v3.0 OPTIONAL MECHANIC

Taint Exploitation System

Version 3.0 • Tactical Resource Management

"The Engine whispers. Some hear power. Some hear madness. The wise hear both."

Overview

System that makes Taint a tactical resource that can be exploited offensively. Previously, Taint was just a threshold (0-10 scale, hit 10 = Corruption). Now it's an active battlefield mechanic.

Core Concept

Gaining Taint Markers

Damage-Based Taint

When you take damage, gain 1 Taint Marker per 3 damage dealt (round down).

Example:

Enemy deals 8 damage to you
8 ÷ 3 = 2.67 → Round down = 2 Taint Markers gained

Event-Based Taint

Self-Inflicted Taint (Church Faction)

Taint Threshold (Corruption Risk)

Taint Level Status Effects
0-4 Taint Safe No penalties
5-7 Taint Danger Zone Enemies can exploit Taint; -1 Pilot Grit checks; Cannot heal
8-9 Taint Critical -1 SP max; +1 Heat generation; Enemy attacks have Advantage
10+ Taint CORRUPTED Roll 1d6: 4+ resist, 1-3 roll on Corruption Table

Offensive Taint Exploitation

YOU Can Spend THEIR Taint

When attacking an enemy with Taint Markers, you may spend their Taint for offensive bonuses BEFORE rolling Attack Dice.

Exploitation Options

Cost Effect Timing
1 Taint EXPOSED WEAKNESS
Gain Advantage on this attack (roll 3 Attack Dice, take 2 highest)
Before rolling Attack Dice
2 Taint FORCE REROLL
Force target to reroll up to 2 successful Defense Dice
After Defense roll
1 Taint HEAT SPIKE
Target gains +1 Heat immediately
Any time on your turn
3 Taint COMPONENT VULNERABILITY
This attack deals +1 Component Damage
Before rolling Attack Dice
4 Taint NEURAL DISRUPTION
Target cannot play Reactive cards against this attack
Before rolling Attack Dice
5 Taint TAINT OVERLOAD
Target immediately flips 1 Pilot Wound card
Any time on your turn

Exploitation Example:

Enemy Dwarven Ironclad has 6 Taint Markers
You're attacking with Faithful Thrust (4 damage)

1. Spend 1 Taint → Gain Advantage (roll 3, take 2 highest)
2. Roll: (3) + (5) + (0) → Keep 3+5 = 8 (Strong Hit!)
3. Enemy rolls Defense: → 2 blocks
4. Spend 2 more Taint → Force Reroll on 2 blocks
5. Enemy rerolls: → No blocks!
Final: 5 damage dealt, spent 3 of their 6 Taint

Defensive Taint Exploitation

THEY Can Spend THEIR OWN Taint

When YOU have Taint Markers, you may spend them for desperate power. BUT: This increases your Corruption risk.

Desperate Power Options

Cost Effect Risk
2 Taint TAINTED FURY
+2 damage to next attack this turn
Gain 1 Heat
3 Taint IGNORE PAIN
Reduce next damage taken by 3 (before Defense roll)
Gain 1 Heat
1 Taint VOID STEP
Move 2 hexes (costs 0 SP)
Gain 1 Heat
4 Taint THERMAL PURGE
Remove ALL Heat, ignore Strain roll this turn
Permanent -1 SP max (until end of mission)
5 Taint RESURRECTION PROTOCOL (Once per battle)
When Casket HP reaches 0, reshuffle discard and return with 10 cards
Pilot flips 2 Wound cards

Corruption Table

When you fail Corruption Save (rolled 1-3), roll 1d6:

d6 Result Effect
1-2 PUPPET OF THE ENGINE Enemy controls your Casket for 1 full turn. After, return to control at 5 Taint
3-4 TAINT NOVA Explode in Engine energy: 3d6 damage to all within 3 hexes (including allies). You take 6 damage. Reset to 0 Taint
5-6 MUTATION Pilot flips 1 Severe Injury immediately. Casket gains permanent mutation (roll 1d6 for type). Reset to 5 Taint

Mutation Table (1d6)

Faction Interactions with Taint

Faction Taint Interaction
Church of Absolution Martyrdom Theme: Church WANTS Taint for self-sacrifice. Corruption Save 3+ (more resistant). Can self-inflict Taint via Blood Offering
Dwarven Forge-Guilds Rune-Warded: Gain Taint at half rate (6 damage = 1 Taint). Cannot be exploited until 8+ Taint. Cannot spend own Taint (rune-locked)
The Ossuarium Corruption Masters: "Death's Patience": Resist Taint penalties until 5+ Taint. "Decay Aura": Enemies within 3 hexes gain 1 Taint/turn. Corruption Save 5+ (very resistant)
Elven Verdant Covenant Nature vs Corruption: Gain Taint at DOUBLE rate (3 damage = 2 Taint). "Regeneration" removes 1 Taint. Corruption Save 5+ only in Forest terrain

Strategic Depth

"Taint Bomb" Strategy

  1. Focus fire on 1 enemy to stack Taint (get them to 6+ Taint)
  2. Once high Taint, spend it aggressively (Exposed Weakness, Force Reroll, Component Vulnerability)
  3. Finish them before they can self-purge

"Risk/Reward" Decision

Church "Taint Martyr" Build

  1. Play Blood Offering (+1 Taint, +3 damage)
  2. Stand in Tainted Ground (+1 Taint per turn)
  3. At 7-8 Taint, spend 2 Taint on Tainted Fury (+2 damage)
  4. Total: +5 damage from Taint manipulation
  5. Risk: You're at 5-6 Taint after spending, vulnerable to enemy exploitation

Integration with Other v3.0 Systems

See Also

Taint Exploitation integrates with these systems:

Dice Pool Advantage

"Exposed Weakness" (1 Taint) grants Advantage on attacks

→ Read Dice Pool Rules

Component Damage

Spend 3 Taint to inflict +1 Component Damage

→ Read Component Rules

Combat System

Taint accumulates via damage: 1 Taint per 3 damage dealt

→ Read Combat Rules

v3.0 Optional Rules

Full reference for Taint Exploitation, Pilot Grit, and Dice Pool systems

→ Read Optional Rules

Designer's Notes

Why Taint Exploitation Works

  1. Offensive Counterplay: Not just "deal damage," but "stack Taint, then exploit it"
  2. Risk/Reward: Church can self-Taint for power, but risks Corruption
  3. Faction Asymmetry: Dwarves resist, Elves vulnerable, Ossuarium thrive, Church weaponize
  4. Tactical Depth: Markers create offensive/defensive dynamics and strategic decision points

Design Philosophy

Taint as Resource: Represents Engine corruption accumulation (not direct damage). Can be spent offensively (by enemies to debuff you) or defensively (by yourself for power). Threshold-based system: Reach 10 = Corruption risk. Persistent across reshuffles (corruption is permanent until exploited).

"Corruption is not the end. It is the beginning of something far worse."

Dice Pool Advantage | Pilot Grit | Return to Codex Home