v3.0 OPTIONAL MECHANICS

Version 3.0 Optional Rules

Advanced Tactical Mechanics • Modular Enhancement Systems

"The core rules teach you to survive. These rules teach you to master the art of war."

Overview

Version 3.0 introduces three optional mechanics for enhanced tactical depth. Each system is modular...use one, two, all three, or none. They integrate seamlessly with Penance's core combat without requiring complete rewrites.

The Three Systems

Recommended Use: Start with Dice Pool Advantage (adds visceral feel), then add Taint Exploitation (tactical depth), then Pilot Grit (campaign progression).

System 1: Dice Pool Advantage

Replaces Static Modifiers with Dynamic Dice Pools

"Three dice. Two kept. One discarded. The difference between glory and a shallow grave."

Core Mechanic

Instead of adding +1 or +2 to your target number, you roll extra dice and take the highest or lowest results. This creates more dramatic swings in combat and makes every attack feel more exciting.

Base Roll: 2 Attack Dice

Standard attack (no modifiers): Roll 2 Attack Dice, add both values together, compare to target number (usually 5+).

Advantage: Roll 3, Take Highest 2

When you have tactical ADVANTAGE:

Advantage Sources

Disadvantage: Roll 3, Take Lowest 2

When you have tactical DISADVANTAGE:

Disadvantage Sources

Critical Advantage/Disadvantage

Critical Advantage (2+ sources): Roll 4 dice, discard 2 lowest, take 2 highest
Critical Disadvantage (2+ sources): Roll 4 dice, discard 2 highest, take 2 lowest

Cancellation

Advantage and Disadvantage cancel 1-for-1. If you have 2 Advantages and 1 Disadvantage, you have net +1 Advantage (roll 3, take 2 highest).

Probability Impact

Dice Pool Strong Hit (7+) EXECUTION (10)
Straight Roll (2d6) ~42% ~2.8%
Advantage (3d6, take 2 highest) ~59% (+17%) ~5.1% (nearly double!)
Critical Advantage (4d6, take 2 highest) ~68% ~8.5% (triple!)
Disadvantage (3d6, take 2 lowest) ~26% (-16%) ~0.5%

Perfect tactical positioning (Critical Advantage) triples your chance of EXECUTION attacks!

System 2: Taint Exploitation

Blood Marker-Inspired Tactical Resource Management

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

Core Concept

Taint is no longer just a threshold (0-10 scale, hit 10 = Corruption). It's now an active battlefield mechanic you can exploit:

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

Other Taint Sources

Taint Threshold (Corruption Risk)

Taint Level Status Effects
0-4 Taint Safe No penalties
5-7 Taint Danger Zone Enemies can exploit; -1 Pilot Grit; 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 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.

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

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.

Cost Effect Risk
2 Taint TAINTED FURY
+2 damage to next attack
Gain 1 Heat
3 Taint IGNORE PAIN
Reduce next damage taken by 3
Gain 1 Heat
1 Taint VOID STEP
Move 2 hexes (0 SP)
Gain 1 Heat
4 Taint THERMAL PURGE
Remove ALL Heat, ignore Strain
-1 SP max (mission)
5 Taint RESURRECTION (Once/battle)
Reshuffle at 0 HP, return with 10 cards
Flip 2 Wounds

Corruption Table

When you fail Corruption Save at 10+ Taint (rolled 1-3), roll 1d6:

d6 Result Effect
1-2 PUPPET OF THE ENGINE Enemy controls your Casket for 1 turn. Reset to 5 Taint after
3-4 TAINT NOVA 3d6 damage to all within 3 hexes (including allies). You take 6 damage. Reset to 0 Taint
5-6 MUTATION Flip 1 Severe Injury. Gain permanent mutation (roll 1d6). Reset to 5 Taint

Mutation Table (1d6)

Faction Interactions

Faction Taint Interaction
Church of Absolution WANTS Taint for martyrdom. Corruption Save 3+ (resistant). Can self-inflict via Blood Offering
Dwarven Forge-Guilds Rune-warded: Gain Taint at half rate. Cannot be exploited until 8+ Taint. Cannot spend own Taint
The Ossuarium "Death's Patience": Resist Taint penalties until 5+ Taint. "Decay Aura": Enemies within 3 hexes gain 1 Taint/turn
Elven Verdant Covenant Vulnerable: Gain Taint at DOUBLE rate. "Regeneration" removes 1 Taint. Corruption Save 5+ in Forests only

System 3: Pilot Grit

Campaign Progression • Mental Resilience • Experience Tracking

"Grit is not given. It is earned. In blood. In pain. In refusing to break when the universe demands it."

Core Concept

Pilot Grit represents a pilot's mental toughness, combat experience, and resistance to psychological trauma. It's a campaign-only mechanic that tracks how hardened your pilot becomes through repeated battles.

Grit Score (0-10)

Grit Checks

When you face mental trauma, roll 1d6. If you roll UNDER your Grit score, you resist the effect. If you roll EQUAL TO OR OVER, you suffer the consequence.

Example:

Pilot has Grit 5
Capsule breached → Make Grit check
Roll 1d6: [4] → Success (4 < 5)
Pilot resists panic, continues fighting

When to Make Grit Checks

Grit Modifiers

Grit Score Mental State Effects
0-2 Shell-Shocked -1 SP max, cannot gain Advantage, Disadvantage on all checks
3-4 Green No modifiers (starting baseline)
5-6 Veteran +1 to resist Taint corruption checks
7-8 Hardened +1 to Grit checks, immune to first Capsule Breach per mission
9-10 Unbreakable Auto-succeed all Grit checks except Critical Trauma

Gaining & Losing Grit

Gain +1 Grit

Lose -1 Grit

Integration with Other Systems

With Taint Exploitation

Danger Zone (5-7 Taint): -1 to Grit checks
Critical (8-9 Taint): -2 to Grit checks
High Grit (7+): +1 to resist Taint Corruption

With Dice Pool Advantage

Grit affects resistance rolls, not Attack Dice. However, Shell-Shocked pilots (Grit 0-2) suffer Disadvantage on ALL checks.

Campaign Tracking

Track Pilot Grit on your campaign sheet alongside:

"The difference between a veteran and a corpse is not skill. It's the refusal to break."

Designer's Notes

Why These Systems Work Together

  1. Dice Pool Advantage: Adds visceral excitement (rolling more dice is fun!)
  2. Taint Exploitation: Creates offensive counterplay (stack Taint → exploit it)
  3. Pilot Grit: Adds campaign progression (pilots grow or break over time)

Modularity

You can use ANY COMBINATION of these systems:

"The core game is a knife. These rules are a whetstone. Use them if you want a sharper edge."

See Also

These optional systems enhance core mechanics:

Dice Pool Advantage

Complete rules for Advantage/Disadvantage dice mechanics

→ Read Dice Pool Rules

Taint Exploitation

Complete rules for Taint as tactical resource

→ Read Taint Rules

Pilot Grit (Campaign)

Veteran progression system for long-term campaigns

→ Read Grit Rules

Core Combat System

Return to base rules without optional systems

→ Read Combat Rules

Core Combat System | Return to Codex Home