SP), declare target component
  2. Calculate To-Hit Number:
    • Base: 5+ (roll 2d6 Attack Dice)
    • + Range (Short +0, Medium +1, Long +2, Extreme +3)
    • + Attacker movement (1-3 hexes +1, 4-6 +2, 7+ +3)
    • + Defender movement (1-3 hexes +1, 4-6 +2, 7+ +3)
    • + Hex-side (Front +0, Weapon +0, Flank -1, Rear -2, Shield +1)
    • + Cover (Light +1, Heavy +2)
    • + Elevation (Higher -1, Lower +1)
  3. Roll 2 Attack Dice, add values:
    • 5-6 = Hit | 7-8 = Strong Hit (+1 dmg)
    • 9 = Critical (+2 dmg, bypass 1 Def) | 10 = EXECUTION (destroy component)
    • <5 = Miss | 2 = Catastrophic Failure (weapon jams)
  4. If hit, Defender plays reactive card (optional, 0 SP)
  5. Defender rolls Defense Dice (1d6 per damage):
    • Count blocks: [SHIELD], [ABSORB] (each blocks 1 dmg)
    • Apply effects: [CRITICAL] (+1 Component Dmg), [HEAT] (+1 Heat), [PIERCE] (no reactives)
  6. Defender discards final damage (original - blocks) from hand/deck

Component Damage

COMPONENT DESTRUCTION EFFECTS

Component Effect
Right Arm Lose all Primary Weapon cards from hand
Left Arm Lose all Secondary Equipment cards
Legs Movement costs +1 SP per hex
Head -1 to ranged attacks, no Sensor Sweep
Chassis -1 SP maximum (permanent)

FACING MODIFIERS (6-HEX SYSTEM)

Hex-Side To-Hit Mod Damage Bonus Def Penalty Shield Blocks?
1 (Front) +0 +0 0 Yes
2 (Weapon) +0 +1 -1 No
3 (Flank-R) -1 +2 -2 No
4 (Rear) -2 +3 -3 No
5 (Flank-L) -1 +2 -2 No
6 (Shield) +1 +0 +1 Yes

Rotating: Free action, once per turn. 1 SP per additional rotation.

HEAT SYSTEM

Heat Zones

Heat Zone Effect
0-4 Safe None
5-9 Danger Roll Strain at start of turn
10+ Critical Auto-fail Strain

Strain Table (1d6 + Heat)

Roll Effect
1-5 +1 Heat
6-8 -1 SP this turn
9-11 Take 2 damage
12+ Component malfunction

Removing Heat

DICE QUICK REFERENCE

Attack Dice (2d6)

Symbol Value Name
[GLANCE]1GLANCE
[BLOOD]2BLOOD
[STRIKE]3STRIKE
[DOUBLE STRIKE]4DOUBLE STRIKE
[DEATH BLOW]5DEATH BLOW
[JAM]0JAM

Results: 5-6 Hit | 7-8 Strong Hit (+1) | 9 Critical (+2) | 10 EXECUTION | 2 Catastrophic Failure

Defense Dice (1d6 per damage)

Symbol Effect
[SHIELD]SHIELD - Block 1 dmg
[ABSORB]ABSORB - Block 1 dmg
[BLOOD]FLESH WOUND - Take dmg
[CRITICAL]CRITICAL - Take dmg + 1 Component Dmg
[PIERCE]PIERCE - Take dmg, no reactives
[HEAT]HEAT - Take dmg + 1 Heat

Suffering Dice (Church/Events, 1d6)

Symbol Effect
[SHIELD]DIVINE MERCY - No harm
[BLOOD]BLOOD PRICE - Discard 2
[STRIKE]ZEALOT'S FURY - Discard 1, +1 dmg all attacks
[HEAT]PENANCE - Discard 1, +1 Heat, +2 dmg next
[CRITICAL]MARTYRDOM - Discard 3, +3 dmg next
[ABSORB]ABSOLUTION - Discard 1, recover 1

TERRAIN TYPES

Terrain Movement LOS Cover Special
Clear 1 SP Yes No ...
Forest 2 SP Yes +1 Def ...
Rubble 2 SP Yes +1 Def ...
Wall Impassable BLOCKED N/A ...
Water 1 SP Yes No Remove 2 Heat/turn
Elevated 2 SP (up) Yes No +1 dmg if higher

COMMON MISTAKES

[X] Don't:

[CHECK] Do:

SAMPLE TURN (WITH DICE)

Church Confessor (6 SP, 2 Heat, 24 HP)

  1. REFRESH: 6 SP, Heat check = Safe Zone (skip)
  2. ACTION:
    • Rotate (free) → Face enemy
    • Move 2 hexes (2 SP)
    • Play Blood Offering (0 SP) → Discard 2 cards, buff active (+3 dmg)
    • Play Faithful Thrust (2 SP) → Attack for 4 dmg + 3 buff = 7 dmg
    • To-Hit: Base 5+ | Moved 2 hexes +1 = Need 6+
    • Roll: [STRIKE](3) + [DEATH BLOW](5) = 8 → Strong Hit (+1 dmg) = 8 total dmg
    • Enemy rolls 8 Defense Dice: [SHIELD][SHIELD][BLOOD][BLOOD][CRITICAL][HEAT][PIERCE][BLOOD] = 2 blocks, 1 Critical, 1 Heat
    • Final: 6 damage + 1 Component Damage to enemy
    • Pass (2 SP unused)
  3. DRAW: Draw 2 cards (hand back to 6)
  4. END: Next player's turn

Result: 22 HP remaining, enemy took 6 dmg + 1 Component Dmg + 1 Heat

"Refresh. Fight. Draw. Endure."

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