CYBERSTEEL

Cheat Sheet

The game is Pressure. A crew applies Blood, Data or Profit until a faction can no longer reliably do something — and the faction answers with the same three. Each rule below names the zine it comes from; if the two disagree, the zine wins.

What the game isZine 1 — The Game in One Sentence

A crew applies Pressure to a faction until that faction can no longer reliably do something in a territory. Every operation is one of three kinds.

PressureWhat it attacksWhere the rules live
BloodViolence and visible force. People, ground, the willingness to stand there.Zine 2
DataExposure and secrecy. Records, identity, access, what is known.Zine 2
ProfitRevenue and leverage. Stock, routes, assets, what a thing is worth.Zine 3

A faction pushes back with the same three. That is what Retaliation is.

The Core RollZine 2 — Core Resolution

Total resultOutcome
10 or lowerTier 1
11–15Tier 2
16+Tier 3

Natural 20 is always Tier 3 regardless of modifiers, and grants one additional Main Action after that action resolves. A natural 20 on a Save always succeeds, with no extra action.

DamageZine 1 — Adding Your Level

Printed Talent damage + your Attribute + your Level. A Level 5 operator whose Talent reads 9 + Reflex deals 9 + Reflex + 5.

The Level bonus is what keeps a fight at four to five rounds from Level 1 to Level 10. Gear arrives in jumps; Levels arrive one at a time.

Weapon Tier vs Armor TierZine 2 — Armor

Weapon Tier does not set damage. It sets what you can hurt.

WTT1 ArmorT2 ArmorT3 ArmorT4 Armor
1NormalBaneNo EffectNo Effect
2NormalNormalBaneDouble Bane
3EdgeNormalNormalBane
4Double EdgeEdgeEdgeNormal

No Effect means no Rūḥ or Énergeia is lost — movement, Suppression and control effects still resolve. Tier 1–2 Armor is worn; Tier 3–4 is a platform. Machines are never below Tier 2.

Signature Weapon Tier rises with you: WT 1 at Levels 1–3, WT 2 at 4–6, WT 3 at 7–9, WT 4 at 10. Adversaries use the same rule.

ConsequencesZine 2 — Injuries and Failures

Vulnerable Zone (half or less): any further damage rolls 1d10, capped at 6.

Critical Zone (a quarter or less): the same 1d10, no cap.

Once per target per round. A Tier 3 Called Shot or reaching 0 rolls uncapped regardless of zone.

Living chart for people. Mech and synth chart for anything on its own frame. Vehicle chart for platforms. Duplicates worsen one step: Kit or First Aid, then Shop or Surgery, then Facility, then permanent.

MachinesZine 1 — Énergeia

Drones, vehicles, mechs and synths carry Énergeia, not Rūḥ. Same zones: half is Vulnerable, a quarter is Critical, zero is Disabled unless the block says Destroyed.

Nothing that restores Rūḥ repairs Énergeia. Repair is Kit (Normal check), Shop (Hard), or Facility.

A piloted platform never gets its own turn — it spends its operator's single Movement, Maneuver and Main Action. EMP ammunition is +1 effective Weapon Tier against machines and cyberware.

Building an EncounterZine 4 — Competitors

Encounter Strength per operator = 4 + (2 × Level). Add one more operator for every 2 Victories the crew averages.

One Operator-tier Competitor of a given Level is worth one player operator of that Level. 8 Chaff = 1. 2 Crew = 1. Specialist and Handler = 2. Apex = 6.

DifficultyBudgetCosts roughly
Trivialbelow ES minus one operatora third of the reserve
Easybelow EShalf
StandardES to ES + one operatortwo thirds
Hardup to ES + threenearly all of it
Extremebeyond thatmore than they have

An operation holds one standard fight and something small, or two easy ones. Plan to fight once. Platforms the crew brings add ES: light vehicle +1, armored or aircraft or light mech +2, heavy mech +3.

Edge, Bane and SavesZine 2 — Edge and Bane / Saves

StateEffect
Edge+2 Power Roll
Double EdgeImprove result one Tier
Bane−2 Power Roll
Double BaneReduce result one Tier

They cancel one for one and never exceed Double.

Save — 2d10 + Attribute, 10 or higher succeeds. No difficulty grades. Save Ends: roll at the end of each affected Turn until it succeeds.

The Scene TrackerZine 2 — Scene Tracker

SizeUse
4Short, exposed, or unstable operation
6Standard professional operation
8Layered, hardened, or strategically important

A Mark meansTime: the response arrives sooner or an opportunity closes. Evidence: they gain footage, identity fragments, signatures, witnesses. Access: a route, door or permission closes.

The Tracker measures the target’s response, not the crew’s progress. A full Tracker changes the conditions, escalates the opposition, or forces a new scene.

Influence — taking a territoryZine 2 — The Influence Test

Run once, at the end of an operation. It is the only Influence test in Cybersteel. Ask four questions about the ability the crew attacked, in that territory:

  1. Capacity — can they still do the thing?
  2. Access — can they still reach who they need?
  3. Authority — do others still accept their claim?
  4. Recovery — can they repair this without changing strategy?

Two or more NO → the faction loses 1 Influence there. Pass or fail, never a scale. Influence has no maximum and moves one step at a time.

A faction recovers Influence only by restoring the damaged system, defeating whoever benefited, regaining legitimacy, replacing leadership, retaking territory, exposing the crew, or completing a retaliation objective.

“Because the crew did X, faction Y can no longer reliably do Z.”

If Influence did not change, close the operation anyway and say what did. A run that shifts nothing is a payday that made an enemy curious.

Running any operationZine 2 — Methods of Pressure

  1. Name the faction and what it runs.
  2. Decide what the crew attacks — one ability, not the whole faction.
  3. Pick the operation and read its six Player Steps.
  4. Set the Scene Tracker size.
  5. Write the closing sentence in advance.
  6. Stop preparing.

BloodZine 2 — Violence and Visible Force

Everyone knows who did it. That is the cost and the point. Reach for Blood when the crew wants the district to understand something, and let the price be exactly that understanding.

Your TurnZine 2 — Combat Steps 0–6

  1. Review — Rūḥ, Recoveries, conditions.
  2. Move and position — cover, height, light, exits.
  3. Choose a legal target.
  4. Resolve — declare, roll, read the Tier.
  5. Special systems — firearms, Suppression, drones, vehicles.
  6. End the Turn — Saves, conditions, consequences.

Declare before resolution. Triggered defenses, Interrupts and free strikes must be declared when the trigger occurs, before the action fully resolves.

Damage, in orderZine 2 — Damage Sequence

  1. Armor and damage-type interaction.
  2. Resistance or Weakness.
  3. Temporary Rūḥ / Énergeia, then normal durability.
  4. Forced movement and collision.
  5. Conditions and component effects.
  6. Check the Vulnerable and Critical Zones, 0, consequence roll, Dying, Disabled, destroyed.

Range and engagementZine 2 — Range Bands

  • Ideal — no modifier.
  • Close — no modifier for pistols, SMGs, shotguns.
  • Adjacent with a long weapon — Bane unless Compact.
  • Beyond Ideal to Maximum — Bane. Beyond Maximum — no attack without a Talent, scope or emplacement.

Ranged attacks at non-adjacent targets take Bane while engaged. Pistols, SMGs and Compact weapons hit the adjacent enemy normally.

Shove, Grab, CollisionZine 2 — Shove / Grab

TierShoveGrab
1Push 1 metre if Stability 0Grabs Stability 0
2Push 2 metres minus StabilityGrabs Stability 1 or less
3Push 4 metres minus Stability, or ProneGrabs unless immune

Grabbed: Movement 0, dragged at half Movement. Escape (Maneuver): Normal save, Easy if larger than the grabber, Hard if smaller.

Collision — 1 damage per 2 metres of unused movement, capped at 5. Both parties take it in a creature collision.

DyingZine 2 — Death and Stabilization

At 0 Rūḥ: Incapacitated and Dying. Stay in initiative, take no actions, make a Normal save at the end of your turn.

  • Success marks one Stabilize; failure marks one Death.
  • Three Stabilize → stable at 0 Rūḥ. Three Death → dead.
  • Damage while Dying marks one Death; a Critical marks two.

RecoveriesZine 2 — Recoveries

Recoveries are per Archetype — 2 + Power for a Brawler or Veinrunner, 1 + Power for everyone else. Catch a Breath (Maneuver, needs a Medical Kit): spend one, regain one third of your maximum Rūḥ. They refresh only at a full rest or operation reset.

Vulnerable Zone at half or less of maximum Rūḥ or Énergeia — attacks gain Edge and further damage rolls a consequence, capped at 6. Critical Zone at a quarter or less — the consequence roll is uncapped.

RaidZine 2 — BLOOD, DATA OR PROFIT

  1. Pick the target and what leaving looks like
    Investigation, domain Skill
  2. Learn what defends it and how fast help comes
    Investigation, Shadowing, Electronic Surveillance
  3. Choose your way in and your way out, and have a second one
    Piloting, Shadowing, Fabrication
  4. Get in and take control of the space
    Combat Skills at target Rank
  5. Take, break or burn what you came for
    Demolitions, Fabrication, domain Skill
  6. Get out before the response lands
    Piloting, Shadowing

Proxy ConflictZine 2 — BLOOD OR PROFIT

  1. Pick the two who already dislike each other
    Investigation, Status
  2. Work out what would actually set them off
    Investigation, Leverage
  3. Make it look like the other side started it
    Spin, Fabrication, Shadowing
  4. Feed the fight without being seen to
    Spin, Sell, Contacts
  5. Use the gap while they are busy
    domain Skill at target Rank
  6. Get clear before either works out who aimed them
    Shadowing, Spin, Leverage

ProtectionZine 2 — DATA, PROFIT OR BLOOD

  1. Be clear about what you are protecting and what counts as losing it
    Investigation, Status
  2. Work out who wants it and how they would take it
    Investigation, Shadowing, Electronic Surveillance
  3. Close the easy ways in
    Fabrication, Cyber Operations, Piloting
  4. Put your people where the attempt will happen
    Combat Skills, Shadowing
  5. Handle the attempt when it comes
    Combat or domain Skill at target Rank
  6. Work out who sent them, and make that public or make it costly
    Investigation, Leverage, Spin

StreetZine 2 — Control Through Presence

Profit first, then Blood. The street does not do Data well and does not pretend to.

d10PressureResultEffect
1ProfitMarked StockNo loss. Word goes out that the crew's goods are hot. The next time they fence anything in this territory, the buyer pays half.
2ProfitCorner TaxNo loss. Every purchase, bribe or favour bought in this territory this arc costs one additional Stress or one additional resource.
3ProfitStash BurnedThreaten −1 Influence and one cache of crew gear. Prevent only one.
4ProfitFence RefusesThreaten −1 Influence. Until resolved, the crew cannot sell stolen gear anywhere in this district.
5BloodBeating in DaylightThreaten −1 Influence through a public assault on a crew member, Contact, or worker. The neighbourhood is meant to watch.
6BloodRetaliatory RaidFrame a retaliation Pressure scene, 4-box Tracker. If it fills → −1 Influence and a Safehouse or Contact.
7BloodMarked VehicleThreaten −1 Influence and the crew's transport. A torched vehicle in the street tells the district who lost.
8BloodLeadership StrikeThreaten −1 Influence aimed at whoever the crew relies on here. If the crew contains it cleanly, the faction loses standing instead.
9BloodOpen Turf WarIf Influence is 2 or lower, threaten Influence to 0 unless the crew intervenes. Rivals move in regardless of who wins.
10BloodViolent DisplacementInfluence becomes 0 through open conflict. Control of the neighbourhood flips immediately.

UnderworldZine 2 — Control Through Attrition

Profit, then Data, then Blood. A syndicate would rather own you than fight you.

d10PressureResultEffect
1ProfitUneasy CalmNo loss. Future Scene Trackers in this territory open with 1 box already marked.
2ProfitSupply Held BackNo loss. The crew cannot restock Tier 2+ gear in this district until they settle.
3ProfitEconomic SqueezeThreaten a crew income source, asset, or supply line. Influence holds — for now.
4ProfitDebt CalledThreaten −1 Influence as every favour the crew has taken here is demanded back at once.
5DataRumours and FrictionThreaten −1 Influence as cooperation becomes unreliable. Contacts hedge, allies stall.
6DataSold to a RivalThreaten −1 Influence as the crew's routine, route, or next job is sold on.
7BloodSkirmishes in the MarginsFrame a retaliation Pressure scene, 4-box Tracker. If it fills → −1 Influence.
8BloodCoordinated EncroachmentThreaten −1 Influence and a crew asset. Prevent only one.
9BloodStructural BreakdownIf Influence is 2 or lower, threaten Influence to 0 unless the crew intervenes with a 6-box scene.
10ProfitHostile TakeoverInfluence becomes 0. A rival absorbs the operation without open war. Nobody dies; everything changes hands.

DataZine 2 — Exposure and Secrecy

Nobody hears an alarm. They notice later that a number is wrong, and then they read backwards through the log. Data is the patient pressure — give the crew that quiet and let them decide how much of it to spend.

Detection 0–4Zine 2 — Ghosting Detection

When it marks. A failed Ghosting Breach Check always marks one box. Other failures mark only when defenders gain usable evidence, stronger trace, closed access, confirmed intrusion or response capacity. Detection is shared across one coordinated environment.

A mark looks like — identity challenge or verification delay; closed route or revoked credential; false data or redirected traffic; a Sentinel or corporate Ghost team arriving; the Data Tether clearing; physical security approaching the access point.

Disconnecting. 0–1: clean exit normally possible. 2: exit requires breaking trace or accepting persistent evidence.

The AgoraZine 2 — Heist (Data)

A digital reconstruction of ancient Athens where much of the world’s business is done. It has quarters, gates and guards, and they behave like the real thing.

RuleEffect
AccessWith the required Cyberware, enter normally.
Without CyberwareMay still enter. Bane on every roll inside.
DamageAll damage dealt inside is halved.
GhostsOperate without penalty; Ghost Talents work as written.

Halved damage is not safety. A crew can still be beaten unconscious, and everything they carried is gone when they wake.

Heist — DataZine 2 — THE AGORA

  1. Pick the data you are taking, and why losing it hurts them
    Investigation R1-4; Cyber Operations
  2. Find out who holds it, who visits it, and who would notice
    Investigation, Electronic Surveillance, Cyber Operations at target Rank
  3. Walk the quarter and watch how it actually behaves
    Shadowing or Electronic Surveillance at target Rank
  4. Get your handle, your standing and your way out ready before you start
    Spin, Cyber Operations, Contacts, Fabrication
  5. Get past what protects it, then take, copy, alter or corrupt it
    Cyber Operations matching each defense at target Rank
  6. Log out clean, and leave the record looking ordinary
    Cyber Operations, Spin, Shadowing

Success The crew takes the data and the owner still believes their records are intact.
Partial The crew takes the data, but a handle, a route or a method is burned and can be traced.
Full Tracker The quarter locks: gates close, standing is stripped, and the crew is put out of the Agora with whatever they were holding.

InfiltrationZine 2 — DATA

  1. Decide who you are pretending to be
    Spin, Status, Sell, Leverage
  2. Build the proof that backs up the story
    Spin for story; Fabrication for physical credentials; Cyber Operations for records; Status or Contacts for a vouch
  3. Walk in the way the staff expect, and act like you have a reason to be there
    Spin or Sell at target Rank
  4. Watch how the place actually runs
    Shadowing, Investigation, Electronic Surveillance, Status
  5. When someone starts to doubt you, give them an easier answer
    Spin, Sell, Leverage, Status
  6. Do what you came for and leave before anyone is certain
    Shadowing plus objective Skill

ExposureZine 2 — DATA

  1. Decide what the truth is and who has to believe it
    Investigation, Spin
  2. Get proof that survives being denied
    Investigation, Cyber Operations, Electronic Surveillance
  3. Find someone who can carry it and be believed
    Contacts, Status, Sell
  4. Protect whoever hands it over
    Shadowing, Leverage, Protect
  5. Release it where it cannot be quietly pulled
    Spin, Cyber Operations, Contacts
  6. Hold the story while they try to kill it
    Spin, Leverage, Status

Data OperationZine 2 — DATA

  1. Decide what you need out of the system
    Investigation, Cyber Operations
  2. Find the way in that is actually open
    Cyber Operations, Electronic Surveillance, Investigation
  3. Get credentials or an unwatched route
    Cyber Operations, Spin, Contacts
  4. Go in and stay inside your cover
    Cyber Operations at target Rank
  5. Take, copy, alter or plant what you came for
    Cyber Operations plus domain Skill
  6. Leave the log looking like nothing happened
    Cyber Operations, Spin

CorporateZine 2 — Control Through Deniability

Data, then Profit, then Blood by proxy. A corporation escalates to violence only when it can be billed to someone else.

d10PressureResultEffect
1DataUnnoticed DisruptionNo loss. The incident is absorbed. The crew is logged as a future concern.
2DataInternal ReviewNo loss. The next retaliation roll against this territory is made with +1.
3DataSerials FlaggedThreaten −1 Influence. Any gear the crew carries from this corporation reads as stolen on inspection until they clear it.
4ProfitService WithdrawalThreaten −1 Influence as utilities, contracts, jobs, or infrastructure are quietly pulled from the crew's ground.
5ProfitLine CutThreaten −1 Influence. The crew loses access to this corporation's product line — no purchase, no parts, no repair.
6DataNarrative ContainmentThreaten −1 Influence unless the crew intervenes publicly or releases counter-data. The official version is being written now.
7DataRegulatory StrikeThreaten −1 Influence unless the crew dismantles the mechanism — audit, seizure, licence review.
8BloodProxy EnforcementContractors test control. Frame a retaliation Pressure scene, 6-box Tracker. If it fills → −1 Influence. Nobody's badge says the corporation's name.
9ProfitStrategic AbandonmentIf Influence is 2 or lower, threaten Influence to 0 unless the crew intervenes. The corporation writes the territory off and takes its assets with it.
10ProfitPower Vacuum ManoeuvreInfluence becomes 0. Control passes to the best-positioned rival, which the corporation has already selected.

Civil GovernmentZine 2 — Control Through Procedure

Data, then Profit, then Blood. District police, customs and garrison commands run on records, seizure and the door.

d10PressureResultEffect
1DataFiled and NotedNo loss. The incident enters a record that will be cited the next time the crew is stopped.
2DataIncreased PatrolsNo loss. Future Scene Trackers in this territory open with 1 box already marked.
3DataPlates on a ListThreaten −1 Influence. The crew's vehicles, faces, or credentials are flagged at every checkpoint in the district.
4ProfitPermit ReviewThreaten −1 Influence as licences, clearances, or transit rights are suspended pending review.
5ProfitImpound and SeizureThreaten −1 Influence and one crew asset held in this district. Recoverable, slowly, through channels.
6DataSelective FramingThreaten −1 Influence as the official account turns against the crew, unless they can produce a better one.
7ProfitCheckpoint SqueezeThreaten −1 Influence. Movement in and out of the district costs a bribe, a delay, or a favour every time.
8BloodDawn RaidFrame a retaliation Pressure scene, 6-box Tracker, as a warranted entry hits a crew location. If it fills → −1 Influence.
9BloodEmergency MeasuresIf Influence is 2 or lower, threaten Influence to 0 unless the crew intervenes. Curfew, cordon, and a standing order.
10DataTerritory ReassignedInfluence becomes 0. Enforcement of this ground is handed to another command, and the crew's arrangements do not transfer.

National GovernmentZine 2 — Control Through Legitimacy

Data at scale, then Profit, then force. Ministries and the DND do not raid — they redefine.

d10PressureResultEffect
1DataRecorded and ReferredNo loss. The matter is passed upward. Nothing happens now, which is the point.
2DataFormal ScrutinyNo loss. Future Scene Trackers in this territory open with 1 box already marked.
3DataPublic CondemnationThreaten −1 Influence. Until the crew breaks the narrative, every Scene Tracker in this district opens with 1 box marked.
4ProfitAssets FrozenThreaten −1 Influence as accounts, holdings, or registered property in this region are suspended.
5DataPublic InquiryFrame a retaliation Pressure scene, 6-box Tracker, driven by scrutiny and unrest. If it fills → −1 Influence.
6ProfitWarrant or BountyThreaten −1 Influence as hunters, proxies, and rivals converge on crew-linked assets. The state does not have to send anyone.
7DataDND InvolvementThreaten −1 Influence. If a Nexus site, Mythos activity, or restricted technology was touched, the DND assumes jurisdiction and the crew loses access to the site entirely. Otherwise it is a certification review, and their paperwork stops clearing.
8BloodMilitary ResponseFrame a retaliation Pressure scene, 6-box Tracker, as a formation moves into the district. If it fills → −1 Influence.
9DataEmergency PowersIf Influence is 2 or lower, threaten Influence to 0 unless the crew intervenes. Control passes to whoever the state finds convenient.
10DataTerritory ReassignedInfluence becomes 0. A successor is installed under public approval and the record shows it was always the plan.

AgoraZine 2 — Control Through Standing

Data almost entirely, then Profit. Blood only as a bounty carried out into the physical world.

d10PressureResultEffect
1DataLoggedNo loss. The crew's handles appear in a visitor record they cannot reach. Someone will read it.
2DataStanding QueryNo loss. Future Scene Trackers in the Agora open with 1 box already marked.
3DataHandle BurnedThreaten −1 Influence as one of the crew's identities is published as false. It cannot be used again.
4ProfitAccess RevokedThreaten −1 Influence as the crew's standing is stripped in one quarter. Gates that opened now do not.
5DataPresence FloodingFrame a retaliation Pressure scene, 6-box Tracker, as a rented crowd turns on the crew in every forum at once.
6ProfitCredentials VoidThreaten −1 Influence. Every forged or purchased credential the crew holds in the Agora fails its next check.
7DataSession TracedThreaten −1 Influence and one crew Contact as the intrusion is walked backwards to a real person.
8ProfitMarket LockedThreaten −1 Influence. The crew cannot buy handles, relays, or data in the Agora until they settle.
9DataCast OutIf Influence is 2 or lower, threaten Influence to 0 unless the crew intervenes. The quarter closes its gates to them.
10BloodBounty Carried OutInfluence becomes 0. The Agora hands the crew's real names to someone in the physical world who wants them.

Nexus / MythosZine 2 — Control Through Belief

Data as perception, then Blood as anomaly. Profit means little to something that does not trade.

d10PressureResultEffect
1DataOmenNo loss. Signs, symbols, and coincidences accumulate. The crew is being warned by something without a mouth.
2DataRitual AdjustmentThreaten −1 Influence as reality grows unreliable here — drifting instruments, repeated hours, doors that were not there.
3DataSymbolic RetaliationThreaten −1 Influence through fear, belief, or mythic pressure rather than force.
4DataTargeted ConversionThreaten −1 Influence by turning locals, workers, or allies. They are not coerced. They are convinced.
5BloodNoise SurgeFrame a retaliation Pressure scene, 6-box Tracker, driven by anomaly. If it fills → −1 Influence.
6DataPublic RevelationThreaten −1 Influence and draw Government attention. The DND logs the site, and the crew is in the log.
7BloodMythic StrikeThreaten −1 Influence unless countered by extreme measures — ritual disruption, severe exposure, or a price the crew will feel.
8BloodReality BreachThreaten −1 Influence. Until stabilised, every Scene Tracker here opens with 1 box marked.
9DataSchism or AscensionIf Influence is 2 or lower, threaten Influence to 0 unless the crew intervenes. Belief reorganises around a new centre.
10BloodTranscendent CollapseInfluence becomes 0. The territory changes hands in ways that do not resolve cleanly, and the map is wrong afterwards.

ProfitZine 3 — Revenue and Leverage

Slower than the other two and it lasts longer. A crew that loses a fight recovers by next session. A crew that loses a workshop is still explaining it three arcs later.

The crew economy loopZine 3 — Core Crew Economy Loop

  1. Take an operation.
  2. Apply Pressure.
  3. Change Influence.
  4. Take rewards — Credits, Resources, Claims.
  5. Turn rewards into an Asset.
  6. The Asset produces income, capability, or a new problem.
  7. That problem becomes the next operation.

If a session feels aimless, ask which step the crew is on. It is usually step one, and they need a lead rather than a rule.

Downtime profitZine 3 — Downtime Profit Procedure

  1. Resolve once per downtime cycle, or after a major market change.
  2. Start with the Asset Income Rating.
  3. Subtract one operating cost per unresolved problem — damage, shortage, unpaid labour, hostile attention.
  4. Add one bonus per advantage — exclusive contract, controlled route, high Reputation.
TierBase incomeOperating cost
15,000 Cr2,000 Cr
240,000 Cr20,000 Cr
3400,000 Cr250,000 Cr
44,000,000 Cr3,000,000 Cr

Ten minutes at the table. Roll it, note it, get back to the job.

Build timesZine 3 — Build Times

ProjectBase time
Small personal item / ammunition batch4–12 hours
Large personal item / cyberware / armor1–3 days
Drone / small robot2–5 days
Vehicle / large robot / powered armor1–3 weeks
Aircraft / light mech1–3 months
Heavy mech / industrial asset3–12 months

Fabrication outcomesZine 3 — Fabrication Outcomes

OutcomeResult
Critical successFinish early or save 20% Resources; superior quality or reduced upkeep.
SuccessCompletes at listed cost and time.
FailureCompletes with one consequence: +25% time, +10% cost, a flaw, a trace, or a permit problem.
Critical failureHalts after consuming 25% of Resources and triggers a serious complication.

Rolled as a d100 Skill Check, under your Rank threshold — not a Power Roll. Critical success under a fifth of the threshold; critical failure on 96–00.

A failed build is a flawed object with a history, not a wasted session.

Cyberware KitsZine 3 — Khepri

Four lines: Heracles (load and impact), Thoth (neural), Hermes (myoelectric), Sekhmet (biological).

  • Every line begins at Tier 1; tiers taken in order, no skipping.
  • Kit points come from levelling — advance a line you hold, or open a new one at Tier 1.
  • Points may be spread across lines. At level 1 you hold one Kit, at Tier 1.

Heist — ProfitZine 2 — PHYSICAL WORLD

  1. Pick what you are stealing, and why losing it hurts them
    Investigation R1-4; domain Skill
  2. Find out who owns it, when it moves, and who guards it
    Investigation, Shadowing, Electronic Surveillance, Cyber Operations at target Rank
  3. Go look at the place, and at the people who move through it
    Shadowing or Electronic Surveillance at target Rank
  4. Get your cover, tools, transport and way out ready before you start
    Spin, Fabrication, Cyber Operations, Piloting, Contacts
  5. Get past what protects it, then take, copy, swap or break it
    Skill matching each defense at target Rank
  6. Leave, and make the loss hard to trace back to you
    Piloting, Shadowing, Spin, Leverage

SabotageZine 2 — PROFIT

  1. Follow the chain and find what everything else depends on
    Investigation, domain Skill
  2. Decide whether you want it slow, wrong, stopped or unpredictable
    Investigation, Fabrication
  3. Get access, by hand, by person or by system
    Shadowing, Spin, Cyber Operations
  4. Do the damage in a way that looks like something else
    Fabrication, Demolitions, Cyber Operations
  5. Make sure it is found the way you want it found
    Spin, Leverage
  6. Be somewhere else, provably
    Spin, Shadowing, Contacts

Social PressureZine 2 — PROFIT

  1. Decide whose decision you need changed
    Investigation, Status
  2. Find out what they actually care about
    Investigation, Shadowing, Contacts
  3. Find who they listen to
    Contacts, Status
  4. Give them a reason that lets them save face
    Sell, Spin, Leverage
  5. Make the new position the easy one
    Sell, Status, Leverage
  6. Leave them a way to keep doing it
    Spin, Contacts

Territorial PressureZine 2 — BLOOD OR PROFIT

  1. Pick the ground and name who holds it now
    Investigation, Status
  2. Find out what their hold actually rests on
    Investigation, Shadowing, Contacts
  3. Take one thing they cannot do without
    domain Skill at target Rank
  4. Show the neighbourhood that you took it
    Spin, Status, Leverage
  5. Hold it when they come back
    Combat Skills, Leverage, Contacts
  6. Say plainly what they can no longer do here
    Spin, Investigation

Grey FixerZine 2 — Control Through Access

Data and Profit only. A broker who resorts to Blood has already lost the argument.

d10PressureResultEffect
1DataQuiet NoteNo loss. The crew's name is attached to the loss in someone's ledger. It will be cited later.
2ProfitPrice CorrectionNo loss. Every Contact in this territory costs one additional Stress to use this arc.
3DataWithheld IntroductionThreaten −1 Influence as a broker declines to vouch for the crew. Prevent it by offering something the broker wants more.
4ProfitRoute ClosureThreaten a crew supply line, safehouse access, or movement corridor. Influence holds.
5DataInformation LeakFrame a retaliation Pressure scene, 4-box Tracker, as the crew's method or objective reaches the wrong desk.
6ProfitContract ReassignmentThreaten −1 Influence as work, protection, or supply is redirected to a rival crew.
7DataContact TurnedThreaten −1 Influence and one crew Contact. Prevent only one. A turned Contact does not become an enemy — they become unavailable.
8ProfitMarket FreezeThreaten −1 Influence. Until resolved, the crew cannot acquire Tier 3+ gear or new Contacts in this district.
9DataBlacklistingIf Influence is 2 or lower, threaten Influence to 0 unless the crew intervenes. The territory stops taking their calls.
10ProfitReplaced BrokerInfluence becomes 0. Another network absorbs the routes and the clients, and the crew was not consulted.