CYBERSTEEL

GM Console

Run the operation, log what changed, and watch the map move — one state, one save.
The twelve corporations and every production site across the Mediterranean. Click a pin for a corporation's full chain; use the chips to isolate one.

Operation — Session 1

Run the operation

Scene Tracker

One tracker, every operator. A failed Ghosting roll and a blown Shadowing check mark the same boxes. When it fills, it fills for everyone.

Retaliation

Applying sets the Scene Tracker to the size the result calls for and writes it to the Ledger.

The Influence Test

Capacity — Can the faction still perform the function at all?
Access — Can it still reach the people, infrastructure, or territory?
Authority — Do others still accept its orders or ownership?
Recovery — Can it repair the loss without changing strategy?

Close the operation

If you cannot finish that sentence, Influence did not change.

One action does everything. Closing writes the operation to the Ledger, applies the Influence drop if the test called for one, updates the Territory map, and resets the tracker.
Work down the page. Bring in resources, run the Assets, spend what came in, then look at what it cost you. Everything saves with the session.

Step 1 · Resources and Credits

Step 2 · Assets and income

An Asset is something the crew owns that earns while they are not working — a chop shop, a warehouse, a clinic, a haulage contract. It is also a fixed address, which is the trade: every Asset is somewhere a faction can come and find them, and Zine 3 prices that in.

Each one earns a fixed income per downtime cycle, costs a fixed amount to run whether it is earning or not, and holds a fixed amount of Resource Units. Buying one costs its typical value up front.

TierCosts to buy Earns / cycleCosts to run StorageWhat it looks like
150,000–250,000 Cr5,000 Cr2,000 Cr50 RU Workshop, stock room, van, repair garage, clinic.
21–10 million Cr40,000 Cr20,000 Cr500 RU Regional factory, warehouse, fleet, laboratory, service center.
350–250 million Cr400,000 Cr250,000 Cr5,000 RU Vehicle plant, logistics hub, port, research campus, utility complex.
41–10+ billion Cr4,000,000 Cr3,000,000 Cr50,000 RU Mech network, strategic warehouses, airlift fleet, national research grid.

A Tier 1 Asset nets 3,000 Cr a cycle and pays for itself in roughly twenty downtimes. A Tier 3 nets 150,000 and is the reason a Corporation notices the crew exists. Record where it is — Retaliation needs somewhere to arrive.

Adds net income to Credits and advances every build one cycle. Offline or seized Assets earn nothing and still cost.

Step 3 · Fabrication

Step 4 · Salvage and fabrication log

Every piece taken apart or put together, and exactly what it yielded or consumed.

Add an Important Local

Tier, Best Use, Provides and Risk come from the Zine 1 roster. Stress has 3 boxes; when all three fill, resolve a Burn.

Important Locals by district

Open full map ↗
Click a pin or an index entry to open the district.
Custom entries appear on the map and are saved with the campaign.
Conquest tint deepens as a district's factions lose loyalty. A district with every faction at zero reads HELD BY CREW.
Power is never erased, only replaced. When Influence reaches 0 a vacuum opens. That is not peace — it is the beginning of replacement pressure.