WHAT PROFIT IS FOR
Read this before the tables. Without it the numbers look like a bank account, and a bank account is not a reason to play.
Assets are taken, not bought. The Typical value on the scale table is what an Asset is worth — what it would sell for, what it costs to replace, what a Corporation writes off when you burn it. It is not a price list. At Tier 1 an Asset nets 3,000 Credits a cycle against a value of 150,000, so buying one takes fifty downtimes to break even. Nobody does that. Crews take Assets through operations, inherit them from a Contact, or are handed them by a faction that wants something.
| What you want | What gets you it | What it is really for |
|---|---|---|
| Credits | Operations, fences, downtime income | Fabrication, bribes, medical work, replacing gear. Credits are fuel, not a score. |
| Resources | Salvage, theft, Asset production | The only way to build. You cannot buy your way past a missing Resource. |
| Assets | Taken in play, not purchased | Capacity, storage and a fixed address. They make you able rather than rich. |
| Influence | The Influence Test at the end of each operation | Whether a district answers when you call. This is the real score. |
| Crew Tier | Holding Influence and Assets across arcs | What the crew has become. It changes who takes your call and who comes for you. |
THE PRESSURE IS THE POINT
An Asset that goes offline earns nothing and still costs its full running cost. That swing is the whole loop:
| Tier | Online | Seized or offline | Swing per cycle |
|---|---|---|---|
| 1 | +3,000 | −2,000 | 5,000 |
| 2 | +20,000 | −20,000 | 40,000 |
| 3 | +150,000 | −250,000 | 400,000 |
| 4 | +1,000,000 | −3,000,000 | 4,000,000 |
A crew with three Tier 3 Assets seized burns 750,000 Credits a cycle doing nothing. They cannot wait it out. They have to go and get them back, which is an operation, which is the game.
Storage is the other squeeze. A Tier 1 Asset holds 50 RU — three Tier 1 items in stock. A crew that wants to build at scale needs somewhere to put it, and somewhere to put it is somewhere to be raided.
HOW TO USE THIS ZINE
Player procedures first, campaign infrastructure second, corporate reference last.
| Reader | Read first | Use during play |
|---|---|---|
| New player | Sections 1-2 | Rewards, resources, downtime and equipment lifecycle |
| Fabricator | Sections 2-4 | Ranks, certifications, facilities, recipes and salvage |
| Crew leader | Sections 1, 3 and 5 | Territory, assets, contracts and logistics |
| Game Master | All sections | Operations, shortages, faction pressure and supply chains |
PROFIT AND THE LOOP
Cybersteel runs on one loop: Pressure changes Influence, and lost Influence produces Retaliation. Blood takes the people a faction relies on. Data takes what it needs kept quiet. Profit takes the money, the route, or the means of production, and it is the slowest and most durable of the three.
WHAT PROFIT ANSWERS NO TO
Earning Credits is not Pressure. Taking away something a faction depended on is.
Influence moves through one procedure only: the Influence Test in Zine 2, run once at the end of an operation. Four questions about the ability the crew attacked — Capacity, Access, Authority, Recovery. Two or more answered NO costs the faction 1 Influence in that territory. Nothing in this book is a second way to move Influence.
What Profit does is answer those questions, and it tends to answer different ones than Blood does.
| What the crew did | Tends to answer NO | Why |
|---|---|---|
| Turned a profit on their own Assets | Nothing | Money alone is not Pressure. Somebody else has to be poorer for it. |
| Took a contract a faction was relying on | Access | They can still make the thing. They can no longer reach the buyer. |
| Controlled a route, node or supply they need | Access and Recovery | Everything downstream now runs through the crew, and rerouting means changing strategy. |
| Destroyed or seized a Tier 3–4 Asset | Capacity and Recovery | The means of production is gone and cannot be rebuilt inside an arc. |
| Created a shortage they have to buy through | Capacity | While the shortage holds. This one expires, which is worth saying out loud. |
| Out-competed them openly in their own district | Authority | Others stop accepting their claim to be the ones who supply this. |
Profit rarely answers Authority on its own. That is the structural difference between the three Pressures: Blood takes legitimacy, Data takes deniability, and Profit takes the means. A crew that only ever runs Profit will hollow a faction out without ever making it look weak.
RETALIATION AFTER PROFIT
Every Influence loss produces Retaliation, rolled on the faction’s Power Layer chart in Zine 2. Profit changes the timing rather than the roll.
- Profit Pressure is deniable. The faction often cannot prove who did it, so Retaliation arrives late, aimed at the crew’s holdings rather than their bodies.
- Assets cannot be hidden the way a person can. A crew with a workshop has given every faction a fixed address, and Retaliation will eventually use it.
- A faction that answers Profit with Blood has escalated. Say so at the table — it means quieter options are gone.
The Core Crew Economy Loop
| Step | What happens |
|---|---|
| 1. Choose | Follow a contract, rumor, shortage, faction conflict or crew goal. |
| 2. Apply pressure | Steal, protect, expose, negotiate, sabotage or seize. |
| 3. Earn rewards | Gain Credits, Resources, Components, Information, access and Reputation. |
| 4. Recover | Treat injuries, clear Stress, repair gear and secure the crew position. |
| 5. Develop | Fabricate, research, build Assets, improve territory or train Certifications. |
| 6. Resolve response | Allies make offers; rivals retaliate; shortages and opportunities appear. |
| 7. Choose direction | Pursue the Crew Arc, a personal Beat or a new opportunity. |
Every successful operation should change what the crew can attempt next.
How Crews Make Their Living
Crews may work legitimate contracts, salvage wrecks, smuggle restricted cargo, investigate industrial failures, conduct espionage, explore Nexus sites, or protect public infrastructure. Regardless of method, each operation feeds the same industrial economy.
| Reward | Used for |
|---|---|
| Credits | Services, wages, leases, transport, licenses, taxes and operating costs. |
| Resources | Manufacturing, repair, modification, research and construction. |
| Corporate Components | Advanced, licensed or proprietary fabrication. |
| Information | Recipes, research, algorithms, access keys and intelligence. |
| Reputation | Contracts, instructors, Certifications, restricted equipment and political influence. |
| Access | Facilities, routes, suppliers, infrastructure and legal protection. |
Ways to Earn a Living
| Profession | Typical operations |
|---|---|
| Mercenaries | Security, escorts, tactical response and bounty work. |
| Industrial contractors | Repair, fabrication, construction and infrastructure support. |
| Salvagers | Battlefield recovery, archaeology, wreck exploration and recycling. |
| Explorers | Nexus investigations, field expeditions and forgotten facilities. |
| Investigators | Audits, disappearances, accidents, fraud and conspiracies. |
| Smugglers | Restricted cargo, customs evasion and gray-market distribution. |
| Corporate operatives | Espionage, sabotage, prototype recovery and executive security. |
| Government agents | Counterterrorism, DND operations and infrastructure protection. |
Power Layers
| Tier | Sphere | End goal |
|---|---|---|
| 1 | Street | Control a neighborhood and dependable local income. |
| 2 | Underworld | Control regional distribution, storage and gray-market access. |
| 3 | Corporate | Become indispensable to production and regional commerce. |
| 4 | National | Shape infrastructure, regulation and the future of the Mediterranean. |
The Gray Economy
The Gray Economy is not a separate advancement tier. It is the secondary market connecting legal corporate supply chains to underworld distribution. Gray brokers move surplus, repossessions, prototypes, refurbished goods, discontinued stock and “lost” cargo. Corporations publicly condemn the market while privately using it to recover value and reach customers excluded from licensed retail channels.
One recipe language for every item, from a knife to a strategic AKS core.
Resource Tiers and Build Ratings
| Tier | Scope | Build Rating |
|---|---|---|
| 1 | Civilian, improvised, local business | 5-20 |
| 2 | Professional, commercial, organized crime | 25-60 |
| 3 | Corporate, military, industrial | 75-150 |
| 4 | Sovereign, strategic, Mythos infrastructure | 250-1000 |
Resource Families
| Family | Resources / use |
|---|---|
| Industrial | Scrap, Alloys, Composites, Cybersteel: structures, weapons, armor, vehicles and mechs. |
| Technical | Components, Electronics, Data: control systems, robotics, cyberware, drones and networks. |
| Energy | Fuel Cells, Power Cells: propulsion, portable power and high-energy systems. |
| Biological | Biomatter, Medicinals, Toxins: medicine, bioware and biological projects. |
| Chemical | Reactives, Powders: ammunition, explosives and industrial chemistry. |
| Luxury | Fabrics, Leather, Precious Metals, Gemstones: apparel and prestige equipment. |
| Mythos | Mythos Essence, Resonance Essence, Relics: AKS, runes and Mythos engineering. |
| Information | Research, Algorithms, Access Keys: software, recipes and advanced projects. |
Resource Classification
- Primary: the largest structural or functional material in the item.
- Secondary: major supporting materials.
- Support: power, electronics, software, Mythos integration or other specialist materials.
- Specialized Components: proprietary corporate technology that cannot normally be replaced without added risk.
Universal Manufacturing Process
- Choose the project and recipe.
- Confirm the required Fabrication Rank.
- Confirm the required Certification or qualified project partner.
- Secure an appropriate Facility Tier.
- Acquire Resources and Corporate Components.
- Confirm the license, permit or illegal-production risk.
- Make the Fabrication check and resolve cost, time and quality.
- Inspect, register, conceal or deploy the finished product.
Standard Recipe Fields
| Field | Purpose |
|---|---|
| Category | Equipment or infrastructure type. |
| Tier | Technology and campaign scale. |
| Build Rating | Total Resource Units consumed. |
| Resource breakdown | Primary, Secondary, Support and Components. |
| Corporation | Primary manufacturer or rights holder. |
| Certification | Required technical discipline. |
| Fabrication Rank | Minimum project leadership rank. |
| Facility | Minimum industrial infrastructure. |
| Build time | Base time before modifiers. |
| License | Legal access, resale and inspection status. |
Skill controls complexity. Certification controls discipline. Facilities control scale.
FABRICATION SKILL (LOGIC)
Fabrication is used to repair, modify, and build equipment. Your Fabrication Rank must equal or exceed the project’s Tier. Make a normal Fabrication Skill Check when:
- the work is difficult, time is limited, the equipment is badly damaged or unfamiliar, failure would create a meaningful problem, Routine maintenance and simple repairs do not require a roll.
- RANK 0 - Clean gear, replace batteries, reload supplies, and assist a trained fabricator. Routine maintenance and simple repairs require only sufficient Fabrication Rank and appropriate tools.
- RANK 1 – Technician: Repair, modify, and build Tier 1 personal gear in a Workshop.
- RANK 2 – Specialist: Repair, modify, and build Tier 2 professional gear in a Garage.
- RANK 3 – Expert: Build Tier 3 advanced gear, develop prototypes, and lead technical teams in a Manufacturing Center.
- RANK 4 – Engineer: Build Tier 4 military, industrial, vehicle, aircraft, and mech systems in an Industrial Complex.
- RANK 5 - Master Architect: Invent new designs, reverse engineer sovereign technology, and coordinate several Tier 4 facilities as a strategic manufacturing network. Rank 5 does not create Tier 5 gear. It allows new designs, strategic projects, and large-scale Tier 4 production.
BUILDING AND REPAIRING GEAR
A fabrication project may require:
- Fabrication Rank — You understand work of that complexity.
- Certification — You are trained in that type of equipment. Major repairs, modifications, and manufacturing require the relevant Certification. Most projects require one primary Certification. Complex projects may require a second Certification or help from another qualified fabricator.
- Resources and Components — You have the necessary materials.
- Design — You have plans, instructions, or a working example.
- Facility — You have the required tools and machinery. A project normally requires a facility of the same Tier.
- Tier 1: Workshop
- Tier 2: Garage
- Tier 3: Manufacturing Center
- Tier 4: Industrial Complex
If a required element is missing, the project cannot normally be completed. Acquiring the missing design, facility, instructor, or Components can become an operation.
PROFESSIONAL CERTIFICATIONS
Fabrication Rank determines how advanced your work can be. Certification determines what type of equipment you can work on. A character may possess multiple Certifications.
1 - Mechanical Certification: Used for melee weapons and firearm mechanisms, armor and powered armor; vehicles and aircraft, mechs, industrial machinery.
Primary corporations: Ironhalo, Aerodyne, Aegis
2 - Chemical Certification: Used for Ammunition, explosives, propellants, incendiaries, fuel systems, industrial chemicals.
Primary corporation: Red Lantern
3 - Electronic Certification: Used for drones and robotics, Ghostdecks, Steeljack Decks, communications, surveillance, sensors, electronic warfare, AI hardware and control systems, HIN equipment.
Primary corporations: Blue Harp, Sentinel Robotics, Omniscient Dynamics
4 - Biological Certification: Used for cyberware integration, medical equipment, bioware, artificial organs, pharmaceuticals, biological production.
Primary corporation: Khepri
5 - Mythos Certification: Used for AKS systems, Resonance devices, Mythos weapons and bioware, runes and relics, Nexus containment equipment.
Primary organization: DND Harmonia
Team Fabrication
- One character is the project lead and makes the final Fabrication check.
- Assistants may supply missing Certifications, reduce time, or protect against a failure consequence.
- A project may use multiple leads for distinct stages: design, components, assembly, integration and quality assurance.
- Tier 3-4 projects normally require a staffed facility or an equivalent network of contractors.
- Outsourced stages create obligations, traceability and opportunities for faction pressure.
Build Times
| Project | Base time |
|---|---|
| Small personal item / ammunition batch | 4-12 hours |
| Large personal item / cyberware / armor | 1-3 days |
| Drone / small robot | 2-5 days |
| Vehicle / large robot / powered armor | 1-3 weeks |
| Aircraft / light mech | 1-3 months |
| Heavy mech / industrial asset | 3-12 months |
| Tier 4 strategic system | Campaign project; GM sets milestones |
Fabrication Outcomes
HOW A BUILD IS ROLLED
Fabrication is a d100 Skill Check, rolled under the relevant Skill Rank threshold, the same as any other capability outside combat. It is not a Power Roll — nothing here is contested by an opponent acting against you.
| Roll | Outcome |
|---|---|
| Under one fifth of the threshold | Critical success |
| Under the threshold | Success |
| Over the threshold | Failure |
| 96–00 | Critical failure |
Modifiers from tools, facility, licensing and time pressure adjust the threshold before the roll, as in Zine 2. Team Fabrication below changes who rolls and how many attempts the project gets.
| Outcome | Result |
|---|---|
| Critical success | Finish early or save 20% Resources; item gains superior quality or reduced traceability. |
| Success | Project completes at listed cost and time. |
| Failure | Project completes with one consequence: +25% time, +10% cost, flaw, trace, permit issue or supplier debt. |
| Critical failure | Project halts after consuming 25% of Resources and triggers a serious defect, injury, exposure or faction response. |
WHAT AN OPERATION PAYS
This is the number everything else is measured against, so it is worth stating plainly. A Standard operation pays roughly what one Asset of your Crew Tier earns in a downtime cycle.
| Crew Tier | Standard operation | Buys you | What the work looks like |
|---|---|---|---|
| Street | 2,000–8,000 Cr | 3–11 Tier 1 items | A job for a name you know, paid in cash, no paperwork. |
| Professional | 25,000–100,000 Cr | 2–8 Tier 2 items | A contract with terms. Somebody is accountable if it goes wrong. |
| Corporate | 300,000–1,200,000 Cr | 1–5 Tier 3 items | A line item in a budget. The crew is a vendor now. |
| Sovereign | 4–15 million Cr | 1–5 Tier 4 items | A policy decision with a crew attached to it. |
Halve it for an Easy operation. Double it for a Hard one. An Extreme operation pays triple and the crew should be told that before they accept.
HOW FABRICATION WORKS
You gather the Resources a thing needs, then you work at it. Work is measured in Build Segments, and you make one Fabrication check per segment. This is the whole system.
- Pick the item from a Recipe table. Acquire everything in its Resources column and its Credit cost.
- Its Segments column says how many checks the build takes. Each segment is an equal share of the Build Time.
- For each segment, roll a d100 Fabrication check under your threshold, modified by the item Tier.
- On a success, mark one segment complete. When completed segments equal the total, the item is done.
- On a failure, that segment’s time is lost. Materials are not. Roll it again.
- On a critical failure (96–00), the build halts and 25% of the Resources are destroyed.
- On a critical success (under a fifth of your threshold), mark two segments.
| Item Tier | Segments | Check modifier | Base Build Time |
|---|---|---|---|
| Tier 1 | 1 | +20 | 4–12 hours |
| Tier 2 | 2 | ±0 | 1–3 days |
| Tier 3 | 4 | −20 | 1–3 weeks |
| Tier 4 | 8 | −40 | 1–3 months |
Tier 4 strategic systems are campaign projects. The GM sets milestones instead of segments.
READING A RECIPE
| Column | What it means |
|---|---|
| Resources | Exactly what is consumed, in Resource Units, by family. No substitutions except as below. |
| Credits | Tooling, consumables, licences and the parts nobody makes themselves. |
| Time | Total elapsed build time, divided evenly across the segments. |
| Segments | How many Fabrication checks the build takes. |
| Check | Applied to your Fabrication threshold for every check on this build. |
SUBSTITUTION AND MATERIAL GRADE
A recipe names a Resource. You may work one grade up or down within the same family, and it changes both the check and the object.
| Substitution | Check | Effect on the finished item |
|---|---|---|
| One grade lower (Alloys for Cybersteel) | −20 | The item works but is Fragile: the first Critical Injury or consequence result destroys it. |
| Exactly as written | ±0 | As printed. |
| One grade higher (Cybersteel for Alloys) | −10 | Choose one: +1 effective Weapon Tier against Armor, or it ignores the first consequence result each encounter. |
| Mythos Essence in place of any Support resource | −30 | The item gains the Mythos keyword. It also gains an Immunity and a Weakness the GM chooses, and it is illegal everywhere. |
| Salvaged Resources for more than half the total | −10 | The item is traceable. Anyone examining it learns where the parts came from. |
SALVAGE
Stripping a finished item returns 40% of its Resources, rounded up, and 10% of its Credit value in scrap. Stripping takes one segment and needs no check.
A destroyed item returns half that. An item destroyed by Incendiary or a reactor breach returns nothing at all.
BUILDING SOMETHING THAT IS NOT LISTED
Use the template. It produces a recipe indistinguishable from the printed ones.
| Step | Do this |
|---|---|
| 1. Set the Tier | What scale is it? Civilian 1, professional 2, corporate or military 3, sovereign 4. |
| 2. Take the Build Rating | Tier 1: 14 RU. Tier 2: 42 RU. Tier 3: 110 RU. Tier 4: 500 RU. Use the midpoint unless the item is clearly at one end of its band. |
| 3. Split it by family | Primary family takes about 45%, secondary 25%, then 20% and 10%. Pick families from what the thing is made of. |
| 4. Pick the resource within each family | Match the grade to the Tier: Tier 1 takes Scrap, Tier 4 takes Cybersteel. |
| 5. Credits | Build Rating × 250. |
| 6. Segments and time | Straight off the Tier table above. |
RECIPES — WEAPONS
32 items. Every one of them appears in Zine 1 with its play effect and Skill Unlocks; this is what it costs to make one.
| Item | Resources | Credits | Time | Seg. | Check | Tier |
|---|---|---|---|---|---|---|
| Asp | 8 Scrap, 4 Reactives, 3 Components | 700 | 4–12 hours | 1 | +20 | T1 |
| Baton | 8 Scrap, 4 Reactives, 3 Components | 700 | 4–12 hours | 1 | +20 | T1 |
| Cleaver | 8 Scrap, 4 Reactives, 3 Components | 700 | 4–12 hours | 1 | +20 | T1 |
| Dagger | 8 Scrap, 4 Reactives, 3 Components | 700 | 4–12 hours | 1 | +20 | T1 |
| Manticore | 8 Scrap, 4 Reactives, 3 Components | 700 | 4–12 hours | 1 | +20 | T1 |
| Nomad | 8 Scrap, 4 Reactives, 3 Components | 700 | 4–12 hours | 1 | +20 | T1 |
| Peregrine | 8 Scrap, 4 Reactives, 3 Components | 700 | 4–12 hours | 1 | +20 | T1 |
| Scarab | 8 Scrap, 4 Reactives, 3 Components | 700 | 4–12 hours | 1 | +20 | T1 |
| Specter | 8 Scrap, 4 Reactives, 3 Components | 700 | 4–12 hours | 1 | +20 | T1 |
| Sword | 8 Scrap, 4 Reactives, 3 Components | 700 | 4–12 hours | 1 | +20 | T1 |
| Thunderbolt | 6 Components, 5 Fuel Cells, 4 Scrap | 700 | 4–12 hours | 1 | +20 | T1 |
| Axe | 23 Alloys, 10 Powders, 8 Electronics | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Basilisk | 17 Electronics, 15 Power Cells, 10 Alloys | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Centurion | 23 Alloys, 10 Powders, 8 Electronics | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Chimera | 23 Alloys, 10 Powders, 8 Electronics | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Hammer | 23 Alloys, 10 Powders, 8 Electronics | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Harrier | 23 Alloys, 10 Powders, 8 Electronics | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Kestrel | 23 Alloys, 10 Powders, 8 Electronics | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Legate | 23 Alloys, 10 Powders, 8 Electronics | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Paladin | 23 Alloys, 10 Powders, 8 Electronics | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Praetor | 23 Alloys, 10 Powders, 8 Electronics | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Star | 23 Alloys, 10 Powders, 8 Electronics | 12,600 | 1–3 days | 2 | ±0 | T2 |
| WASP | 17 Electronics, 15 Power Cells, 10 Alloys | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Ironjack Machine Gun | 61 Composites, 28 Powders, 22 Data | 220,000 | 1–3 weeks | 4 | −20 | T3 |
| Longspear Anti-Drone Cannon | 50 Composites, 28 Data, 22 Power Cells, 11 Powders | 220,000 | 1–3 weeks | 4 | −20 | T3 |
| Pathfinder Laser Thrower | 44 Data, 38 Power Cells, 28 Composites | 220,000 | 1–3 weeks | 4 | −20 | T3 |
| Pilgrim Rocket Launcher | 50 Composites, 28 Data, 22 Power Cells, 11 Powders | 220,000 | 1–3 weeks | 4 | −20 | T3 |
| Stormbreaker Laser Gatling | 44 Data, 38 Power Cells, 28 Composites | 220,000 | 1–3 weeks | 4 | −20 | T3 |
| Warden Laser Shotgun | 44 Data, 38 Power Cells, 28 Composites | 220,000 | 1–3 weeks | 4 | −20 | T3 |
| Overwatch Laser Gatling | 225 Cybersteel, 125 Data, 100 Power Cells, 50 Powders | 3,000,000 | 1–3 months | 8 | −40 | T4 |
| Ranger Rail Gun | 225 Cybersteel, 125 Data, 100 Power Cells, 50 Powders | 3,000,000 | 1–3 months | 8 | −40 | T4 |
| Rogue Short-Range Missiles | 225 Cybersteel, 125 Data, 100 Power Cells, 50 Powders | 3,000,000 | 1–3 months | 8 | −40 | T4 |
RECIPES — ORDNANCE
14 items. Every one of them appears in Zine 1 with its play effect and Skill Unlocks; this is what it costs to make one.
| Item | Resources | Credits | Time | Seg. | Check | Tier |
|---|---|---|---|---|---|---|
| Flash Grenade | 8 Reactives, 4 Scrap, 1 Components | 700 | 4–12 hours | 1 | +20 | T1 |
| Gel Rounds | 8 Reactives, 4 Scrap, 1 Components | 700 | 4–12 hours | 1 | +20 | T1 |
| Incendiary Grenade | 8 Reactives, 4 Scrap, 1 Components | 700 | 4–12 hours | 1 | +20 | T1 |
| Standard Ammunition | 8 Reactives, 4 Scrap, 1 Components | 700 | 4–12 hours | 1 | +20 | T1 |
| Adaptive Demolition Kit | 25 Powders, 13 Alloys, 4 Electronics | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Armor-Piercing Ammunition | 25 Powders, 13 Alloys, 4 Electronics | 12,600 | 1–3 days | 2 | ±0 | T2 |
| EMP Grenade | 25 Powders, 13 Alloys, 4 Electronics | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Incendiary Ammunition | 25 Powders, 13 Alloys, 4 Electronics | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Direct Charge | 66 Powders, 33 Composites, 11 Data | 220,000 | 1–3 weeks | 4 | −20 | T3 |
| Smart Ammunition | 66 Powders, 33 Composites, 11 Data | 220,000 | 1–3 weeks | 4 | −20 | T3 |
| Spiritbreaker Ammunition | 61 Relics, 28 Powders, 22 Data | 220,000 | 1–3 weeks | 4 | −20 | T3 |
| Spiritbreaker Grenade | 61 Relics, 28 Powders, 22 Data | 220,000 | 1–3 weeks | 4 | −20 | T3 |
| High-Explosive SRM | 300 Powders, 150 Cybersteel, 50 Data | 3,000,000 | 1–3 months | 8 | −40 | T4 |
| Strategic Demolition System | 300 Powders, 150 Cybersteel, 50 Data | 3,000,000 | 1–3 months | 8 | −40 | T4 |
RECIPES — APPAREL AND ARMOUR
46 items. Every one of them appears in Zine 1 with its play effect and Skill Unlocks; this is what it costs to make one.
| Item | Resources | Credits | Time | Seg. | Check | Tier |
|---|---|---|---|---|---|---|
| Adaptive Voice Modulator | 7 Fabrics, 4 Scrap, 3 Components | 700 | 4–12 hours | 1 | +20 | T1 |
| Biometric Spoof Glove | 7 Fabrics, 4 Scrap, 3 Components | 700 | 4–12 hours | 1 | +20 | T1 |
| Casual Social - Atlas | 7 Fabrics, 4 Scrap, 3 Components | 700 | 4–12 hours | 1 | +20 | T1 |
| Casual Social - Boardwalk | 7 Fabrics, 4 Scrap, 3 Components | 700 | 4–12 hours | 1 | +20 | T1 |
| Casual Social - Echo Study | 7 Fabrics, 4 Scrap, 3 Components | 700 | 4–12 hours | 1 | +20 | T1 |
| Casual Social - Harbor Light | 7 Fabrics, 4 Scrap, 3 Components | 700 | 4–12 hours | 1 | +20 | T1 |
| Casual Social - Nightglass | 7 Fabrics, 4 Scrap, 3 Components | 700 | 4–12 hours | 1 | +20 | T1 |
| Casual Social - Observatory | 7 Fabrics, 4 Scrap, 3 Components | 700 | 4–12 hours | 1 | +20 | T1 |
| Casual Social - Sea Glass | 7 Fabrics, 4 Scrap, 3 Components | 700 | 4–12 hours | 1 | +20 | T1 |
| Casual Social - Tidal Edge | 7 Fabrics, 4 Scrap, 3 Components | 700 | 4–12 hours | 1 | +20 | T1 |
| Corporate Business Casual | 7 Fabrics, 4 Scrap, 3 Components | 700 | 4–12 hours | 1 | +20 | T1 |
| Corporate Field | 7 Fabrics, 4 Scrap, 3 Components | 700 | 4–12 hours | 1 | +20 | T1 |
| Corporate Technician | 7 Fabrics, 4 Scrap, 3 Components | 700 | 4–12 hours | 1 | +20 | T1 |
| Echo Contact Lens | 7 Fabrics, 4 Scrap, 3 Components | 700 | 4–12 hours | 1 | +20 | T1 |
| Evening Social - Ascendant | 7 Fabrics, 4 Scrap, 3 Components | 700 | 4–12 hours | 1 | +20 | T1 |
| Evening Social - Azure Wake | 7 Fabrics, 4 Scrap, 3 Components | 700 | 4–12 hours | 1 | +20 | T1 |
| Evening Social - Electric Dusk | 7 Fabrics, 4 Scrap, 3 Components | 700 | 4–12 hours | 1 | +20 | T1 |
| Evening Social - Horizon | 7 Fabrics, 4 Scrap, 3 Components | 700 | 4–12 hours | 1 | +20 | T1 |
| Evening Social - Midnight | 7 Fabrics, 4 Scrap, 3 Components | 700 | 4–12 hours | 1 | +20 | T1 |
| Evening Social - Saltwind | 7 Fabrics, 4 Scrap, 3 Components | 700 | 4–12 hours | 1 | +20 | T1 |
| Expedition Outfit | 7 Fabrics, 4 Scrap, 3 Components | 700 | 4–12 hours | 1 | +20 | T1 |
| Smart-Weave Abaya | 7 Fabrics, 4 Scrap, 3 Components | 700 | 4–12 hours | 1 | +20 | T1 |
| Smart-Weave Chameleon Beta | 7 Fabrics, 4 Scrap, 3 Components | 700 | 4–12 hours | 1 | +20 | T1 |
| Smart-Weave Overshirt | 7 Fabrics, 4 Scrap, 3 Components | 700 | 4–12 hours | 1 | +20 | T1 |
| Smart-Weave Scarf & Layered Ensemble | 7 Fabrics, 4 Scrap, 3 Components | 700 | 4–12 hours | 1 | +20 | T1 |
| Smart-Weave Shirt | 7 Fabrics, 4 Scrap, 3 Components | 700 | 4–12 hours | 1 | +20 | T1 |
| Casual Jacket - Blue Sky | 21 Leather, 13 Alloys, 8 Electronics | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Casual Jacket - Mirage | 21 Leather, 13 Alloys, 8 Electronics | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Casual Social - Afterburn | 21 Leather, 13 Alloys, 8 Electronics | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Casual Social - Breakwater | 21 Leather, 13 Alloys, 8 Electronics | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Casual Social - Ghostlight | 21 Leather, 13 Alloys, 8 Electronics | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Casual Social - Gold Wind | 21 Leather, 13 Alloys, 8 Electronics | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Casual Social - Neon Tide | 21 Leather, 13 Alloys, 8 Electronics | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Chameleon Face Mask | 21 Leather, 13 Alloys, 8 Electronics | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Corporate Executive - Open Water | 21 Leather, 13 Alloys, 8 Electronics | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Corporate Security - Horizon | 21 Leather, 13 Alloys, 8 Electronics | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Evening Social - Ember Trail | 21 Leather, 13 Alloys, 8 Electronics | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Evening Social - Hush | 21 Leather, 13 Alloys, 8 Electronics | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Explorer Outfit | 21 Leather, 13 Alloys, 8 Electronics | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Night Armor Sandrunner | 21 Leather, 13 Alloys, 8 Electronics | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Security Vest | 23 Alloys, 10 Electronics, 8 Leather | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Smart-Weave Archive Line | 21 Leather, 13 Alloys, 8 Electronics | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Smart-Weave Chameleon Theta | 21 Leather, 13 Alloys, 8 Electronics | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Smart-Weave Hijab Ensemble | 21 Leather, 13 Alloys, 8 Electronics | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Smart-Weave Travel Coat | 21 Leather, 13 Alloys, 8 Electronics | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Suncloak Suit | 21 Leather, 13 Alloys, 8 Electronics | 12,600 | 1–3 days | 2 | ±0 | T2 |
RECIPES — ELECTRONICS AND HIN
24 items. Every one of them appears in Zine 1 with its play effect and Skill Unlocks; this is what it costs to make one.
| Item | Resources | Credits | Time | Seg. | Check | Tier |
|---|---|---|---|---|---|---|
| BlueCom Encrypted Radio | 6 Components, 5 Research, 3 Fuel Cells | 700 | 4–12 hours | 1 | +20 | T1 |
| Ghost Authentication Key | 6 Components, 5 Research, 3 Fuel Cells | 700 | 4–12 hours | 1 | +20 | T1 |
| Signal Analysis Tablet | 6 Components, 5 Research, 3 Fuel Cells | 700 | 4–12 hours | 1 | +20 | T1 |
| Smart Cufflinks | 6 Components, 5 Research, 3 Fuel Cells | 700 | 4–12 hours | 1 | +20 | T1 |
| Cipher Phone | 19 Electronics, 15 Algorithms, 8 Power Cells | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Echo Mesh Relay | 19 Electronics, 15 Algorithms, 8 Power Cells | 12,600 | 1–3 days | 2 | ±0 | T2 |
| GhostKey Electronic Kit | 17 Alloys, 15 Electronics, 10 Powders | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Mirage Signal Coin | 19 Alloys, 10 Electronics, 8 Power Cells, 4 Powders | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Noise Intrusion Amplifier | 19 Electronics, 15 Algorithms, 8 Power Cells | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Pathfinder Navigation Beacon | 19 Electronics, 15 Algorithms, 8 Power Cells | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Personal HIN Terminal | 19 Electronics, 15 Algorithms, 8 Power Cells | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Resonance Noisedeck | 19 Electronics, 15 Algorithms, 8 Power Cells | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Spectrum Glasses | 19 Electronics, 15 Algorithms, 8 Power Cells | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Spectrum Spoofer | 19 Electronics, 15 Algorithms, 8 Power Cells | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Digital Credential Printer | 50 Data, 38 Access Keys, 22 Power Cells | 220,000 | 1–3 weeks | 4 | −20 | T3 |
| Magnetic Climbing Gloves | 44 Composites, 38 Data, 28 Powders | 220,000 | 1–3 weeks | 4 | −20 | T3 |
| Ring Laser Cutter | 44 Composites, 38 Data, 28 Powders | 220,000 | 1–3 weeks | 4 | −20 | T3 |
| Strategic Relay Node | 50 Data, 38 Access Keys, 22 Power Cells | 220,000 | 1–3 weeks | 4 | −20 | T3 |
| Trace Kit | 44 Composites, 38 Data, 28 Powders | 220,000 | 1–3 weeks | 4 | −20 | T3 |
| Command Uplink | 225 Data, 125 Access Keys, 100 Power Cells, 50 Cybersteel | 3,000,000 | 1–3 months | 8 | −40 | T4 |
| Diodes Steeljack Deck | 225 Data, 175 Access Keys, 100 Power Cells | 3,000,000 | 1–3 months | 8 | −40 | T4 |
| EnviroSense Radar and Mythos Scanner | 225 Data, 175 Access Keys, 100 Power Cells | 3,000,000 | 1–3 months | 8 | −40 | T4 |
| Executive Eye Scanner | 225 Data, 175 Access Keys, 100 Power Cells | 3,000,000 | 1–3 months | 8 | −40 | T4 |
| Morpheus Electronic Warfare Suite | 225 Data, 175 Access Keys, 100 Power Cells | 3,000,000 | 1–3 months | 8 | −40 | T4 |
RECIPES — MEDICAL AND BIO
13 items. Every one of them appears in Zine 1 with its play effect and Skill Unlocks; this is what it costs to make one.
| Item | Resources | Credits | Time | Seg. | Check | Tier |
|---|---|---|---|---|---|---|
| Biofoam Wound Sealant | 8 Biomatter, 4 Components, 2 Reactives | 700 | 4–12 hours | 1 | +20 | T1 |
| Combat Trauma Injector | 8 Biomatter, 4 Components, 2 Reactives | 700 | 4–12 hours | 1 | +20 | T1 |
| Detox Purification Kit | 8 Biomatter, 4 Components, 2 Reactives | 700 | 4–12 hours | 1 | +20 | T1 |
| Field Trauma Medkit | 8 Biomatter, 4 Components, 2 Reactives | 700 | 4–12 hours | 1 | +20 | T1 |
| Portable Winch System | 8 Biomatter, 4 Components, 2 Reactives | 700 | 4–12 hours | 1 | +20 | T1 |
| Combat Medic Backpack | 25 Medicinals, 10 Electronics, 6 Powders | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Portable Diagnostic Scanner | 19 Electronics, 15 Algorithms, 8 Power Cells | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Portable Surgical Station | 66 Toxins, 28 Data, 16 Powders | 220,000 | 1–3 weeks | 4 | −20 | T3 |
| Quarantine Containment Capsule | 66 Toxins, 28 Data, 16 Powders | 220,000 | 1–3 weeks | 4 | −20 | T3 |
| Regenerative Tissue Printer | 66 Toxins, 28 Data, 16 Powders | 220,000 | 1–3 weeks | 4 | −20 | T3 |
| Synthetic Organ Preservation Case | 66 Toxins, 28 Data, 16 Powders | 220,000 | 1–3 weeks | 4 | −20 | T3 |
| Lazarus Integrated Trauma System | 300 Toxins, 125 Data, 75 Powders | 3,000,000 | 1–3 months | 8 | −40 | T4 |
| Mythos Stabilization Kit | 300 Toxins, 125 Data, 75 Powders | 3,000,000 | 1–3 months | 8 | −40 | T4 |
RECIPES — FIELD EQUIPMENT
14 items. Every one of them appears in Zine 1 with its play effect and Skill Unlocks; this is what it costs to make one.
| Item | Resources | Credits | Time | Seg. | Check | Tier |
|---|---|---|---|---|---|---|
| Expedition Tool Kit | 6 Scrap, 4 Components, 4 Fuel Cells | 700 | 4–12 hours | 1 | +20 | T1 |
| RidgeLine Climbing System | 6 Scrap, 4 Components, 4 Fuel Cells | 700 | 4–12 hours | 1 | +20 | T1 |
| SolarFlex Power Kit | 6 Scrap, 4 Components, 4 Fuel Cells | 700 | 4–12 hours | 1 | +20 | T1 |
| Trailmaster Survival Pack | 6 Scrap, 4 Components, 4 Fuel Cells | 700 | 4–12 hours | 1 | +20 | T1 |
| Cybernetic Repair Toolkit | 17 Alloys, 13 Electronics, 13 Power Cells | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Forensic and Environmental Kit | 17 Alloys, 13 Electronics, 13 Power Cells | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Katana | 17 Alloys, 13 Electronics, 13 Power Cells | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Mace | 17 Alloys, 13 Electronics, 13 Power Cells | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Stormhaven Emergency Shelter | 17 Alloys, 13 Electronics, 13 Power Cells | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Frontier Operations Hub | 44 Composites, 33 Data, 33 Power Cells | 220,000 | 1–3 weeks | 4 | −20 | T3 |
| Icarus Personal Flight System | 44 Composites, 33 Data, 33 Power Cells | 220,000 | 1–3 weeks | 4 | −20 | T3 |
| Survey Beacon Array | 44 Composites, 33 Data, 33 Power Cells | 220,000 | 1–3 weeks | 4 | −20 | T3 |
| AutoDeploy Bridge Kit | 200 Cybersteel, 150 Data, 150 Power Cells | 3,000,000 | 1–3 months | 8 | −40 | T4 |
| Blue Harp Noise Gateway | 200 Cybersteel, 150 Data, 150 Power Cells | 3,000,000 | 1–3 months | 8 | −40 | T4 |
RECIPES — DRONES AND SYNTHETICS
19 items. Every one of them appears in Zine 1 with its play effect and Skill Unlocks; this is what it costs to make one.
| Item | Resources | Credits | Time | Seg. | Check | Tier |
|---|---|---|---|---|---|---|
| Best Friend | 6 Components, 4 Scrap, 4 Fuel Cells | 700 | 4–12 hours | 1 | +20 | T1 |
| Explosive Iris | 6 Components, 4 Scrap, 4 Fuel Cells | 700 | 4–12 hours | 1 | +20 | T1 |
| Rollerball | 6 Components, 4 Scrap, 4 Fuel Cells | 700 | 4–12 hours | 1 | +20 | T1 |
| Spark | 6 Components, 4 Scrap, 4 Fuel Cells | 700 | 4–12 hours | 1 | +20 | T1 |
| Terrain Mapping Drone | 6 Scrap, 5 Components, 4 Reactives | 700 | 4–12 hours | 1 | +20 | T1 |
| Axiom | 19 Electronics, 13 Alloys, 10 Power Cells | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Cyclops | 19 Electronics, 13 Alloys, 10 Power Cells | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Jude | 19 Electronics, 13 Alloys, 10 Power Cells | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Pet | 19 Electronics, 13 Alloys, 10 Power Cells | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Shock Spike | 19 Electronics, 13 Power Cells, 10 Alloys | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Steeljack Uplink Amplifier | 19 Electronics, 13 Alloys, 10 Power Cells | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Surgical Drone Assistant | 19 Electronics, 13 Alloys, 10 Power Cells | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Apollo | 50 Data, 33 Composites, 28 Power Cells | 220,000 | 1–3 weeks | 4 | −20 | T3 |
| Black Knight | 50 Data, 33 Composites, 28 Power Cells | 220,000 | 1–3 weeks | 4 | −20 | T3 |
| Echo | 50 Data, 33 Composites, 28 Power Cells | 220,000 | 1–3 weeks | 4 | −20 | T3 |
| Hera | 50 Data, 33 Composites, 28 Power Cells | 220,000 | 1–3 weeks | 4 | −20 | T3 |
| Scarface | 50 Data, 33 Composites, 28 Power Cells | 220,000 | 1–3 weeks | 4 | −20 | T3 |
| Nova | 225 Data, 150 Cybersteel, 125 Power Cells | 3,000,000 | 1–3 months | 8 | −40 | T4 |
| Vecta | 225 Data, 150 Cybersteel, 125 Power Cells | 3,000,000 | 1–3 months | 8 | −40 | T4 |
RECIPES — VEHICLES AND MECHS
32 items. Every one of them appears in Zine 1 with its play effect and Skill Unlocks; this is what it costs to make one.
| Item | Resources | Credits | Time | Seg. | Check | Tier |
|---|---|---|---|---|---|---|
| Amun Rotor | 19 Alloys, 10 Electronics, 8 Power Cells, 4 Powders | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Anubis Truck | 19 Alloys, 10 Electronics, 8 Power Cells, 4 Powders | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Aten Jeep | 19 Alloys, 10 Electronics, 8 Power Cells, 4 Powders | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Bastet Buggy | 19 Alloys, 10 Electronics, 8 Power Cells, 4 Powders | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Horus Bike | 19 Alloys, 10 Electronics, 8 Power Cells, 4 Powders | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Isis Hover Car | 19 Alloys, 10 Electronics, 8 Power Cells, 4 Powders | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Ma'at ATV | 19 Alloys, 10 Electronics, 8 Power Cells, 4 Powders | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Notus Buggy | 19 Alloys, 10 Electronics, 8 Power Cells, 4 Powders | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Osiris Sports Car | 19 Alloys, 10 Electronics, 8 Power Cells, 4 Powders | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Ptah SUV | 19 Alloys, 10 Electronics, 8 Power Cells, 4 Powders | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Set Bike | 19 Alloys, 10 Electronics, 8 Power Cells, 4 Powders | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Statet Boat | 19 Alloys, 10 Electronics, 8 Power Cells, 4 Powders | 12,600 | 1–3 days | 2 | ±0 | T2 |
| Achilles Light Mech | 50 Composites, 28 Data, 22 Power Cells, 11 Powders | 220,000 | 1–3 weeks | 4 | −20 | T3 |
| Amun Rotor | 50 Composites, 28 Data, 22 Power Cells, 11 Powders | 220,000 | 1–3 weeks | 4 | −20 | T3 |
| Ares Light Mech | 50 Composites, 28 Data, 22 Power Cells, 11 Powders | 220,000 | 1–3 weeks | 4 | −20 | T3 |
| Gaia Patrol Boat | 50 Composites, 28 Data, 22 Power Cells, 11 Powders | 220,000 | 1–3 weeks | 4 | −20 | T3 |
| Helios Truck | 50 Composites, 28 Data, 22 Power Cells, 11 Powders | 220,000 | 1–3 weeks | 4 | −20 | T3 |
| Hyperion Truck | 50 Composites, 28 Data, 22 Power Cells, 11 Powders | 220,000 | 1–3 weeks | 4 | −20 | T3 |
| Ra Aircraft | 50 Composites, 28 Data, 22 Power Cells, 11 Powders | 220,000 | 1–3 weeks | 4 | −20 | T3 |
| Sobek Semi Truck | 50 Composites, 28 Data, 22 Power Cells, 11 Powders | 220,000 | 1–3 weeks | 4 | −20 | T3 |
| Starlight | 50 Composites, 28 Data, 22 Power Cells, 11 Powders | 220,000 | 1–3 weeks | 4 | −20 | T3 |
| Thoth Van | 50 Composites, 28 Data, 22 Power Cells, 11 Powders | 220,000 | 1–3 weeks | 4 | −20 | T3 |
| Adaptive Recovery Pod | 225 Cybersteel, 125 Data, 100 Power Cells, 50 Powders | 3,000,000 | 1–3 months | 8 | −40 | T4 |
| Aphrodite Heavy Mech | 225 Cybersteel, 125 Data, 100 Power Cells, 50 Powders | 3,000,000 | 1–3 months | 8 | −40 | T4 |
| Athena Heavy Mech | 225 Cybersteel, 125 Data, 100 Power Cells, 50 Powders | 3,000,000 | 1–3 months | 8 | −40 | T4 |
| Black Talon Fighter Jet | 225 Cybersteel, 125 Data, 100 Power Cells, 50 Powders | 3,000,000 | 1–3 months | 8 | −40 | T4 |
| Frontier Auto-Cannon | 225 Cybersteel, 125 Data, 100 Power Cells, 50 Powders | 3,000,000 | 1–3 months | 8 | −40 | T4 |
| Hades Heavy Mech | 225 Cybersteel, 125 Data, 100 Power Cells, 50 Powders | 3,000,000 | 1–3 months | 8 | −40 | T4 |
| Hercules Mech Transport | 225 Cybersteel, 125 Data, 100 Power Cells, 50 Powders | 3,000,000 | 1–3 months | 8 | −40 | T4 |
| Poseidon Heavy Mech | 225 Cybersteel, 125 Data, 100 Power Cells, 50 Powders | 3,000,000 | 1–3 months | 8 | −40 | T4 |
| Talos Cyberdeck | 225 Cybersteel, 125 Data, 100 Power Cells, 50 Powders | 3,000,000 | 1–3 months | 8 | −40 | T4 |
| Zeus Heavy Mech | 225 Cybersteel, 125 Data, 100 Power Cells, 50 Powders | 3,000,000 | 1–3 months | 8 | −40 | T4 |