Taint Exploitation System
Version 3.0 • Tactical Resource Management
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
- When you damage enemies, they accumulate Taint Markers
- YOU can spend THEIR Taint to debuff them
- THEY can spend their OWN Taint for desperate power (risk/reward)
- Creates offensive counterplay and mirrors Church's self-harm mechanics
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
- Taint Pulse card: All enemies within 3 hexes gain 2 Taint
- Void Embrace (Boss ability): All enemies gain 5 Taint
- Standing in Tainted Terrain: Gain 1 Taint per turn
- Capsule Breach: Gain 3 Taint (pilot exposed to Engine radiation)
- Failed Taint Save: Gain 1 Taint
Self-Inflicted Taint (Church Faction)
- Blood Offering: Discard 2 cards, gain 1 Taint, +3 damage next attack
- Martyrdom Ascension: Discard 3 cards, gain 2 Taint, permanent +1 damage buff
- Absolution card: Remove all Heat, recover 3 cards, gain 1 Taint
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)
- 1-2: Clawed Limb - +1 melee damage, but -1 SP max
- 3-4: Third Eye - Ignore Disadvantage from cover, but -1 Defense
- 5-6: Void Touched - Can spend Taint at -1 cost, but gain +1 Taint per turn
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
- Focus fire on 1 enemy to stack Taint (get them to 6+ Taint)
- Once high Taint, spend it aggressively (Exposed Weakness, Force Reroll, Component Vulnerability)
- Finish them before they can self-purge
"Risk/Reward" Decision
- Do I spend Taint for immediate power (Tainted Fury) or save it for Resurrection Protocol?
- Do I accept Taint for positioning (stand in Tainted Ground for better angle)?
- Do I use Church's Blood Offering (gain Taint) for alpha strike?
Church "Taint Martyr" Build
- Play Blood Offering (+1 Taint, +3 damage)
- Stand in Tainted Ground (+1 Taint per turn)
- At 7-8 Taint, spend 2 Taint on Tainted Fury (+2 damage)
- Total: +5 damage from Taint manipulation
- 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:
v3.0 Optional Rules
Full reference for Taint Exploitation, Pilot Grit, and Dice Pool systems
Designer's Notes
Why Taint Exploitation Works
- Offensive Counterplay: Not just "deal damage," but "stack Taint, then exploit it"
- Risk/Reward: Church can self-Taint for power, but risks Corruption
- Faction Asymmetry: Dwarves resist, Elves vulnerable, Ossuarium thrive, Church weaponize
- 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."