PENANCE: QUICK REFERENCE
Absolution Through Steel • One-Page Reference for All Core Mechanics
"Refresh. Fight. Draw. Endure."
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TURN STRUCTURE
Player Turn (4 Phases)
1. REFRESH
- Restore SP to maximum
- If Heat 5+: Roll Strain (1d6 + Heat)
2. ACTION PHASE
- Play cards (costs SP)
- Move (1 SP per hex)
- Rotate facing (free, once per turn)
- Continue until out of SP or pass
3. DRAW PHASE
- Draw to hand size 6
- If deck empty: Reshuffle + add 1 Damage card
4. END TURN
- Resolve end-of-turn effects
- Next player goes
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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)
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COMBAT RESOLUTION (WITH DICE)
Attack Sequence
- Play attack card (spend SP), declare target component
- 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)
- 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)
- If hit, Defender plays reactive card (optional, 0 SP)
- 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)
- Defender discards final damage (original - blocks) from hand/deck
Component Damage
- Primary Weapon cards discarded → +1 Component Damage
- Defense Dice [CRITICAL] → +1 Component Damage
- 3 Component Damage = Component Destroyed
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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) |
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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.
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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
- Emergency Vent card (2 SP): Remove 3 Heat
- Water hexes: Remove 2 Heat per turn
- Pass entire turn: Remove 1 Heat
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DICE QUICK REFERENCE
Attack Dice (2d6)
| Symbol | Value | Name |
|---|---|---|
| [GLANCE] | 1 | GLANCE |
| [BLOOD] | 2 | BLOOD |
| [STRIKE] | 3 | STRIKE |
| [DOUBLE STRIKE] | 4 | DOUBLE STRIKE |
| [DEATH BLOW] | 5 | DEATH BLOW |
| [JAM] | 0 | JAM |
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 |
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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 |
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COMMON MISTAKES
[X] Don't:
- Draw cards during Action Phase (only Draw Phase)
- Discard from hand when damaged (discard from DECK)
- Stack cover bonuses (max +1 Defense from cover)
- Attack targets outside your front 180° arc
- Forget to roll Strain at 5+ Heat
[CHECK] Do:
- Rotate before attacking rear targets (free action)
- Use reactive cards to mitigate damage
- Track Component Damage separately per component
- Add Damage card when reshuffling deck
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SAMPLE TURN (WITH DICE)
Church Confessor (6 SP, 2 Heat, 24 HP)
- REFRESH: 6 SP, Heat check = Safe Zone (skip)
- 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)
- DRAW: Draw 2 cards (hand back to 6)
- 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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