Version 3.0 Optional Rules
Advanced Tactical Mechanics • Modular Enhancement Systems
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
- Dice Pool Advantage - Replaces static modifiers with dynamic dice pools (roll 3, take 2 highest/lowest)
- Taint Exploitation - Makes Taint an active resource you can exploit offensively
- Pilot Grit - Campaign progression system tracking pilot experience and mental resilience
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
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:
- Roll 3 Attack Dice
- Discard the LOWEST die
- Add the 2 highest values together
Advantage Sources
- Flanking attack (hex-sides 3, 5)
- Rear attack (hex-side 4)
- Higher ground (1+ elevation)
- Target is Stunned/Immobilized
- Aiming (spent previous turn stationary)
- Taint Exploitation: "Exposed Weakness" (1 Taint spent)
Disadvantage: Roll 3, Take Lowest 2
When you have tactical DISADVANTAGE:
- Roll 3 Attack Dice
- Discard the HIGHEST die
- Add the 2 lowest values together
Disadvantage Sources
- Heavy cover (fortress walls, dense forest)
- Obscured target (smoke, darkness)
- Long range (7-10 hexes) or Extreme range (11+ hexes)
- Attacker moved 6+ hexes this turn
- Attacker has 5+ Heat (Danger Zone)
- Primary Weapon destroyed
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
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:
- 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
Other Taint Sources
- Taint Pulse card: All enemies within 3 hexes gain 2 Taint
- Standing in Tainted Terrain: Gain 1 Taint per turn
- Capsule Breach: Gain 3 Taint (pilot exposed)
- Church Blood Offering: Self-inflict 1 Taint for +3 damage
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)
- 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 - Spend Taint at -1 cost, but gain +1 Taint per turn
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
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)
- Starting Grit: All pilots begin at Grit 3 (average veteran)
- Minimum: Grit 0 (shell-shocked, barely functional)
- Maximum: Grit 10 (legendary, unbreakable)
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
- Capsule Breach: When pilot takes direct damage (Thread snap, neural feedback)
- Component Destroyed: When a critical component is destroyed (Right Arm, Legs)
- Ally Dies: When witnessing a fellow pilot's Casket destroyed
- High Taint: At 5-7 Taint (Danger Zone) or 8-9 Taint (Critical)
- Facing Boss: First encounter with a named boss enemy
- Severe Injury: When flipping a Severe Injury or Trauma card
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
- Survive a mission where you took 15+ damage
- Defeat a named boss enemy
- Survive with a Severe Injury for 3+ missions
- Make 5 successful Grit checks in a single mission
Lose -1 Grit
- Fail 3 Grit checks in a single mission
- Witness 2+ allied Caskets destroyed in one battle
- Suffer Trauma (PTSD, Dissociation, Madness)
- Accumulate 10+ Taint without purging
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:
- Current Grit Score (0-10)
- Missions Survived (experience counter)
- Failed Grit Checks This Mission (temporary tracker)
- Permanent Trauma Cards (reduce max Grit)
"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
- Dice Pool Advantage: Adds visceral excitement (rolling more dice is fun!)
- Taint Exploitation: Creates offensive counterplay (stack Taint → exploit it)
- Pilot Grit: Adds campaign progression (pilots grow or break over time)
Modularity
You can use ANY COMBINATION of these systems:
- Just Dice Pool: Adds drama without complexity
- Dice Pool + Taint: Tactical depth for competitive players
- All Three: Full campaign experience with progression
- None: Core Penance works perfectly without v3.0 rules
See Also
These optional systems enhance core mechanics: