Tutorial Scenario: The Price of Power
| Type | Solo Tutorial / 1v1 Demo |
|---|---|
| Difficulty | Beginner (Advanced Mechanics Introduction) |
| Playtime | 30-45 minutes |
| Teaches | Soulstone Energy tracking, Thread Snap damage, Taint accumulation, Energy management |
| Prerequisites | Must understand basic combat (Scenario #1: The Proving Grounds recommended) |
Tutorial Overview
This tutorial introduces two critical campaign systems: Soulstone Energy (the fuel that powers your Casket) and Neural Thread Snap (damage to your pilot's control interface). Unlike the core combat scenarios, this tutorial simulates a complete mission arc...from deployment through combat to post-mission recovery.
You'll learn how to manage Energy consumption during movement and attacks, track Taint accumulation from Soulstone refinement, handle Thread Snap damage that disables limb functions, and make difficult choices about resource conservation versus tactical aggression.
Important: This scenario uses reduced numbers for tutorial clarity. Campaign missions typically last 5-10 rounds with 10-30 Energy consumption. This tutorial uses 3-4 rounds with 20-40 Energy to teach the core concepts quickly.
Setup
Materials Needed
- 1 Casket miniature (any faction)
- 2 Enemy miniatures (training dummies or basic enemies)
- Standard deck (10 Universal + 6 Faction Core + Equipment = 26+ cards)
- Energy tracker (paper, tokens, or dice to track 0-100 pool)
- Thread tracker (record sheet for 10 threads, see below)
- Taint tracker (track 0-10 Taint)
- 6×6 hex grid (small tutorial map)
Starting Conditions
| Resource | Starting Value | Notes |
|---|---|---|
| Soulstone Energy | 40/100 | Partially depleted from previous mission (tutorial purposes) |
| Taint | 2/10 | Pilot already has minor corruption from past Soulstone use |
| Neural Threads | 10/10 intact | All threads functional at mission start |
| HP | 30/30 | Full health |
| Starting Hand | 5 cards | Standard draw |
Energy Tracker (Start of Mission)
Tutorial Walkthrough
Step 1: Understanding Energy Consumption
Your Casket's movements and actions consume Energy from the Soulstone Core. This simulates the trapped soul's bioelectric output powering your hydraulics.
Energy Costs (Tutorial Values)
| Action | Energy Cost | Notes |
|---|---|---|
| Start of Round (Passive) | -2 Energy | Systems maintenance, life support |
| Move 1 hex | -1 Energy | Per hex moved (hydraulics) |
| Attack action | -2 Energy | Per attack card played (servos, targeting) |
| High-SP ability (4+ SP) | -3 Energy | Power-intensive moves |
| End of Round (Passive) | -1 Energy | Idle power draw |
Critical Rule: If Energy reaches 0, your Casket becomes Disabled. You can still act (using emergency reserves) but all actions cost +1 SP and you gain +1 Taint per round.
Practice Exercise
Your Turn 1: Move 2 hexes forward toward Enemy Dummy #1. Play 1 attack card (5 damage).
- Start of Round: 40 - 2 = 38 Energy
- Move 2 hexes: 38 - 2 = 36 Energy
- 1 Attack: 36 - 2 = 34 Energy
- End of Round: 34 - 1 = 33 Energy
Result: You dealt 5 damage to the dummy and consumed 7 Energy this round. At this rate, you have approximately 4-5 rounds before reaching critical Energy levels.
Step 2: Thread Snap Damage
When your Casket takes 10+ damage in a single hit, there's a risk of severing one of the 10 neural threads drilled into your pilot's fingertips. This disables specific functions.
Thread Snap Mechanic
- When you take 10+ damage from a single attack, roll 1d6
- On 5-6: One thread snaps (roll 1d10 to determine which thread)
- The corresponding function becomes disabled until repaired
Thread Function Map
| 1d10 Roll | Thread | Function Disabled | Gameplay Effect |
|---|---|---|---|
| 1 | Right Thumb | Right hand grip | Cannot use right-hand weapon |
| 2 | Right Index | Right trigger control | Ranged weapons -2 damage |
| 3 | Right Middle | Right arm stability | Melee attacks -1 damage |
| 4 | Right Ring | Right shoulder joint | Cannot use shields |
| 5 | Right Pinky | Right hand dexterity | Equipment swap costs +1 SP |
| 6 | Left Thumb | Left hand grip | Cannot use left-hand weapon |
| 7 | Left Index | Movement coordination | Movement costs +1 SP per hex |
| 8 | Left Middle | Balance control | Knocked prone on any 6+ damage hit |
| 9 | Left Ring | Left leg actuator | Cannot Sprint (movement max 2 hexes/turn) |
| 10 | Left Pinky | Sensor suite | Cannot see enemies beyond Range 3 |
Practice Exercise
Enemy Turn 1: Enemy Dummy #1 attacks you with a heavy blow for 12 damage.
- Damage taken: 12 ≥ 10, so Thread Snap check required
- Roll 1d6: Result = 6 (Thread snaps!)
- Roll 1d10: Result = 7 (Left Index Thread)
- Effect: Movement coordination disabled. Movement costs +1 SP per hex
All threads intact
Thread severed!
Move +1 SP/hex
New HP: 30 - 12 = 18 HP
Status: 9 intact threads, 1 severed thread
Penalty: All movement costs +1 SP per hex (you're limping)
Step 3: Field Repairs vs. Pushing Forward
Now you face a critical tactical decision: spend time repairing the severed thread, or push forward with the disability?
Option A: Field Repair (Temporary Fix)
- Action: Spend 1 full turn performing emergency reconnection
- Cost: Cannot move or attack this turn, -5 Energy
- Check: Roll 1d6. On 4+, thread temporarily restored (lasts until end of mission)
- Benefit: Function restored for this mission
- Risk: On 1-3, repair fails and you wasted a turn
Option B: Push Forward (Accept Penalty)
- Action: Continue fighting with severed thread
- Cost: Permanent penalty until settlement phase repair
- Benefit: No turn wasted
- Risk: Mobility hindered, may worsen in future hits
Decision Point
Your Turn 2: What do you do?
Repair Attempt
Safe but slow. Guarantees you can retreat if needed. Costs a turn + 5 Energy.
Aggressive Advance
Risky but maintains pressure. Movement hindered but attacks unaffected.
Tutorial Recommendation: Attempt field repair to learn the mechanic. Roll 1d6.
- Energy cost: 33 - 2 (start) - 5 (repair) - 1 (end) = 25 Energy
- Roll result: 5 (Success! Thread temporarily restored)
- Status: Left Index thread functional until end of mission
Repair successful! You spent a turn and 8 Energy, but your movement is restored. However, you'll need permanent repair (50 Credits + 1 week) in the settlement phase or the thread will be severed again.
Step 4: Energy Crisis Management
Current Status: 25 Energy, 18 HP, all threads functional (1 temporary). Enemy Dummy #2 is still active.
Your Energy is now in the danger zone (below 30). You have approximately 3-4 actions before hitting critical levels. Time to make hard choices.
Crisis Decision Tree
| Choice | Energy Cost | Outcome | Risk |
|---|---|---|---|
| Conservative: Retreat and disengage | ~8 Energy (move + defend) | Survive but mission incomplete | Low |
| Aggressive: All-in attack | ~12 Energy (move + 2 attacks) | Defeat enemy but risk depletion | High |
| Tactical: Single decisive strike | ~7 Energy (positioning + 1 strong attack) | Balanced approach | Medium |
Tutorial Path: Tactical Strike
Your Turn 3: Move 1 hex into optimal position. Play your strongest attack card (8 damage, 3 SP cost = -3 Energy).
- Start of Round: 25 - 2 = 23 Energy
- Move 1 hex: 23 - 1 = 22 Energy
- Strong Attack (3 SP): 22 - 3 = 19 Energy
- End of Round: 19 - 1 = 18 Energy
Result: You dealt 8 damage to Enemy Dummy #2 (defeated!). Mission objective complete.
Mission Complete - Final Energy
Mission Success... Barely: You completed the objective but consumed 22 Energy (40 → 18). Your Casket is running on fumes. You MUST refine Soulstone Shards before the next mission.
Step 5: Post-Mission Choices (Settlement Phase)
You return to settlement with 18 Energy remaining and 1 temporarily-repaired thread that needs permanent fixing. The settlement phase forces difficult resource management decisions.
Your Resources
- Energy: 18/100 (needs 30-50 to safely do next mission)
- Taint: 2/10 (still relatively clean)
- Credits: 100 (limited funds)
- Soulstone Shards (Loot): 2× T1 Shards, 1× T2 Fragment
- Damaged Thread: Left Index (temporary repair will fail next mission)
Refinement Options
| Option | Energy Restored | Taint Gained | Cost | Result |
|---|---|---|---|---|
| Consume 2× T1 Shards | +10 Energy (→28) | +2 Taint (→4) | 2 T1 Shards | Still low Energy |
| Consume 1× T2 Fragment | +15 Energy (→33) | +2 Taint (→4) | 1 T2 Fragment | Minimal safety margin |
| Consume ALL Shards | +25 Energy (→43) | +4 Taint (→6) | All loot | Safe Energy, rising Taint |
| Skip refinement | +0 Energy (→18) | +0 Taint (→2) | Free | Critical risk next mission |
Thread Repair Options
| Option | Cost | Time | Result |
|---|---|---|---|
| Permanent Repair | 50 Credits | 1 week downtime | Thread fully restored |
| Skip Repair | 0 Credits | 0 time | Thread severed at start of next mission |
The Dilemma
You have 100 Credits. Repairing the thread costs 50 Credits (half your budget). But you also need to save funds for equipment, injuries, and future emergencies.
Safe Choice
Refine ALL shards (43 Energy, 6 Taint)
Repair thread (50 Credits)
Result: 50 Credits left, ready for next mission
Risky Choice
Refine T2 only (33 Energy, 4 Taint)
Skip repair (save 50 Credits)
Result: 100 Credits saved, but start next mission with severed thread
Tutorial Recommendation: Safe Choice
Final Status After Settlement Phase:
- Energy: 43/100 (safe for next mission)
- Taint: 6/10 (approaching danger zone)
- Credits: 50 (tight budget)
- Threads: 10/10 intact (fully repaired)
Lesson Learned: You survived the mission but paid the price...consuming all your Soulstone loot and half your Credits just to maintain operational status. This is the harsh economy of campaign mode.
Key Takeaways
| System | Core Lesson |
|---|---|
| Energy Management | Every action has a cost. Aggressive play drains Energy faster. Budget your resources across the entire mission, not just individual turns. |
| Thread Snap | High-damage hits create cascading penalties. Field repairs are risky but worth attempting. Permanent repairs are expensive but necessary. |
| Taint Accumulation | Refining Soulstones is mandatory for survival, but each refinement corrupts your pilot. The cycle of soul cannibalism is unavoidable...manage it, don't avoid it. |
| Economic Pressure | Campaign mode forces brutal prioritization. You cannot afford everything. Choose between immediate needs (repairs, Energy) and long-term investment (equipment, upgrades). |
Advanced Scenario: Two-Player Mission
Once you've completed the solo tutorial, try the two-player variant with these modifications:
- Both players start at 40/100 Energy
- Map size: 8×8 hexes (slightly larger)
- 4 Enemy targets (2 per player)
- Cooperative objective: Eliminate all enemies before combined Energy drops below 20
- Twist: Only 3× T1 Shards and 1× T2 Fragment as loot (must split between players)
This variant teaches resource negotiation...who needs refinement more urgently? Who can afford to take more risks? How do you split limited Soulstone loot fairly?
Printable Resources
Energy & Thread Tracker Sheet
Energy Pool
Neural Thread Status
| Thread | Function | Status |
|---|---|---|
| Right Thumb | Right hand grip | ☐ Intact ☐ Severed |
| Right Index | Right trigger | ☐ Intact ☐ Severed |
| Right Middle | Right arm stability | ☐ Intact ☐ Severed |
| Right Ring | Right shoulder | ☐ Intact ☐ Severed |
| Right Pinky | Right dexterity | ☐ Intact ☐ Severed |
| Left Thumb | Left hand grip | ☐ Intact ☐ Severed |
| Left Index | Movement coordination | ☐ Intact ☐ Severed |
| Left Middle | Balance control | ☐ Intact ☐ Severed |
| Left Ring | Left leg actuator | ☐ Intact ☐ Severed |
| Left Pinky | Sensor suite | ☐ Intact ☐ Severed |