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 book | Where it is |
|---|---|
| Building a HIN | Zine 2. GM craft, not first-session material. |
| Mounted-weapon fire modes, Suppress, Called Shots, Field Repair | Zine 2, Step 4. A first fight does not need them. |
| Ten of the eleven operations | Zine 2. One is here to learn on. |
| Five of the six retaliation charts | Zine 2. Street is here because it is the one a new crew meets. |
| Mythos, the Agora, the Nexus | Zine 2. |
| Crash and Seize | Zine 2 — they need Rank 4, so they are Level 4 anyway. |
| Immersed and Distributed control, Piloting R4–5, the Job Lock | Zine 2. Each needs gear, a Rank or an NPC Tier a Street crew has not reached. |
BEFORE YOUR FIRST GAME
Twenty minutes of preparation, and you can run it.
What you need on the table
- One district. Pick a single district and use only that. Al-Gomrok in Alexandria works well: dense, old, and full of people who already dislike each other.
- One target faction. Choose a Street gang. They are the layer a new crew can actually hurt, and their retaliation is immediate and personal rather than institutional.
- One thing the crew wants. Money is fine. A favor is better. A name is best.
- Two named people. One who helps and one who gets in the way. Both from the district.
- The Retaliation chart for your target's Power Layer, printed or open.
The preparation
- The Crew: Names the faction and what it runs. Dust Devils, a chop shop in the Brucheion, moving stripped Aerodyne vehicle parts.
- 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.
- The Crew: Picks the operation type and read its steps once.
- The GM: Sets the Scene Tracker size. Four for a short first outing, six for a full evening.
- 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.
- The GM: Determines and prepares possible Location Security, Map Locations, and NPCs.
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.
| Total | Result |
|---|---|
| 10 or lower | Tier 1 |
| 11-15 | Tier 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:
- Count every Edge and every Bane on the roll.
- Cancel them one for one.
- Cap whatever is left at Double Edge or Double Bane.
- Apply the result from the chart.
Example: you have two Edges and one Bane. One Edge cancels the Bane, leaving one Edge.
| State | Effect |
|---|---|
| Edge | +2 Power Roll |
| Double Edge | Improve result one Tier |
| Bane | -2 Power Roll |
| Double Bane | Reduce result one Tier |
THE TABLE, AND A TURN
What is in front of you, and what one operator does.
MAP SCALE
| Scale | Value |
|---|---|
| Grid | Hex, on a table map or a virtual tabletop |
| One hex | 5 feet, about 1.5 m. Diagonals cost the same as straight moves unless the table measures distance. |
| A person | 1 hex |
| Meters to hexes | Movement 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. |
| Size | Occupies |
|---|---|
| Tiny, Small, Medium | 1 hex |
| Large (L) | 2 × 2 hexes |
| Huge (H) | 3 × 3 hexes |
| Gargantuan (G) | 4 × 4 hexes |
| Massive (V) | 5 × 5 hexes |
| Machines | As 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.
| Archetype | Level 1 Rūḥ | Per Level | Recoveries |
|---|---|---|---|
| Brawler | 17 | +7 | 2 + Power |
| Gunslinger | 17 | +7 | 1 + Power |
| Assassin | 16 | +6 | 1 + Power |
| Veinrunner | 16 | +6 | 2 + Power |
| Steeljack | 16 | +6 | 1 + Power |
| Shepard | 15 | +6 | 1 + Power |
| Ghost | 15 | +5 | 1 + Power |
| Shaper | 14 | +5 | 1 + Power |
| Oracle | 14 | +5 | 1 + Power |
STATES
| State | When | Effect |
|---|---|---|
| Vulnerable Zone | At or below half of maximum | Attacks against the target gain Edge. Further damage rolls a consequence, capped at 6. An injured body slows down. |
| Critical Zone | At or below a quarter | Further damage rolls a consequence with no cap. |
| Dying | 0 Rūḥ | Incapacitated, and making death Saves. See Step 5. |
| Disabled | 0 Énergeia | The machine cannot act. Effects that restore Rūḥ never repair Énergeia; repairs need resources, time and facilities. |
GM: SET UP THE FIGHT
| # | Do this |
|---|---|
| 1 | State each side’s objective: seize, defend, escort, escape, delay, extract, destroy or survive. |
| 2 | Place combatants, machines, Cover, hazards, terminals, HIN access points and objective markers. |
| 3 | Establish awareness. A side that is unready is Surprised until the end of Round 1. |
| 4 | Each side rolls one d10. The higher side chooses which combatant acts first. |
| 5 | Sides alternate choosing one combatant who has not acted. Do not reroll each round unless a rule changes initiative. |
EVERY OPERATOR TURN
| Component | How many | Use it for |
|---|---|---|
| Movement | 1 | Move up to your Speed. You may split it before and after your actions. |
| Maneuver | 1 | Aim, Disengage, Shove, Hide, Stand Up, Escape, Aid Attack, or a Maneuver Talent. |
| Main Action | 1 | An attack, a Talent, Grab, Defend, First Aid. Or convert it into a second Movement or Maneuver. |
| No-Action | Any | Short speech, release an object, drop an item. |
| Simple interaction | Folded in | Draw 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.
| Component | Who may spend it |
|---|---|
| Movement | Your body, or one machine you control. |
| Maneuver | You, a Ghosting or AR action, or a machine Maneuver Talent. |
| Main Action | An operator Talent, a Ghosting action, or a machine Main Action Talent. |
| Machine | Acts how |
|---|---|
| Controlled | You spend one of your components on it this turn. It never gains a turn of its own. |
| Uncontrolled | Follows its last order or fallback. It never attacks for free. |
| Autonomous enemy | GM-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
| Rule | Meaning |
|---|---|
| Declare and resolve | The acting player declares and executes Movement, Maneuver and Main Action together: token and dice. |
| Defensive Maneuvers | Anyone 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. |
| Tempo | Keep the pace brisk, but real-world decision speed never gives a bonus or penalty. |
| AR and VR movement | AR 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. |
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.
A FIGHT
Move, pick a target, resolve it, end the turn. Four steps, repeated.
Step 2 — Move and position
MOVEMENT COSTS
Cost is hexes spent per hex moved. Where Reflex reduces it, subtract half your Reflex, to a minimum of 1.
| Movement | Condition | Cost |
|---|---|---|
| Walk | Normal | 1 |
| Walk | Rough surface | 2 |
| Climb | With gear | 3 − ½ Reflex |
| Climb | Rough surface | 10 − ½ Reflex |
| Climb | Smooth surface | Cannot be climbed |
| Swim | Lake or calm water | 3 − ½ Reflex |
| Swim | Ocean with waves | 5 − ½ Reflex |
| Fly | Clear weather | 1 |
| Fly | Stormy weather | 2 |
| Jump | Standing | 5 − ½ Reflex |
| Jump | Running start | 3 − ½ Reflex |
| Jump | Vertical | 15 − 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
| Rule | Effect |
|---|---|
| Engaged | You are adjacent to an enemy able to threaten you. |
| Leaving without Disengaging | One 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 teleport | Never trigger it. |
POSITIONING ACTIONS
| Action | Type | Effect |
|---|---|---|
| Disengage | Maneuver | The acting body or machine moves up to a maximum of 2 hexes without triggering a free strike. |
| Stand Up | Maneuver | Costs half movement. Ends Prone. |
| Shove | Maneuver | Adjacent 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). |
| Grab | Main Action | Adjacent target no more than one Size larger. ≤10 grabs Stability 0 · 11–15 grabs Stability 1 or less · 16+ grabs unless immune. |
| Escape | Maneuver | Make a Save. Edge if you are larger than the grabber, Bane if smaller. |
| Aid Attack | Maneuver | Pick 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. |
| Defend | Main Action | Until 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
| State | Effect |
|---|---|
| Prone | Bane on your melee attacks. Adjacent attacks against you gain Edge; ranged attacks from beyond adjacency take Bane. |
| Grabbed | Movement 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. |
| Stability | Reduces forced movement by its value; at 0 the target does not move. It also resists Shove, Grab and footing effects. |
| Collision | Forced 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
| Term | Meaning |
|---|---|
| Line of Sight | You perceive the target well enough to choose it. |
| Line of Effect | An unobstructed path exists for the attack or effect. |
| Cover | Can allow sight while imposing Bane. |
| Concealment | Blocks Line of Effect unless a Talent says otherwise. |
COVER AND CONCEALMENT
| State | Requirement | Effect |
|---|---|---|
| No Cover | Target exposed | No modifier |
| Cover | At least half protected | Bane |
| Concealed | Visual or sensor interference | Bane |
| Cover + Concealed | Both apply | Double 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
| Action | Type | Effect |
|---|---|---|
| Hide | Maneuver | You 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 Hidden | Maneuver | d100 Awareness-related Skill Check against the hiding effect’s difficulty. Success reveals the target to you until it hides again. |
| Search | Maneuver | Examine a nearby area, object, control, trap, route or clue. Roll only when uncertainty and consequence exist. |
| Aim | Maneuver | Choose 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
| Weapon | Close | Ideal | Maximum |
|---|---|---|---|
| Pistol | 0–5 m (0–3 hexes) | 6–15 m (4–10 hexes) | 30 m (20 hexes) |
| SMG | 0–10 m (0–7 hexes) | 11–25 m (8–16 hexes) | 50 m (33 hexes) |
| Shotgun | 0–10 m (0–7 hexes) | 11–20 m (8–13 hexes) | 30 m (20 hexes) |
| Rifle | 0–15 m (0–10 hexes) | 16–60 m (11–39 hexes) | 120 m (79 hexes) |
| Marksman | 0–20 m (0–13 hexes) | 21–100 m (14–66 hexes) | 200 m (131 hexes) |
| Heavy | 0–20 m (0–13 hexes) | 21–80 m (14–52 hexes) | 160 m (105 hexes) |
| Where the target is | Modifier |
|---|---|
| Ideal | None |
| Close, with a pistol, SMG or shotgun | None |
| Adjacent, with a rifle, marksman or heavy weapon | Bane, unless Compact |
| Beyond Ideal, up to Maximum | Bane |
| Beyond Maximum | No attack without a special Talent, scope or emplacement |
| Firing while Engaged | Modifier |
|---|---|
| At a nonadjacent target | Bane |
| Pistol, SMG or Compact at the adjacent enemy | None |
| Long weapon at an adjacent enemy | Bane, unless Compact |
AREA ATTACKS
| Shape | How it is measured |
|---|---|
| Burst | A radius from one origin point. |
| Line | A straight path of the listed width. |
| Cone | Widens from the origin. |
| Wall | A continuous barrier of the listed length. |
| Zone | A fixed area that stays in place. |
| Aura | Moves 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
| # | Step | Do this |
|---|---|---|
| 1 | Declare | The acting body or machine, the Talent, the weapon and the target, in that order. |
| 2 | Check it is legal | Sight, effect, range band, Cover, Concealment, engagement (Step 3). |
| 3 | Gather modifiers | Aim, ammunition, weapon traits, situational Edge and Bane, and Weapon Tier against Armor Tier. |
| 4 | Roll once | 2d10 + the Attribute the Talent names. One roll, however many targets. |
| 5 | Resolve | Apply the printed result and the damage sequence below, then check Vulnerable, Critical or 0. |
DAMAGE
| Part | Where it comes from |
|---|---|
| Printed number | The Talent’s result for the Tier you rolled. |
| + Attribute | As printed on the Talent (for example, + Reflex). |
| + Level | Your 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.
| Level | Weapon Tier |
|---|---|
| 1–3 | WT 1 — Street / Civilian |
| 4–6 | WT 2 — Tactical / Paramilitary |
| 7–9 | WT 3 — Heavy / Corporate |
| 10 | WT 4 — Mythic / Military |
| Armor Tier | Worn or carried by |
|---|---|
| Tier 1 | Sable civilian and corporate wear; ordinary clothing |
| Tier 2 | Security vests, tactical apparel, corporate security uniforms |
| Tier 3 | A platform: armored vehicles, trucks, boats, aircraft, light mechs |
| Tier 4 | A platform: heavy mechs, fighter aircraft, strategic platforms |
| Weapon Tier | vs Tier 1 | vs Tier 2 | vs Tier 3 | vs Tier 4 |
|---|---|---|---|---|
| WT 1 | Normal | Bane | No Effect | No Effect |
No Effect means no Rūḥ or Énergeia is lost. Movement, Suppression, control and component effects still resolve unless the target is immune.
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.
| Type | Effect |
|---|---|
| Standard | Normal kinetic effect. |
| AP | +1 effective Weapon Tier against Armor. |
| EMP | Shocked 2; +1 Weapon Tier against machines and cyberware. |
| Spiritbreaker | Psychic 2; +1 Weapon Tier against Mythos. |
| Smart | +2 Power Roll; ignores Cover, not Concealment. |
| Incendiary | Burning 2 on damage. |
| Dragon’s Breath | Shotgun only; ignores Tier 1 Armor; Burning 2. |
| Subsonic | +3% to Silent Skill Checks. |
| Nanite | Can carry a listed digital payload into a connected or exposed machine or HIN target. |
THE DAMAGE SEQUENCE
| # | Apply |
|---|---|
| 1 | Armor and damage-type interaction. |
| 2 | Resistance or Weakness. |
| 3 | Temporary Rūḥ or Énergeia first, then normal durability. |
| 4 | Forced movement and collision. |
| 5 | Conditions and component effects. |
| 6 | Check Vulnerable, Critical, 0, the consequence roll, Dying, Disabled or destroyed. |
| Defense | Effect |
|---|---|
| Resistance X | Reduces matching damage by X, after Armor. |
| Immunity | Prevents the listed damage or condition entirely. |
| Weakness X | Increases matching damage by X. |
| None of these | Change the Power Roll, unless a rule says so. |
BASIC ATTACKS AND SAVES
| Rule | Effect |
|---|---|
| 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 block | Prints both basic attacks, or marks one Unavailable. |
| Save | 1d10 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. |
| Duration | Ends |
|---|---|
| Start of Turn | Immediately before acting. |
| End of Turn | After finishing the turn. |
| Save Ends | On a successful Save at the end of each affected turn. |
| Until Repaired / Treated | When that is done. |
| Sustained | When upkeep stops or access is lost. |
Step 5 — End the turn
END-OF-TURN CHECKLIST
| # | Resolve |
|---|---|
| 1 | Bleeding, Burning, Shocked, environmental damage and other end-of-turn effects. |
| 2 | Save Ends rolls. |
| 3 | End or maintain Sustained effects. |
| 4 | Detection, HIN defenders, ECM / ECCM, signal changes and Data Tether consequences. |
| 5 | Routine orders and fallback for machines. |
| 6 | Vulnerable, Dying, Stabilized, Disabled, destroyed and encounter objectives. |
RECOVERIES AND HEALING
| Rule | Effect |
|---|---|
| Recoveries | As printed for your Archetype: 2 + Power for a Brawler or Veinrunner, 1 + Power for everyone else. |
| Recovery Value | One 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. |
| Refresh | Only 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 Talents | Restore Rūḥ or conditions exactly as printed; they do not automatically spend a Recovery. |
| Treatment | Field treatment stabilizes. Surgery or facility care removes entries that require it. |
DYING AND DISABLED
| At 0 | What happens |
|---|---|
| Rūḥ | Incapacitated and Dying. You stay in initiative, take no actions, and make a Save at the end of your turn. |
| Save succeeds | Mark one Stability. Three Stability marks: stabilized at 0 Rūḥ. |
| Save fails | Mark one Death. Three Death marks: death. |
| Damaged while Dying | Mark one Death, or two on a Critical. |
| Énergeia | Disabled 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
| Word | Means | Notes |
|---|---|---|
| Push | Directly away from the source | Straight line. Stops at the first obstruction. |
| Pull | Directly toward the source | Straight line. Stops adjacent to the source. |
| Slide | Any direction the mover chooses | The one using the ability picks the path, not the target. |
| Shift | The combatant moves itself without provoking | Not 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
| Condition | Effect |
|---|---|
| Bleeding X | Lose X Rūḥ at end of turn; First Aid or Save ends. |
| Blinded | Cannot see; your attacks take Bane; attacks against you gain Edge. |
| Burning X | Lose X Rūḥ or Énergeia at end of turn; a Maneuver or Save ends. |
| Concealed | Attacks against you take Bane. |
| Critical | At a quarter or less of maximum; further damage rolls the full consequence chart. |
| Dazed | Choose a Maneuver or a Main Action, not both. |
| Disabled | A machine cannot act. |
| Dying | At 0 Rūḥ; make death Saves. |
| Exposed | The next attack against you gains Edge, then it ends. |
| Frightened | Cannot move closer to the source, and Bane on attacks against it; Save ends. |
| Grabbed | Movement 0; cannot leave the grabber. |
| Hidden | Cannot be directly targeted until detected. |
| Immobilized | Movement 0; forced movement still applies. |
| Jammed | Listed wireless or HIN actions take Bane, or fail if the signal is lost. |
| Marked | The source gains the listed benefit against you. |
| Overheated | Cannot use the listed high-output system until cooled. |
| Prone | See Body States; Stand Up with a Maneuver. |
| Restrained | Movement 0; your attacks take Bane; attacks against you gain Edge. |
| Shocked X | Start of turn: X Shock damage; machine and cyber actions take Bane. |
| Slowed | Movement halved. |
| Stunned | Cannot use a Main Action or Maneuver. |
| Vulnerable | At half or less of maximum; attacks against you gain Edge, and further damage rolls a consequence capped at 6. |
| Weakened | All damage you deal is halved; Save ends unless the effect says otherwise. |
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.
WHEN SOMEBODY GETS HURT
One chart, rolled on a d6 until somebody is in real trouble.
WHEN TO ROLL A CONSEQUENCE
- A target in the Vulnerable Zone — half or less of maximum Rūḥ or Énergeia — rolls 1d10 whenever it takes further damage. Cap the result at 6.
- A target in the Critical Zone — a quarter or less — rolls the same 1d10 with no cap.
- Roll no more than once per target per round, however many times it is hit.
- A Tier 3 Called Shot that explicitly causes one, or reaching 0, rolls uncapped regardless of zone.
- On a duplicate result, worsen one step along this order: Kit or First Aid, then Shop or Surgery, then Facility, then permanent.
LIVING CRITICAL INJURIES
For any living target, operator or adversary.
| d10 | Trauma | Effect | Recovery |
|---|---|---|---|
| 1 | Hand trauma | Fine work and one-handed weapons take a Bane. | First Aid |
| 2 | Shoulder dislocation | Two-handed weapons cannot be used at all. | First Aid |
| 3 | Muscle rupture | Slowed while the injury lasts. | Surgery |
| 4 | Arm fracture | One arm is useless. No two-handed weapons, no Grab, no climbing. | First Aid |
| 5 | Rib fracture | Its Main Action takes a Bane in any round it also moved. | First Aid |
| 6 | Leg fracture | Slowed, and Speed drops by 2. | First Aid |
THE SCENE TRACKER
The countdown the whole game runs against, and how to read it without announcing a number.
READING THE BANDS
| Tracker | Warning | Investigation | Intervention | Lockdown |
|---|---|---|---|---|
| 4 — Street | 1 | 2 | 3 | 4 |
| 6 — Underworld | 1–2 | 3–4 | 5 | 6 |
| 8 — Corporate | 1–2 | 3–4 | 5–6 | 7–8 |
| 10 — Government | 1–2 | 3–5 | 6–8 | 9–10 |
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.
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 Tier | What it is | Observe & Manipulate |
|---|---|---|
| Tier 1 | A camera, a door, a drone, a terminal, a vehicle | R1 |
| Tier 2 | Building security, facility control, checkpoints | R2 |
| Tier 3 | Corporate servers, logistics, drone control, facility automation | R3 |
| Tier 4 · AKS | Hardened, military, institutional, and AKS corporate nodes | R3 |
THE BOUNDARIES
| One action per Turn | Every Ghosting Action costs a Main Action or a Maneuver as printed. No exceptions, in combat or out of it. |
| Sustain cap | One sustained effect at a time, two at R3. Each costs a Maneuver on your Turn. Drop one to begin another. |
| No fishing | An 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 Hijack | One device at a time; two at R3. |
| Failure marks 1 box | Unless the action says otherwise. Only four of them do. |
TIMEFRAMES
| Immediate | Resolves and ends. |
| Scene | Holds until the scene ends, then lapses on its own. |
| Sustained | Holds only while you spend a Maneuver each Turn. |
| Persistent | Survives 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.
| Action | Cost | Target | On success | Timeframe | On failure |
|---|---|---|---|---|---|
| Scan | Main Action | Current location | Anchors, defenders, sensors, security layers, and one blind zone. | Immediate | False topology, or one Anchor stays concealed. |
| Listen | Main Action; Maneuver to sustain | One command channel | Patrols, machine orders, and incoming response. | Sustained | Misleading traffic, or an echo reveals you. |
| Profile | Main Action | One user or identity construct | Role, authority, permissions, and one exploitable limitation. Edge on your next action against them. | Scene, or until the Edge is spent | They receive an authentication warning. |
| Trace | Main Action; extended | A Ghost, command signal, SENTINEL, or Data Tether | Identify the origin at local, city, or regional scope. | Until the route changes | Your own route becomes partially triangulated. |
| Ghost-Follow | Main Action; Maneuver to sustain | One authorized user | Follow them between locations and cross the next barrier they legitimately open. | Sustained | They sense an attached presence and change route. |
| Decrypt | Main Action per layer | Protected file, archive, or credential | Removes one encryption layer. | Persistent | First 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.
| Action | Cost | Target | On success | Timeframe | On failure |
|---|---|---|---|---|---|
| Override | Main Action | One lock, permission wall, safety limit, or access state | Bypass it. | One use, or Scene | The credential is challenged, or the route closes. |
| Inject | Main Action | One system accepting data or commands | Plant a backdoor, false credential, delayed order, or logic payload. | Persistent, until triggered or countered | The payload is quarantined, altered, or traced. |
| Loop | Main Action; Maneuver to sustain | One sensor or record stream | Repeats an earlier state and reports no new events. | Sustained | Defenders compare another feed and spot the repetition. |
| Redirect | Main Action | One power, patrol, route, communication, or security allocation | Moves attention or resources. The GM changes the threat layout. | Immediate | Opposition redirects toward the crew, or another route closes. |
| Mask | Main Action | Your own Access ID or presence | You read as an authorized user of this node — not a specific credential, an absence of alarm. | Scene | Your real Access ID is logged instead. Marks 2. |
| Hijack | Main Action; Maneuver to sustain | One connected device — camera, door, drone, lift, vehicle | You operate it as its owner. One at a time; two at R3. | Sustained | The device reports an unauthorized command and locks out for the scene. |
EXIT — FOUR WAYS OUT
| Clean Exit | Release objectives and leave by the original route. |
| False Route | Redirect the trace toward another system or Access ID. |
| Transferred Tether | Hand the route to a prepared relay, Contact, or device. |
| Emergency Disconnect | End virtual exposure immediately, and accept the current Data Tether and physical consequences. |
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… | Who | How |
|---|---|---|
| Drive or fly a machine the crew controls | Steeljack, or anyone with the Piloting Rank | Piloting; Steeljack Talents |
| Fight from a vehicle or mech | Steeljack | Steeljack Talents; mounted weapons |
| Run the crew’s drones | Shepard, or anyone with Electronic Surveillance | Shepard Talents; Electronic Surveillance Rank sets how many |
| Unlock, steal or take over someone else’s machine | Ghost | Ghosting Actions: Override, Hijack, Seize |
| Shut down an enemy machine’s systems | Ghost | Ghosting Actions: Crash, Loop |
| Jam an enemy machine’s signal | Anyone with Electronic Surveillance | ECM and ECCM |
GETTING AT THE CONTROLS
| Mode | Needs | Range | The catch |
|---|---|---|---|
| In the seat | Nothing | Where you sit | Your body is in the machine. If you are exposed in it, you can be shot. |
| Remote | Steeljack Deck, or a Steeljack Uplink Amplifier for drones (Zine 1 gear) | Signal range on the same network | The 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.
| Rank | Name | You can operate, under pressure… |
|---|---|---|
| No Rank | — | An ordinary vehicle on an ordinary day, with no roll. Any pressure needs Rank 1. |
| 1 | Urban Pilot | Tier 1 vehicles, such as civilian cars and bikes, under normal and moderate pressure. |
| 2 | Security Pilot | Tier 2 vehicles in pursuits and hostile situations. |
| 3 | Extreme Pilot | Tier 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
| Situation | Roll? | If it fails |
|---|---|---|
| Ordinary driving, a known route, nobody chasing | No | — |
| A pursuit, a tight gap, a jump, a crash landing, bad ground | Piloting | The GM picks one: you lose position, take collision damage, or end Slowed. |
| Moving the machine without being noticed | Piloting or Shadowing | Mark 1 box on the Scene Tracker. |
| A Steeljack Talent | No: the Talent’s Power Roll resolves it | The Talent’s 10-or-lower result. |
| An attack with a mounted weapon | No: 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.
| Component | Spend it on the machine to… |
|---|---|
| Movement | Move the platform up to its Speed. Your body moves with it only if you are riding it. |
| Maneuver | Use a Steeljack Maneuver Talent, Aim a mounted weapon, Disengage the platform, or attempt a Piloting stunt. |
| Main Action | Fire 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
| Rule | Effect |
|---|---|
| Convoys | Two 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 once | One 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.
| Who | How many drones | What they can do with them |
|---|---|---|
| Shepard | Up to three active drones, deployed with Drone Deployment | Shepard Talents, which act from the drones’ positions. |
| Anyone else | Your Electronic Surveillance Rank (table below) | Move them and fire one drone’s mounted weapon per Main Action. No Talents through them. |
| Electronic Surveillance Rank | Drones at once |
|---|---|
| 1 — Circuit Tech | One Tier 1 |
| 2 — Signal Engineer | Two Tier 1 |
| 3 — EW Operator | Three Tier 1, or one Tier 2 |
| 4 — Spectrum Controller | Four Tier 1, two Tier 2, or one Tier 3 |
| 5 — Theatre Director | Three 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
| Rule | Effect |
|---|---|
| Origin of effects | When a Talent says an effect comes from a drone, measure line of effect, Cover, Concealment and the installed system’s Range from that drone. |
| Swarms | Drones 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 integrity | Drones 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 Énergeia | Vulnerable. Attacks against it gain Edge, and further damage rolls the Mech/Synth or Vehicle Failure chart, capped at 6. |
| It drops to a quarter | Critical. Failure rolls are uncapped. |
| It reaches 0 Énergeia | Disabled, or Destroyed if its stat block says so. If it was moving, occupants make the crash Save. |
| The remote link is jammed or cut | It follows its fallback order. |
| You are immersed when it is destroyed | HIN Feedback as written for that platform. Letting go deliberately never causes this. |
| It needs repair | Field Repair (Combat, Step 4), a shop or a facility. Effects that restore Rūḥ never repair Énergeia. |
| Fallback order | The machine… |
|---|---|
| Hold position | Stops where it is and defends itself. |
| Return home | Drives back to its depot or owner. |
| Continue route | Finishes the last route it was given. |
| Protect a target | Stays with and shields one named person or vehicle. |
| Emergency stop | Shuts 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 machine | Steeljack | Ghost |
|---|---|---|
| Out-drive it, block it, ram it, shoot it | Yes | — |
| Open its lock, take its controls, make it the crew’s | No | Override · Hijack · Seize |
| Blind it, kill a subsystem | No: shoot the component instead (Called Shot) | Loop · Crash |
| An enemy Ghost takes one of the crew’s machines | Keep it boxed in until it is back | Take it back |
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.
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
| Situation | Do this |
|---|---|
| A routine request, a friendly NPC, an obvious yes | Roleplay it. No roll. |
| The NPC cannot actually give what is asked | Say so, and tell the crew who can. |
| The NPC has power, something at stake, and a reason to refuse | Open the Track. |
| The person is already the crew’s Contact | Use a Contact Action (Zine 1): a Power Roll, then mark Stress. Not the Track. |
THREE STATES
| State | The NPC… | Moves on with… |
|---|---|---|
| 1. Listening | Hears you out and promises nothing. | One successful exchange. |
| 2. Considering | Names 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. Committed | Does exactly what was agreed. | — |
PICK AN APPROACH
All four are Presence Skills. Three of them move the Track; Status gets you into the room.
| Skill | You are… | They agree because… | If it fails… |
|---|---|---|---|
| Sell | Persuading | It is a good deal for them. | They say no, politely. Nothing worse. |
| Spin | Lying or framing | They believe the story. | Somebody checks the story. |
| Leverage | Threatening | Saying no costs more than yes. | They learn what you are holding and start working on it. |
| Status | Showing who you are | It gets you the meeting, never the yes. | You wait, or you need a sponsor. |
ONE EXCHANGE — FOUR STEPS
| # | Step | Do this |
|---|---|---|
| 1 | Ask | The player says it in one sentence, “I want ___ from ___ because ___,” then makes the case in character. |
| 2 | Name the stake | The GM says what this person wants or fears that the approach is aimed at. If there is nothing, there is no roll: they agree. |
| 3 | Roll once | d100 against the Skill %. At most one Edge (+10%) and one Bane (−10%). They cancel. |
| 4 | Move or pay | On 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.
| Part | Example |
|---|---|
| Who does what | The port deputy signs the early release on container KH-4471. |
| By when | Before the 04:00 manifest sync tonight. |
| On what condition | The crew keeps her name out of the Exposure file. |
| What ends it | Her 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.
| Rank | The deal holds… |
|---|---|
| R1 | This scene, and only until someone challenges it. |
| R2 | This scene, or the immediate job. |
| R3 | This operation. Breaking it is a deliberate betrayal. |
| R4 | As a standing relationship. They defend it. |
| R5 | As a long alliance, until it is betrayed. |
| Closed with… | It ends when… |
|---|---|
| Sell | It stops being worth it to them. |
| Leverage | The leverage is gone: recovered, published or outlived. |
| Spin | Somebody 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.
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.
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
| Step | Who decides | Where it’s covered | |
|---|---|---|---|
| 1 | The 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 crew | The atlases |
| 2 | Choose the pressure. Data, Profit or Blood. Operations can combine. | The crew | This chapter |
| 3 | Pick the mission. There are optional approaches for the mission type with example procedures. | The crew | This chapter |
| 4 | Run 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. | Both | The Approach |
| 5 | Set the Scene Tracker. Four, six, eight or ten boxes, by how hard the target is. | GM | The Scene Tracker |
| 6 | Play out the mission’s steps, failing forward. | Both | Core Resolution |
| 7 | Run the Influence Test after the mission. Four questions about the ability attacked. Two or more NO answers and the faction loses 1 Influence. | GM | The Influence Test |
| 8 | Close the operation. Write the sentence and roll retaliation. | GM | The GM Page |
Then the crew picks the next target, one rung higher than the last.
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 expectSpin, Sell, StatusExample. 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 runsShadowing, Investigation, Electronic Surveillance, StatusExample. 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 youSpin, Sell, Leverage, StatusExample. “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 certainShadowing, plus whatever the objective needsExample. 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.
THE GM PAGE
How big a fight should be, and what the Street does about it afterwards.
When the Street answers back
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.
| d10 | Pressure | They do this | What happens |
|---|---|---|---|
| 1 | Profit | Pocketed | They go through the safehouse and take the week’s takings and one Tier 1 kit. Small, specific, and gone by morning. |
| 2 | Data | What they were carrying | The block works out what the crew took and who they took it for. The buyer hears about it before the crew can deliver. |
| 3 | Data | Where they sleep | The safehouse, the lock-up, and the route the truck takes at four in the morning. Every lookout in the district now has all three. |
| 4 | Profit | The truck | They take the vehicle, or strip it where it stands. Mobility in this district is a resource and the crew no longer has it. |
| 5 | Data | Named to the patrol | Somebody 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. |
| 6 | Blood | Three with a fuel can | They 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. |
| 7 | Blood | Waiting at the door | Not 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. |
| 8 | Blood | The corner empties out | Everyone 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. |
| 9 | Blood | Everyone they can wake | Aimed 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. |
| 10 | Blood | Open war on the block | A 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. |