CYBERSTEELBasics
Levels 1–3
CYBERSTEEL BASIC

LEVELS ONE TO THREE

Enough of Cybersteel to play. Every rule here is Zine 2’s, unchanged — this book only chooses which ones you need first.

This is the engine and one operation. It is what four people need to sit down and play, and it is deliberately short. Everything it leaves out is in Zine 2, which is where you go once the table wants more than this.

Not in this bookWhere it is
Building a HINZine 2. GM craft, not first-session material.
Mounted-weapon fire modes, Suppress, Called Shots, Field RepairZine 2, Step 4. A first fight does not need them.
Ten of the eleven operationsZine 2. One is here to learn on.
Five of the six retaliation chartsZine 2. Street is here because it is the one a new crew meets.
Mythos, the Agora, the NexusZine 2.
Crash and SeizeZine 2 — they need Rank 4, so they are Level 4 anyway.
Immersed and Distributed control, Piloting R4–5, the Job LockZine 2. Each needs gear, a Rank or an NPC Tier a Street crew has not reached.
PART 1

BEFORE YOUR FIRST GAME

Twenty minutes of preparation, and you can run it.

What you need on the table

The preparation

  1. The Crew: Names the faction and what it runs. Dust Devils, a chop shop in the Brucheion, moving stripped Aerodyne vehicle parts.
  2. The Crew: Decides what the crew is attacking. Not the faction — one ability of it. Their supply, their protection, their people, or their claim to the ground.
  3. The Crew: Picks the operation type and read its steps once.
  4. The GM: Sets the Scene Tracker size. Four for a short first outing, six for a full evening.
  5. The GM: Writes the closing sentence in advance, as the outcome you expect: “Because the crew did X, Dust Devils can no longer reliably do Y in the Brucheion.” If you cannot finish that sentence, the operation has no target. Fix that before play.
  6. The GM: Determines and prepares possible Location Security, Map Locations, and NPCs. 
PART 2

THE THREE ROLLS

Learn these three and you have learned the system.

THE POWER ROLL

Roll 2d10 and add the relevant Attribute. Compare the total to the Result Tier table, then apply the Tier printed on the Talent, action, or effect you are using.

The five Attributes are Power, Reflex, Logic, Awareness, and Presence. The action being taken names which one applies.

TotalResult
10 or lowerTier 1
11-15Tier 2
16+Tier 3

THE SKILL CHECK

Skill Checks. Each skill has a percentage rating. Roll d100: if the result is equal to or under the rating, you succeed. Lower is better.

Example: your Intimidation is 58. You need 58 or less to succeed.

Rolling d100 with two d10. Before you roll, say which die is the tens and which is the ones — different colors make this easy. Roll both together and read the tens die first: a 4 and a 7 is 47. Two zeros read as 100, which always fails.

MODIFYING A ROLL: EDGE AND BANE

Edge and Bane are situational bonuses and penalties on Power Rolls and Saves. An Edge means something is working in your favor; a Bane means something is working against you. They come from the environment, your equipment, Talents, Maneuvers, and the situation you’re acting in. The GM decides when one applies.

How they stack. Two Edges on the same roll make a Double Edge. Two Banes make a Double Bane. That’s the ceiling — a third never counts, so a Double Edge plus another Edge is still a Double Edge.

How they cancel. Each Edge cancels one Bane. Work it out in this order:

  1. Count every Edge and every Bane on the roll.
  2. Cancel them one for one.
  3. Cap whatever is left at Double Edge or Double Bane.
  4. Apply the result from the chart.

Example: you have two Edges and one Bane. One Edge cancels the Bane, leaving one Edge.

StateEffect
Edge+2 Power Roll
Double EdgeImprove result one Tier
Bane-2 Power Roll
Double BaneReduce result one Tier
PART 3

THE TABLE, AND A TURN

What is in front of you, and what one operator does.

MAP SCALE

ScaleValue
GridHex, on a table map or a virtual tabletop
One hex5 feet, about 1.5 m. Diagonals cost the same as straight moves unless the table measures distance.
A person1 hex
Meters to hexesMovement and falling count hexes; some Talents print meters. Round meters up to the nearest hex: 2 m is 1 hex, 4 m is 3, 10 m is 6.
SizeOccupies
Tiny, Small, Medium1 hex
Large (L)2 × 2 hexes
Huge (H)3 × 3 hexes
Gargantuan (G)4 × 4 hexes
Massive (V)5 × 5 hexes
MachinesAs printed in the stat block

DURABILITY

Living beings have Rūḥ. Non-living things (vehicles, mechs, drones, structures) have Énergeia. These are set at character creation and repeated here.

ArchetypeLevel 1 RūḥPer LevelRecoveries
Brawler17+72 + Power
Gunslinger17+71 + Power
Assassin16+61 + Power
Veinrunner16+62 + Power
Steeljack16+61 + Power
Shepard15+61 + Power
Ghost15+51 + Power
Shaper14+51 + Power
Oracle14+51 + Power

STATES

StateWhenEffect
Vulnerable ZoneAt or below half of maximumAttacks against the target gain Edge. Further damage rolls a consequence, capped at 6. An injured body slows down.
Critical ZoneAt or below a quarterFurther damage rolls a consequence with no cap.
Dying0 RūḥIncapacitated, and making death Saves. See Step 5.
Disabled0 ÉnergeiaThe machine cannot act. Effects that restore Rūḥ never repair Énergeia; repairs need resources, time and facilities.

GM: SET UP THE FIGHT

#Do this
1State each side’s objective: seize, defend, escort, escape, delay, extract, destroy or survive.
2Place combatants, machines, Cover, hazards, terminals, HIN access points and objective markers.
3Establish awareness. A side that is unready is Surprised until the end of Round 1.
4Each side rolls one d10. The higher side chooses which combatant acts first.
5Sides alternate choosing one combatant who has not acted. Do not reroll each round unless a rule changes initiative.

EVERY OPERATOR TURN

ComponentHow manyUse it for
Movement1Move up to your Speed. You may split it before and after your actions.
Maneuver1Aim, Disengage, Shove, Hide, Stand Up, Escape, Aid Attack, or a Maneuver Talent.
Main Action1An attack, a Talent, Grab, Defend, First Aid. Or convert it into a second Movement or Maneuver.
No-ActionAnyShort speech, release an object, drop an item.
Simple interactionFolded inDraw a weapon, open an unlocked door, touch a terminal, enter a vehicle, as part of Movement or a Maneuver when reasonable.

Triggered defenses and free strikes happen only when a rule or Talent grants them.

ONE POOL: BODY, AR, VR AND MACHINES

Assign each component separately to your body, an AR or VR action, or a machine you are at the controls of. Each is spent once.

ComponentWho may spend it
MovementYour body, or one machine you control.
ManeuverYou, a Ghosting or AR action, or a machine Maneuver Talent.
Main ActionAn operator Talent, a Ghosting action, or a machine Main Action Talent.
MachineActs how
ControlledYou spend one of your components on it this turn. It never gains a turn of its own.
UncontrolledFollows its last order or fallback. It never attacks for free.
Autonomous enemyGM-controlled machines take their own turns.

How many machines. Drones up to your Electronic Surveillance limit. One vehicle or mech at a time, three with Hermes MIP Presence. See Steeljacking.

TIMING

RuleMeaning
Declare and resolveThe acting player declares and executes Movement, Maneuver and Main Action together: token and dice.
Defensive ManeuversAnyone holding one declares it when its trigger occurs, before the triggering action is fully resolved, unless the Talent says otherwise. Declared later, it does not happen. This changes outcomes without voiding rolls.
TempoKeep the pace brisk, but real-world decision speed never gives a bonus or penalty.
AR and VR movementAR uses your physical position. VR Movement matters only for virtual distance, hostile topology or isolated routes. Moving between ordinary HIN locations normally needs no roll.
Worked example — one turn, three bodies

Mara moves her body into Cover. Her drone spends the Maneuver on Mark Target. Her mech spends the Main Action on Rail Cannon. All three happen on Mara’s turn; neither machine gets another action.

PART 4

A FIGHT

Move, pick a target, resolve it, end the turn. Four steps, repeated.

Step 2 — Move and position

Running this. Describe cover, height, light and exits before anyone commits, and let a good position matter mechanically at least once per fight. Players stop moving thoughtfully the moment they learn it never helps.

MOVEMENT COSTS

Cost is hexes spent per hex moved. Where Reflex reduces it, subtract half your Reflex, to a minimum of 1.

MovementConditionCost
WalkNormal1
WalkRough surface2
ClimbWith gear3 − ½ Reflex
ClimbRough surface10 − ½ Reflex
ClimbSmooth surfaceCannot be climbed
SwimLake or calm water3 − ½ Reflex
SwimOcean with waves5 − ½ Reflex
FlyClear weather1
FlyStormy weather2
JumpStanding5 − ½ Reflex
JumpRunning start3 − ½ Reflex
JumpVertical15 − ½ Reflex
Crawl—5
Teleport—1
Disengage—1 — shift 2 hexes as safe movement
Fall—2 damage per hex fallen, maximum 50, reduced by Reflex

Vehicles. Use vehicle movement or combatant movement, never a mix. A machine assigned Movement uses its own Movement value. 

ENGAGEMENT AND FREE STRIKES

RuleEffect
EngagedYou are adjacent to an enemy able to threaten you.
Leaving without DisengagingOne threatening enemy may make one Basic Melee free strike. Limit: One such free strike per creature per round, unless a rule says otherwise.
Forced movement and teleportNever trigger it.

POSITIONING ACTIONS

ActionTypeEffect
DisengageManeuverThe acting body or machine moves up to a maximum of 2 hexes without triggering a free strike.
Stand UpManeuverCosts half movement. Ends Prone.
ShoveManeuverAdjacent target no more than one Size larger. Power Roll against its Stability: ≤10 push 1 hex if Stability 0 · 11–15 push 2 hexes minus Stability · 16+ push 4 hexes minus Stability (and knock Prone if critical success).
GrabMain ActionAdjacent target no more than one Size larger. ≤10 grabs Stability 0 · 11–15 grabs Stability 1 or less · 16+ grabs unless immune.
EscapeManeuverMake a Save. Edge if you are larger than the grabber, Bane if smaller.
Aid AttackManeuverPick one ally and one enemy you can perceive and describe the opening. The ally gains Edge on their next attack against that enemy before the start of your next turn.
DefendMain ActionUntil the start of your next turn, attacks against you take Bane, and you gain Edge on Saves against forced movement and physical conditions.

BODY STATES

StateEffect
ProneBane on your melee attacks. Adjacent attacks against you gain Edge; ranged attacks from beyond adjacency take Bane.
GrabbedMovement 0 and cannot move away from the grabber, who drags you at half Movement. Personnel cannot Grab vehicles or structures unless a Talent allows it.
StabilityReduces forced movement by its value; at 0 the target does not move. It also resists Shove, Grab and footing effects.
CollisionForced movement that ends against a solid obstacle or creature deals 1 damage per 2 m of unused movement, capped at 5 unless a Talent sets higher. In a creature collision, both take it unless stated otherwise.

Step 3 — Choose a legal target

SIGHT AND EFFECT

TermMeaning
Line of SightYou perceive the target well enough to choose it.
Line of EffectAn unobstructed path exists for the attack or effect.
CoverCan allow sight while imposing Bane.
ConcealmentBlocks Line of Effect unless a Talent says otherwise.

COVER AND CONCEALMENT

StateRequirementEffect
No CoverTarget exposedNo modifier
CoverAt least half protectedBane
ConcealedVisual or sensor interferenceBane
Cover + ConcealedBoth applyDouble Bane

Cover does not stack with itself. An unobstructed angle that bypasses Cover removes it. High ground gives only the benefits it physically creates.

HIDE, SEEK AND AIM

ActionTypeEffect
HideManeuverYou must be fully blocked from hostile observation by Cover, Concealment, darkness or a Talent. If an observer could still track you by sound, sensors or prior knowledge, make the stealth-related d100 Skill Check. Success: you are Hidden. If nobody could perceive or track you, the GM may allow automatic success.
Detect HiddenManeuverd100 Awareness-related Skill Check against the hiding effect’s difficulty. Success reveals the target to you until it hides again.
SearchManeuverExamine a nearby area, object, control, trap, route or clue. Roll only when uncertainty and consequence exist.
AimManeuverChoose one visible target. Your next ranged Power Roll against it before the end of your turn gains Edge. Aim ends if the target leaves sight, you move more than 2 m (1 hex), or you change targets.
While Hidden
You cannot be directly chosen as a target, but area effects may include you.
Attacking, entering open view or making obvious noise normally ends Hidden.

RANGE BANDS

WeaponCloseIdealMaximum
Pistol0–5 m (0–3 hexes)6–15 m (4–10 hexes)30 m (20 hexes)
SMG0–10 m (0–7 hexes)11–25 m (8–16 hexes)50 m (33 hexes)
Shotgun0–10 m (0–7 hexes)11–20 m (8–13 hexes)30 m (20 hexes)
Rifle0–15 m (0–10 hexes)16–60 m (11–39 hexes)120 m (79 hexes)
Marksman0–20 m (0–13 hexes)21–100 m (14–66 hexes)200 m (131 hexes)
Heavy0–20 m (0–13 hexes)21–80 m (14–52 hexes)160 m (105 hexes)
Where the target isModifier
IdealNone
Close, with a pistol, SMG or shotgunNone
Adjacent, with a rifle, marksman or heavy weaponBane, unless Compact
Beyond Ideal, up to MaximumBane
Beyond MaximumNo attack without a special Talent, scope or emplacement
Firing while EngagedModifier
At a nonadjacent targetBane
Pistol, SMG or Compact at the adjacent enemyNone
Long weapon at an adjacent enemyBane, unless Compact

AREA ATTACKS

ShapeHow it is measured
BurstA radius from one origin point.
LineA straight path of the listed width.
ConeWidens from the origin.
WallA continuous barrier of the listed length.
ZoneA fixed area that stays in place.
AuraMoves with its source.
Area rule
The Talent states dimensions in meters (divide by 1.5 for hexes) and whether the origin is included.
Make one Power Roll and apply the same result to every legal target.
Check Line of Effect from the origin to each target space.

Step 4 — Resolve the action

THE ATTACK IN FIVE STEPS

#StepDo this
1DeclareThe acting body or machine, the Talent, the weapon and the target, in that order.
2Check it is legalSight, effect, range band, Cover, Concealment, engagement (Step 3).
3Gather modifiersAim, ammunition, weapon traits, situational Edge and Bane, and Weapon Tier against Armor Tier.
4Roll once2d10 + the Attribute the Talent names. One roll, however many targets.
5ResolveApply the printed result and the damage sequence below, then check Vulnerable, Critical or 0.

DAMAGE

PartWhere it comes from
Printed numberThe Talent’s result for the Tier you rolled.
+ AttributeAs printed on the Talent (for example, + Reflex).
+ LevelYour Level. Director-controlled combatants add their Level the same way.

Gear improves in jumps and Levels arrive one at a time. The Level bonus fills the gap between them, so a fight at Level 9 takes about as long as a fight at Level 2.

WEAPON TIER AND ARMOR TIER

Weapon Tier comes from Level. It applies to your Signature Talents and to adversaries by echelon. Armor Tier comes from gear: what the target wears or rides, never its Level. What you carry comes with your Level; what protects you has to be bought.

LevelWeapon Tier
1–3WT 1 — Street / Civilian
4–6WT 2 — Tactical / Paramilitary
7–9WT 3 — Heavy / Corporate
10WT 4 — Mythic / Military
Armor TierWorn or carried by
Tier 1Sable civilian and corporate wear; ordinary clothing
Tier 2Security vests, tactical apparel, corporate security uniforms
Tier 3A platform: armored vehicles, trucks, boats, aircraft, light mechs
Tier 4A platform: heavy mechs, fighter aircraft, strategic platforms
Weapon Tiervs Tier 1vs Tier 2vs Tier 3vs Tier 4
WT 1NormalBaneNo EffectNo Effect

No Effect means no Rūḥ or Énergeia is lost. Movement, Suppression, control and component effects still resolve unless the target is immune.

Worked example — one rifle, three targets

A Level 5 Gunslinger (WT 2) fires a rifle at a Street enforcer in a security vest (Tier 2 Armor): Normal. Her Talent reads 9 + Reflex; with Reflex +3 at Level 5, a hit deals 9 + 3 + 5 = 17.

The armored truck beside him is Tier 3: Bane. She can still hurt it, barely. The mech behind it is Tier 4: Double Bane. No roll solves a mech with a rifle, and that is the moment the crew looks for the other answer.

AMMUNITION

What is in the magazine changes what the weapon can reach, not how hard it hits. Most rounds raise effective Weapon Tier against one kind of target.

TypeEffect
StandardNormal kinetic effect.
AP+1 effective Weapon Tier against Armor.
EMPShocked 2; +1 Weapon Tier against machines and cyberware.
SpiritbreakerPsychic 2; +1 Weapon Tier against Mythos.
Smart+2 Power Roll; ignores Cover, not Concealment.
IncendiaryBurning 2 on damage.
Dragon’s BreathShotgun only; ignores Tier 1 Armor; Burning 2.
Subsonic+3% to Silent Skill Checks.
NaniteCan carry a listed digital payload into a connected or exposed machine or HIN target.

THE DAMAGE SEQUENCE

#Apply
1Armor and damage-type interaction.
2Resistance or Weakness.
3Temporary Rūḥ or Énergeia first, then normal durability.
4Forced movement and collision.
5Conditions and component effects.
6Check Vulnerable, Critical, 0, the consequence roll, Dying, Disabled or destroyed.
DefenseEffect
Resistance XReduces matching damage by X, after Armor.
ImmunityPrevents the listed damage or condition entirely.
Weakness XIncreases matching damage by X.
None of theseChange the Power Roll, unless a rule says so.

BASIC ATTACKS AND SAVES

RuleEffect
Basic Melee (Main Action)An adjacent target, using the printed melee or unarmed Power Roll.
Basic Ranged (Main Action)The printed weapon Power Roll and its Range Bands.
Every stat blockPrints both basic attacks, or marks one Unavailable.
Save1d10 at the end of the affected turn. 6+ ends the effect; 5 or lower and it continues to the end of the next turn. Edge and Bane apply only when a rule says so, as +2 or −2.
DurationEnds
Start of TurnImmediately before acting.
End of TurnAfter finishing the turn.
Save EndsOn a successful Save at the end of each affected turn.
Until Repaired / TreatedWhen that is done.
SustainedWhen upkeep stops or access is lost.

Step 5 — End the turn

END-OF-TURN CHECKLIST

#Resolve
1Bleeding, Burning, Shocked, environmental damage and other end-of-turn effects.
2Save Ends rolls.
3End or maintain Sustained effects.
4Detection, HIN defenders, ECM / ECCM, signal changes and Data Tether consequences.
5Routine orders and fallback for machines.
6Vulnerable, Dying, Stabilized, Disabled, destroyed and encounter objectives.

RECOVERIES AND HEALING

RuleEffect
RecoveriesAs printed for your Archetype: 2 + Power for a Brawler or Veinrunner, 1 + Power for everyone else.
Recovery ValueOne third of maximum Rūḥ.
Catch a Breath (Maneuver)Spend one Recovery and regain your Recovery Value. Requires a Medical Kit; a kit may improve it as printed.
RefreshOnly at the campaign’s full-rest or operation-reset point. A standard fight costs most of them: plan to fight once.
First Aid (Main Action)An adjacent ally with a Medical Kit treats Bleeding, stabilizes an injury, or grants a Dying target one immediate Save with Edge.
Heal TalentsRestore Rūḥ or conditions exactly as printed; they do not automatically spend a Recovery.
TreatmentField treatment stabilizes. Surgery or facility care removes entries that require it.

DYING AND DISABLED

At 0What happens
RūḥIncapacitated and Dying. You stay in initiative, take no actions, and make a Save at the end of your turn.
Save succeedsMark one Stability. Three Stability marks: stabilized at 0 Rūḥ.
Save failsMark one Death. Three Death marks: death.
Damaged while DyingMark one Death, or two on a Critical.
ÉnergeiaDisabled unless the stat block says Destroyed. It cannot act and may be repaired or salvaged. Further major damage, catastrophic failure or a Tier 3 destructive effect may destroy it.

Consequence rolls (Vulnerable and Critical damage) and all three injury and failure charts are in Injuries, Failures and HIN Conditions.

FORCED MOVEMENT

WordMeansNotes
PushDirectly away from the sourceStraight line. Stops at the first obstruction.
PullDirectly toward the sourceStraight line. Stops adjacent to the source.
SlideAny direction the mover choosesThe one using the ability picks the path, not the target.
ShiftThe combatant moves itself without provokingNot forced movement at all.
Forced movement rule
Measured in hexes; ignores the target’s Speed; never provokes; is never the target’s own Movement.
Cannot move a target into a wall, solid object or combatant. It stops one hex short.
Into a hazard or off a height: apply what that hazard does.
Immobilized, Grabbed or Restrained targets cannot be moved by it. A target two Sizes larger than the source ignores it.
Where a Save is offered: physical force uses Power or Reflex; Mythos and neural effects use Logic, Awareness or Presence.

CORE COMBAT CONDITIONS

ConditionEffect
Bleeding XLose X Rūḥ at end of turn; First Aid or Save ends.
BlindedCannot see; your attacks take Bane; attacks against you gain Edge.
Burning XLose X Rūḥ or Énergeia at end of turn; a Maneuver or Save ends.
ConcealedAttacks against you take Bane.
CriticalAt a quarter or less of maximum; further damage rolls the full consequence chart.
DazedChoose a Maneuver or a Main Action, not both.
DisabledA machine cannot act.
DyingAt 0 Rūḥ; make death Saves.
ExposedThe next attack against you gains Edge, then it ends.
FrightenedCannot move closer to the source, and Bane on attacks against it; Save ends.
GrabbedMovement 0; cannot leave the grabber.
HiddenCannot be directly targeted until detected.
ImmobilizedMovement 0; forced movement still applies.
JammedListed wireless or HIN actions take Bane, or fail if the signal is lost.
MarkedThe source gains the listed benefit against you.
OverheatedCannot use the listed high-output system until cooled.
ProneSee Body States; Stand Up with a Maneuver.
RestrainedMovement 0; your attacks take Bane; attacks against you gain Edge.
Shocked XStart of turn: X Shock damage; machine and cyber actions take Bane.
SlowedMovement halved.
StunnedCannot use a Main Action or Maneuver.
VulnerableAt half or less of maximum; attacks against you gain Edge, and further damage rolls a consequence capped at 6.
WeakenedAll damage you deal is halved; Save ends unless the effect says otherwise.
Worked example — a machine going down

A Sentinel security drone has Énergeia 15. The crew’s Steeljack hits it for 9, leaving 6: at or below half, so it is Vulnerable. Attacks against it gain Edge, and further damage rolls the Mech/Synth chart, capped at 6.

The next hit takes it to 0. Its stat block does not say Destroyed, so it is Disabled and can be repaired or salvaged. The crew’s Street Doc cannot help it: effects that restore Rūḥ never repair Énergeia.

PART 5

WHEN SOMEBODY GETS HURT

One chart, rolled on a d6 until somebody is in real trouble.

WHEN TO ROLL A CONSEQUENCE

LIVING CRITICAL INJURIES

For any living target, operator or adversary.

d10TraumaEffectRecovery
1Hand traumaFine work and one-handed weapons take a Bane.First Aid
2Shoulder dislocationTwo-handed weapons cannot be used at all.First Aid
3Muscle ruptureSlowed while the injury lasts.Surgery
4Arm fractureOne arm is useless. No two-handed weapons, no Grab, no climbing.First Aid
5Rib fractureIts Main Action takes a Bane in any round it also moved.First Aid
6Leg fractureSlowed, and Speed drops by 2.First Aid
PART 6

THE SCENE TRACKER

The countdown the whole game runs against, and how to read it without announcing a number.

READING THE BANDS

TrackerWarningInvestigationInterventionLockdown
4 — Street1234
6 — Underworld1–23–456
8 — Corporate1–23–45–67–8
10 — Government1–23–56–89–10

An empty tracker is Guidance: routines continue and the HIN barely registers the Ghost is there. Lockdown is always the last box, on every tracker — the moment it fills and not a box before.

Notice where the boxes go as the trackers get bigger. A Street node has one box per band and moves through all four in four failures. A Corporate HIN spends four boxes merely investigating and then goes from Intervention to Lockdown in two, which is exactly how a hardened site behaves: it watches for a long time, and when it finally decides, it decides all at once.

A full tracker is one event with two faces. Armed response arrives for the crew, and the environment locks down on the Ghost, the same box described twice, which is this chapter’s own rule applied to the tracker itself. And as in any scene, nothing already completed is undone when it fills: effects the Ghost finished stay true even at Lockdown.

PART 7

GHOSTING — THE EARLY ACTIONS

Looking and meddling. Taking a system outright needs Rank 4 and is in Zine 2.

Ghosting Actions are the universal procedure. Any operator who meets the Rank may use them. A Ghost is not required, only better at it.

The Rank you need is set by the node, not by the action. Looking and meddling scale with how hard the place is. Taking it outright does not scale at all: it is the top of the Skill or it is nothing.

Node TierWhat it isObserve & Manipulate
Tier 1A camera, a door, a drone, a terminal, a vehicleR1
Tier 2Building security, facility control, checkpointsR2
Tier 3Corporate servers, logistics, drone control, facility automationR3
Tier 4 · AKSHardened, military, institutional, and AKS corporate nodesR3

THE BOUNDARIES

One action per TurnEvery Ghosting Action costs a Main Action or a Maneuver as printed. No exceptions, in combat or out of it.
Sustain capOne sustained effect at a time, two at R3. Each costs a Maneuver on your Turn. Drop one to begin another.
No fishingAn Observe action may be used once per target per scene. A second attempt needs something to have changed first. Decrypt is the exception — it is paid for per layer, so repeat it as often as there are layers.
One HijackOne device at a time; two at R3.
Failure marks 1 boxUnless the action says otherwise. Only four of them do.

TIMEFRAMES

ImmediateResolves and ends.
SceneHolds until the scene ends, then lapses on its own.
SustainedHolds only while you spend a Maneuver each Turn.
PersistentSurvives the scene. Ends when countered, rebooted, or discovered.

OBSERVE — R1 to R3

Find out what is here. Rank equals the node’s Tier, to a maximum of R3. You cannot change anything with these.

ActionCostTargetOn successTimeframeOn failure
ScanMain ActionCurrent locationAnchors, defenders, sensors, security layers, and one blind zone.ImmediateFalse topology, or one Anchor stays concealed.
ListenMain Action; Maneuver to sustainOne command channelPatrols, machine orders, and incoming response.SustainedMisleading traffic, or an echo reveals you.
ProfileMain ActionOne user or identity constructRole, authority, permissions, and one exploitable limitation. Edge on your next action against them.Scene, or until the Edge is spentThey receive an authentication warning.
TraceMain Action; extendedA Ghost, command signal, SENTINEL, or Data TetherIdentify the origin at local, city, or regional scope.Until the route changesYour own route becomes partially triangulated.
Ghost-FollowMain Action; Maneuver to sustainOne authorized userFollow them between locations and cross the next barrier they legitimately open.SustainedThey sense an attached presence and change route.
DecryptMain Action per layerProtected file, archive, or credentialRemoves one encryption layer.PersistentFirst failure leaves it Corrupted; a second relocks it. Marks only on the second failure.

MANIPULATE — R1 to R3

Change what the system does without owning it. Rank equals the node’s Tier, to a maximum of R3.

ActionCostTargetOn successTimeframeOn failure
OverrideMain ActionOne lock, permission wall, safety limit, or access stateBypass it.One use, or SceneThe credential is challenged, or the route closes.
InjectMain ActionOne system accepting data or commandsPlant a backdoor, false credential, delayed order, or logic payload.Persistent, until triggered or counteredThe payload is quarantined, altered, or traced.
LoopMain Action; Maneuver to sustainOne sensor or record streamRepeats an earlier state and reports no new events.SustainedDefenders compare another feed and spot the repetition.
RedirectMain ActionOne power, patrol, route, communication, or security allocationMoves attention or resources. The GM changes the threat layout.ImmediateOpposition redirects toward the crew, or another route closes.
MaskMain ActionYour own Access ID or presenceYou read as an authorized user of this node — not a specific credential, an absence of alarm.SceneYour real Access ID is logged instead. Marks 2.
HijackMain Action; Maneuver to sustainOne connected device — camera, door, drone, lift, vehicleYou operate it as its owner. One at a time; two at R3.SustainedThe device reports an unauthorized command and locks out for the scene.

EXIT — FOUR WAYS OUT

Clean ExitRelease objectives and leave by the original route.
False RouteRedirect the trace toward another system or Access ID.
Transferred TetherHand the route to a prepared relay, Contact, or device.
Emergency DisconnectEnd virtual exposure immediately, and accept the current Data Tether and physical consequences.
PART 8

MACHINES — VEHICLES AND DRONES

Who drives, who flies the drones, and who opens somebody else’s machine. Sitting in the seat needs nothing; the other three modes need gear a starting crew has not bought yet.

WHAT STEELJACKING IS

Steeljacking is operating the crew’s machines: driving, flying, ramming, escorting and firing mounted weapons. Vehicles and mechs belong to the Steeljack, using the Piloting Skill and the Steeljack Talents. Drones belong to the Shepard, using Electronic Surveillance and the Shepard Talents. Both run on the same turn, the same Énergeia and the same fallback rules, all in this chapter.

If the crew owns the machine, bought it, borrowed it, or a Ghost has already opened it, the Steeljack drives it.

WHOSE JOB IS IT?

The crew wants to…WhoHow
Drive or fly a machine the crew controlsSteeljack, or anyone with the Piloting RankPiloting; Steeljack Talents
Fight from a vehicle or mechSteeljackSteeljack Talents; mounted weapons
Run the crew’s dronesShepard, or anyone with Electronic SurveillanceShepard Talents; Electronic Surveillance Rank sets how many
Unlock, steal or take over someone else’s machineGhostGhosting Actions: Override, Hijack, Seize
Shut down an enemy machine’s systemsGhostGhosting Actions: Crash, Loop
Jam an enemy machine’s signalAnyone with Electronic SurveillanceECM and ECCM

GETTING AT THE CONTROLS

ModeNeedsRangeThe catch
In the seatNothingWhere you sitYour body is in the machine. If you are exposed in it, you can be shot.
RemoteSteeljack Deck, or a Steeljack Uplink Amplifier for drones (Zine 1 gear)Signal range on the same networkThe signal can be jammed or cut. The machine then falls to its fallback.

PILOTING — WHAT YOUR RANK LETS YOU DRIVE

Piloting (Reflex or Power) is a d100 Skill Check like any other. Your Rank, from the Piloting card in Zine 1, decides which machines you can handle when it matters.

RankNameYou can operate, under pressure…
No Rank—An ordinary vehicle on an ordinary day, with no roll. Any pressure needs Rank 1.
1Urban PilotTier 1 vehicles, such as civilian cars and bikes, under normal and moderate pressure.
2Security PilotTier 2 vehicles in pursuits and hostile situations.
3Extreme PilotTier 3 vehicles at their limits: high-speed pursuit and hazardous conditions.

A platform above your Rank. You can drive it carefully. In a pursuit or a fight, every Piloting check for it takes a Bane (−10%), and the GM may call for rolls a qualified pilot would not need.

WHEN TO ROLL PILOTING

SituationRoll?If it fails
Ordinary driving, a known route, nobody chasingNo—
A pursuit, a tight gap, a jump, a crash landing, bad groundPilotingThe GM picks one: you lose position, take collision damage, or end Slowed.
Moving the machine without being noticedPiloting or ShadowingMark 1 box on the Scene Tracker.
A Steeljack TalentNo: the Talent’s Power Roll resolves itThe Talent’s 10-or-lower result.
An attack with a mounted weaponNo: a Power Roll, never a Skill Check—

ONE TURN, ONE POOL

A machine does not get its own Turn. Spend your Movement, Maneuver and Main Action on your body or on any machine you are at the controls of. Each component is spent once.

ComponentSpend it on the machine to…
MovementMove the platform up to its Speed. Your body moves with it only if you are riding it.
ManeuverUse a Steeljack Maneuver Talent, Aim a mounted weapon, Disengage the platform, or attempt a Piloting stunt.
Main ActionFire a mounted weapon (Basic Ranged), ram (Basic Melee), or use a Steeljack Main Action Talent.

A machine nobody spends a component on keeps doing its last order. It never attacks for free.

CONVOYS AND HOW MANY MACHINES

RuleEffect
ConvoysTwo to four vehicles on one route move together on one Movement, and the Steeljack drives the lead. A vehicle that splits off becomes its own machine.
Vehicles and mechs at onceOne at a time, unless you have Hermes MIP Presence (three).

DRONES — THE SHEPARD’S MACHINES

Drones are the Shepard’s platform, the way vehicles and mechs are the Steeljack’s. They use the same turn pool, the same Énergeia and the same fallback rules. Anyone can run a drone; the Shepard is the operator built to fight through them.

WhoHow many dronesWhat they can do with them
ShepardUp to three active drones, deployed with Drone DeploymentShepard Talents, which act from the drones’ positions.
Anyone elseYour Electronic Surveillance Rank (table below)Move them and fire one drone’s mounted weapon per Main Action. No Talents through them.
Electronic Surveillance RankDrones at once
1 — Circuit TechOne Tier 1
2 — Signal EngineerTwo Tier 1
3 — EW OperatorThree Tier 1, or one Tier 2
4 — Spectrum ControllerFour Tier 1, two Tier 2, or one Tier 3
5 — Theatre DirectorThree Tier 2, one Tier 3, or one Tier 4

Getting at the controls works as above: in reach, remote through a Steeljack Deck or Steeljack Uplink Amplifier, or immersed with Hermes. Dangerous flying is a Piloting check; Piloting Rank 5 covers advanced drones under the most extreme combat conditions.

DRONE RULES

RuleEffect
Origin of effectsWhen a Talent says an effect comes from a drone, measure line of effect, Cover, Concealment and the installed system’s Range from that drone.
SwarmsDrones with one shared order (same route, same job) move as one swarm on a single Movement. Losing drones does not end the swarm until it can no longer do its job.
Drone integrityDrones use Énergeia. A destroyed drone is removed from play. A Talent that needs an active drone cannot use one that is destroyed, disabled or disconnected.

DAMAGE, LOSS AND FALLBACK

When…What happens
The machine drops to half its ÉnergeiaVulnerable. Attacks against it gain Edge, and further damage rolls the Mech/Synth or Vehicle Failure chart, capped at 6.
It drops to a quarterCritical. Failure rolls are uncapped.
It reaches 0 ÉnergeiaDisabled, or Destroyed if its stat block says so. If it was moving, occupants make the crash Save.
The remote link is jammed or cutIt follows its fallback order.
You are immersed when it is destroyedHIN Feedback as written for that platform. Letting go deliberately never causes this.
It needs repairField Repair (Combat, Step 4), a shop or a facility. Effects that restore Rūḥ never repair Énergeia.
Fallback orderThe machine…
Hold positionStops where it is and defends itself.
Return homeDrives back to its depot or owner.
Continue routeFinishes the last route it was given.
Protect a targetStays with and shields one named person or vehicle.
Emergency stopShuts down where it stands.

GM: write the fallback down when the machine enters play, not when the link drops.

WHEN THE MACHINE IS SOMEONE ELSE’S

Against an enemy machineSteeljackGhost
Out-drive it, block it, ram it, shoot itYes—
Open its lock, take its controls, make it the crew’sNoOverride · Hijack · Seize
Blind it, kill a subsystemNo: shoot the component instead (Called Shot)Loop · Crash
An enemy Ghost takes one of the crew’s machinesKeep it boxed in until it is backTake it back
Worked example — the Tajura run

The crew’s Anubis Truck is a Tier 2 platform and Hesper has Piloting 2, so she can drive it in a pursuit. Two Tajura Rivers bikes give chase.

Movement: the truck runs its Speed down the quay. Maneuver: Drift Line, for +2 Speed and +1 Stability. Main Action: Driving Assault on the lead bike. She rolls an 11–15 result, so 5 + Power + her Level, and the bike is pushed 3 hexes into a bollard for collision damage. The push earns her 2 Ḩaml.

The second bike is a problem she does not have to solve: the crew’s Ghost Overrode the quay gate ahead, and it closes behind the truck. Nobody rolled Piloting. The Talents did the driving.

PART 9

TALKING SOMEBODY ROUND

Open the Track only when the other side has something to lose. Everything else is roleplay, with no roll.

WHEN TO OPEN THE TRACK

SituationDo this
A routine request, a friendly NPC, an obvious yesRoleplay it. No roll.
The NPC cannot actually give what is askedSay so, and tell the crew who can.
The NPC has power, something at stake, and a reason to refuseOpen the Track.
The person is already the crew’s ContactUse a Contact Action (Zine 1): a Power Roll, then mark Stress. Not the Track.

THREE STATES

StateThe NPC…Moves on with…
1. ListeningHears you out and promises nothing.One successful exchange.
2. ConsideringNames their price, out loud. That price is the crew’s next objective.One successful exchange at Tier 1–2. A job at Tier 3–4.
3. CommittedDoes exactly what was agreed.—

PICK AN APPROACH

All four are Presence Skills. Three of them move the Track; Status gets you into the room.

SkillYou are…They agree because…If it fails…
SellPersuadingIt is a good deal for them.They say no, politely. Nothing worse.
SpinLying or framingThey believe the story.Somebody checks the story.
LeverageThreateningSaying no costs more than yes.They learn what you are holding and start working on it.
StatusShowing who you areIt gets you the meeting, never the yes.You wait, or you need a sponsor.

ONE EXCHANGE — FOUR STEPS

#StepDo this
1AskThe player says it in one sentence, “I want ___ from ___ because ___,” then makes the case in character.
2Name the stakeThe GM says what this person wants or fears that the approach is aimed at. If there is nothing, there is no roll: they agree.
3Roll onced100 against the Skill %. At most one Edge (+10%) and one Bane (−10%). They cancel.
4Move or payOn a success, advance one state. On a failure, the GM picks one cost from the table below.
Failure costs — the GM picks one
The Track does not move.
They want proof, payment, leverage or a concession first.
They narrow the offer or put a deadline on it.
They expose the crew to scrutiny, rivals or a political cost.

The same argument twice is not a new roll. A failed approach is closed for the scene. Bring something new, such as proof, a concession or a different person, or send someone else in.

WRITE THE DEAL DOWN

When an NPC becomes Committed, record it in one sentence with four parts.

PartExample
Who does whatThe port deputy signs the early release on container KH-4471.
By whenBefore the 04:00 manifest sync tonight.
On what conditionThe crew keeps her name out of the Exposure file.
What ends itHer rival is cleared, or her name surfaces.

HOW LONG IT HOLDS

The deal is as strong as the Rank of the Skill that closed it.

RankThe deal holds…
R1This scene, and only until someone challenges it.
R2This scene, or the immediate job.
R3This operation. Breaking it is a deliberate betrayal.
R4As a standing relationship. They defend it.
R5As a long alliance, until it is betrayed.
Closed with…It ends when…
SellIt stops being worth it to them.
LeverageThe leverage is gone: recovered, published or outlived.
SpinSomebody checks. At R3 or below, that is one determined afternoon.

Commitment is not mind control. Ask for something outside the terms and they say no like anyone else.

Worked example — the port deputy

A Tier 3 port authority deputy is the only signature that moves a bonded container early. Yusra has Status R3, so the meeting happens without a roll.

Exchange 1, Sell: the stake is her standing, and the request makes her look decisive (Edge). She succeeds: Listening becomes Considering, and the deputy names her price: “Bring me something that makes the early release defensible.”

That is the Job Lock. The crew runs an Exposure against her rival. When they return, the deal is recorded at Yusra’s Sell R3: reliable through this operation, and no further.

PART 10

AN OPERATION

The loop the whole campaign runs on, and one job to learn it with.

PRESSURE is what the crew does. An operation aimed at one faction’s ability to operate in one territory.

INFLUENCE is what it costs them. Influence is a faction’s practical ability to do five things in a specific place: enforce, conceal, supply, command and legitimize itself. Damage one of those for real and the faction loses a point of Influence there.

RETALIATION is what they do about it. A faction that loses ground comes back at the crew — with violence, with exposure, or by cutting off the money. Which is to say: with pressure of its own. 

The crew decides. Not the GM.

Players choose the faction. Open the atlas, read who runs what, and pick whose grip you want. A street gang holding an oasis. A corporation drawing its water. A militia taxing a road. Nobody assigns you a target.

Players choose the pressure. Data, Profit or Blood — how you intend to hurt them. The same faction can be hit three completely different ways, and the choice is yours every time.

Players choose the mission. Eleven procedures. Rob them, walk in wearing someone else’s name, expose them, break their machines, set their rivals on them, take their ground outright or go out and reach a site nobody owns yet before they do.

The GM runs the world you’re pushing against. The world answers honestly and hard but it never picks your fights for you.

The eight steps of an operation

StepWho decidesWhere it’s covered
1The aim — pick the faction and the ability. Open the atlas and the tools. Which faction, which territory, which one of its five abilities you’re attacking, and which Crew Arc beat it serves. The crewThe atlases
2Choose the pressure. Data, Profit or Blood. Operations can combine.The crewThis chapter
3Pick the mission. There are optional approaches for the mission type with example procedures. The crewThis chapter
4Run the Approach. One pass round the table, one roll each. Success buys an Edge; failure may fill a box before the job starts. Then you are in the scene.BothThe Approach
5Set the Scene Tracker. Four, six, eight or ten boxes, by how hard the target is.GMThe Scene Tracker
6Play out the mission’s steps, failing forward. BothCore Resolution
7Run the Influence Test after the mission. Four questions about the ability attacked. Two or more NO answers and the faction loses 1 Influence.GMThe Influence Test
8Close the operation. Write the sentence and roll retaliation.GMThe GM Page

Then the crew picks the next target, one rung higher than the last.

DATA
INFILTRATION
Walk in as someone who belongs, do the job, and walk out before anyone is sure.

A heist where the thing you take is access. You’re not breaking in; you’re being let in, and the whole job is making that welcome hold. It works the same way in a clinic as in a corporate seat in the Agora.

The aim. Say who you are pretending to be and what the welcome gets you. Access is the thing you are stealing, so name the door it opens. Khepri’s clinic in Wassat takes dozens of contractors a week. You are not robbing the clinic, you want the card that opens the floor above it.

The Approach. The proof that backs the story. Spin for the story, Fabrication for credentials, Cyber Operations for records, Status or a Contact’s Access for a vouch. A Papermaker can put your name on the contractor list. It only has to survive one look at the desk.

In the scene

  • 1. Walk in the way the staff expect
    Spin, Sell, Status
    Example. Come at shift change carrying something too heavy to be polite with. Nobody stops a man struggling with a pump housing.

    GM: ask for one roll at the threshold, not three. Getting in is the premise, not the obstacle.

  • 2. Read how the place actually runs
    Shadowing, Investigation, Electronic Surveillance, Status
    Example. Ten minutes near the vending machine gives you the second badge reader, the nurse who props the fire door, and when the supervisor goes out to smoke.

    GM: on a success hand over three concrete facts they can act on, not atmosphere.

  • 3. Hold the cover when someone doubts you
    Spin, Sell, Leverage, Status
    Example. “Third floor sent me.” Say it to the most junior person in the room, they will walk you up themselves rather than cause an incident.

    Run this step every time the crew is challenged. It is the only step in the book you come back to, and the challenges should escalate: a question, then a name, then a phone call.

  • 4. Do what you came for and leave before anyone is certain
    Shadowing, plus whatever the objective needs
    Example. Go out past the same desk, complaining about the job. Leaving annoyed reads as leaving legitimately. Suspicion is survivable; proof is not.

Let suspicion build before proof does. A crew questioned twice that talks its way through both is having a better night than one nobody notices at all.

PART 11

THE GM PAGE

How big a fight should be, and what the Street does about it afterwards.

When the Street answers back

Street
Control Through Presence

Five Blood results out of ten, and all of them cheap. Street Influence is 3 and cannot buy a long campaign, so it spends everything it has on being seen doing it. Scene Tracker 4.

d10PressureThey do thisWhat happens
1ProfitPocketedThey go through the safehouse and take the week’s takings and one Tier 1 kit. Small, specific, and gone by morning.
2DataWhat they were carryingThe block works out what the crew took and who they took it for. The buyer hears about it before the crew can deliver.
3DataWhere they sleepThe safehouse, the lock-up, and the route the truck takes at four in the morning. Every lookout in the district now has all three.
4ProfitThe truckThey take the vehicle, or strip it where it stands. Mobility in this district is a resource and the crew no longer has it.
5DataNamed to the patrolSomebody walks into a district station and puts the crew’s faces on an assault from last month. Unless they buy the statement back or produce a better one, they are wanted here, and every Scene Tracker in this territory opens with 1 box marked.
6BloodThree with a fuel canThey come for the truck where it sleeps and set it alight in the open, at an hour when the street is awake to watch — 1 Crew pair, 4 Chaff, 8 EV, Trivial. Retaliation scene, 4-box Tracker.
7BloodWaiting at the doorNot an ambush. They are simply there when the crew comes out, and they have been there a while — 2 Crew pairs, 8 Chaff, 16 EV, Trivial. Retaliation scene, 4-box Tracker.
8BloodThe corner empties outEveryone standing on that street walks the same way at the same time, and they are carrying what was to hand — 4 Crew pairs, 12 Chaff, 28 EV. Retaliation scene, 4-box Tracker.
9BloodEveryone they can wakeAimed at the one person in this territory the crew cannot operate without. Handle it in public and the gang loses the street instead — 6 Crew pairs, 16 Chaff, 40 EV. Retaliation scene, 4-box Tracker.
10BloodOpen war on the blockA fight the gang cannot pay for, with rivals already on the street. The ground belongs to whoever is still standing at dawn, and it is not necessarily the crew — 6 Crew pairs, 24 Chaff, 48 EV, Hard. Retaliation scene, 4-box Tracker.