Player characters roll AF / DF / EF vs TL and resolve hits through a discrete band of outcomes, Deflect, Solid, Clean, Punishing, each with its own DR-erosion behaviour. Creatures don't roll to defend. Instead, creatures absorb incoming damage through a layered stack: Grit → DR → HITS. The flow is deterministic, the bookkeeping is ephemeral (Grit resets every round), and every point of damage the party deals contributes to wearing the creature down.
This chapter is for the GM. Players do not need to read it.
Incoming damage against a creature resolves through three layers, in order:
damage → fills Grit
→ (breakthrough)
→ absorbed by DR (DR erodes by 1)
→ overflow to HITS
Every creature has a Grit value. At the start of the creature's turn, its Grit pool is full. As the party deals damage during the round, Grit fills toward its threshold. Once total damage equals or exceeds the Grit value, the threshold is broken for the rest of the round; further damage spills through to DR and HITS.
Key properties:
Higher Grit = more rounds of concentrated fire required before you see meaningful damage. This is intentional. Mooks have low Grit and fall quickly; bosses have high Grit and feel like a wall until the squad coordinates.
If the creature has DR (typed or untyped, via properties or armour), each hit that reaches DR after Grit breakthrough is absorbed up to its value. Any damage beyond DR spills into HITS.
Creature DR always erodes by 1 when it takes damage. This differs from player DR: players only lose DR on Solid / Clean Hit outcomes via their AF roll. Creatures have no AF roll; any hit that engages DR erodes it, including chip shots that deal zero HITS damage. This rewards late-round shredding after the threshold breaks.
DR erosion persists across rounds. Once degraded, DR does not recover until the creature is repaired or healed (per your fiction and scenario length).
Whatever damage remains after Grit and DR lands on the creature's HITS track. When HITS reach zero, the creature is down.
Creature: Grit 10 / DR 5 / HITS 6
Round 1: One attack lands for 20 damage (single hit).
20 damage
−10 Grit 10 → 0 (BREAKTHROUGH, breakthrough on this hit)
= 10 remaining
−5 DR 5 absorbs 5, DR erodes to 4
= 5 remaining
→ HITS 6 − 5 = HITS 1
End of creature's turn; reset:
Grit 10 (reset) | DR 4 (persists) | HITS 1 (persists)
Round 2: Party lands three hits: 4 dmg, 4 dmg, 3 dmg (12 total).
4 dmg → fills Grit to 4/10 (no breakthrough, no DR engaged)
4 dmg → fills Grit to 8/10 (no breakthrough)
3 dmg → fills Grit to 10/10 BREAKTHROUGH, 1 dmg spills through
DR 4 absorbs 1, DR erodes to 3
HITS overflow = 0
No HITS damage this round, but DR is now 3 and the creature dies to any chip shot next round. The squad still made measurable progress.
Grit caps at 8. Even bosses top out here. Beyond 8 the squad starts losing rounds to filling the threshold with no HITS progress; that's not the feel we want. If you want a fight to feel tougher than Grit 8, raise DR or HITS instead.
Rough guidance inside the 0–8 band:
| Feel | Grit | Example |
|---|---|---|
| Fragile; every hit lands; no threshold at all | 0 | Civilians, drones, squishy swarm units |
| Mook; drops to focused fire in one round | 1 – 2 | Unarmoured thug, Zod Worker, Zod Scout |
| Soldier; takes concentrated effort for a round | 3 – 5 | Corpsec trooper, Zod Warrior, Zod Soldier |
| Heavy; the squad needs a coordinated volley | 6 – 7 | Veteran combatant, mech pilot |
| Boss; breakthrough takes most of the round | 8 | Zod Queen, capital construct, apex predator |
The cap keeps Grit doing its job: a coordination meter the squad actively pushes on, not a wall they stare at for three rounds. If the fiction calls for "this thing is a wall," express it with high DR and high HITS; those layers handle sustained toughness. Grit is specifically the "break the composure this round" beat.
The default when auto-statting a creature is min(8, floor(health / 4)), which sits creatures in the right band most of the time. Hand-tune from there.
Classic hardness / damage-threshold mechanics from other systems (D&D, Fallout DT, Shadowrun hardened armour) share one failure: a single attack that falls below the number does nothing. Players whose characters don't bring big-number weapons get cut out of armoured encounters, and rounds can pass with no state change.
Grit inverts this:
The name is honest: high-Grit creatures are gritty. That's the point. Scale Grit to the fight you want to run.
A creature's Grit threshold is normally fixed at the value listed in its statblock. The threshold erosion mechanic allows specific player abilities, most commonly the Crit Flare, Erode weapon trick, to permanently lower the threshold as the fight progresses.
How it works:
This mirrors the way DR erodes by 1 per hit, but operates one layer up; on the squad-coordination layer instead of the armour layer. The fiction is the creature's composure breaking, not its plating: each crit is a lasting win the squad can feel.
Tracking: in the Foundry damage card, eroded Grit is shown next to base Grit (e.g. Grit 8 → 6). On paper, write the new ceiling beside the original.
Tuning notes for the GM:
CREATURE DAMAGE RESOLUTION
Incoming damage
↓
┌─────────────────────────────┐
│ GRIT (resets at turn start)│
│ fills until ≥ threshold │
└─────────────────────────────┘
↓ breakthrough (overflow spills)
┌─────────────────────────────┐
│ DR (persistent, typed/untyped)│
│ absorbs up to value │
│ erodes by 1 on ANY hit │
└─────────────────────────────┘
↓ overflow
┌─────────────────────────────┐
│ HITS │
└─────────────────────────────┘