CYBERSTEELZine 3

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 wantWhat gets you itWhat it is really for
CreditsOperations, fences, downtime incomeFabrication, bribes, medical work, replacing gear. Credits are fuel, not a score.
ResourcesSalvage, theft, Asset productionThe only way to build. You cannot buy your way past a missing Resource.
AssetsTaken in play, not purchasedCapacity, storage and a fixed address. They make you able rather than rich.
InfluenceThe Influence Test at the end of each operationWhether a district answers when you call. This is the real score.
Crew TierHolding Influence and Assets across arcsWhat 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:

TierOnlineSeized or offlineSwing per cycle
1+3,000−2,0005,000
2+20,000−20,00040,000
3+150,000−250,000400,000
4+1,000,000−3,000,0004,000,000

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.

Say it at the table. Ask the crew what they want to own by the end of the arc, and write it down. Profit without a target is bookkeeping. Profit with a target is a campaign.
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PROFIT

HOW TO USE THIS ZINE

This is the Profit book. Cybersteel runs on three Pressures. Zine 4 covers Blood, the people who stand in the way. Zine 2 covers Data and holds the procedures all three share. This one covers Profit: what your crew owns, builds, sells, stores, and eventually cannot move without being noticed. Every rule in here answers one of four questions. What is it. What does it cost. Who has to know. And what happens when the people who made it want it back.
At the table. Profit Pressure is 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. Let money take its time.

Player procedures first, campaign infrastructure second, corporate reference last.

ReaderRead firstUse during play
New playerSections 1-2Rewards, resources, downtime and equipment lifecycle
FabricatorSections 2-4Ranks, certifications, facilities, recipes and salvage
Crew leaderSections 1, 3 and 5Territory, assets, contracts and logistics
Game MasterAll sectionsOperations, shortages, faction pressure and supply chains
PROFIT

PROFIT AND THE LOOP

Running this. Money is Pressure that arrives late and never leaves. Ask what the faction can no longer pay for.

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 didTends to answer NOWhy
Turned a profit on their own AssetsNothingMoney alone is not Pressure. Somebody else has to be poorer for it.
Took a contract a faction was relying onAccessThey can still make the thing. They can no longer reach the buyer.
Controlled a route, node or supply they needAccess and RecoveryEverything downstream now runs through the crew, and rerouting means changing strategy.
Destroyed or seized a Tier 3–4 AssetCapacity and RecoveryThe means of production is gone and cannot be rebuilt inside an arc.
Created a shortage they have to buy throughCapacityWhile the shortage holds. This one expires, which is worth saying out loud.
Out-competed them openly in their own districtAuthorityOthers 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.
At the table. A crew can afford roughly one standard fight per operation. Profit is what makes that constraint survivable: it is the route that solves an obstacle without spending Rūḥ. If Profit is not genuinely viable, Blood stops being a choice.
PROFIT

The Core Crew Economy Loop

Before you start. This is the whole game in seven steps. Everything else in this zine is detail hanging off it.
StepWhat happens
1. ChooseFollow a contract, rumor, shortage, faction conflict or crew goal.
2. Apply pressureSteal, protect, expose, negotiate, sabotage or seize.
3. Earn rewardsGain Credits, Resources, Components, Information, access and Reputation.
4. RecoverTreat injuries, clear Stress, repair gear and secure the crew position.
5. DevelopFabricate, research, build Assets, improve territory or train Certifications.
6. Resolve responseAllies make offers; rivals retaliate; shortages and opportunities appear.
7. Choose directionPursue 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.

RewardUsed for
CreditsServices, wages, leases, transport, licenses, taxes and operating costs.
ResourcesManufacturing, repair, modification, research and construction.
Corporate ComponentsAdvanced, licensed or proprietary fabrication.
InformationRecipes, research, algorithms, access keys and intelligence.
ReputationContracts, instructors, Certifications, restricted equipment and political influence.
AccessFacilities, routes, suppliers, infrastructure and legal protection.

Ways to Earn a Living

ProfessionTypical operations
MercenariesSecurity, escorts, tactical response and bounty work.
Industrial contractorsRepair, fabrication, construction and infrastructure support.
SalvagersBattlefield recovery, archaeology, wreck exploration and recycling.
ExplorersNexus investigations, field expeditions and forgotten facilities.
InvestigatorsAudits, disappearances, accidents, fraud and conspiracies.
SmugglersRestricted cargo, customs evasion and gray-market distribution.
Corporate operativesEspionage, sabotage, prototype recovery and executive security.
Government agentsCounterterrorism, DND operations and infrastructure protection.

Power Layers

TierSphereEnd goal
1StreetControl a neighborhood and dependable local income.
2UnderworldControl regional distribution, storage and gray-market access.
3CorporateBecome indispensable to production and regional commerce.
4NationalShape 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.

One piece of advice. If a session ever feels aimless, look at this loop and ask which step the crew is standing on. The answer is usually step one, and they need a lead rather than a rule.
RESOURCES

Resource Tiers and Build Ratings

Before you start. Tier is not quality, it is reach. A Tier 3 part is not simply better than a Tier 2 part; it is harder to obtain, harder to explain, and harder to replace.
TierScopeBuild Rating
1Civilian, improvised, local business5-20
2Professional, commercial, organized crime25-60
3Corporate, military, industrial75-150
4Sovereign, strategic, Mythos infrastructure250-1000
One piece of advice. Let your crew feel the jump from Tier 2 to Tier 3. That is the point where their work stops being local and starts being noticed.
RESOURCES

Resource Families

Before you start. Families tell you what a thing is made of and therefore who makes it. This is what turns a shopping list into a heist target.
FamilyResources / use
IndustrialScrap, Alloys, Composites, Cybersteel: structures, weapons, armor, vehicles and mechs.
TechnicalComponents, Electronics, Data: control systems, robotics, cyberware, drones and networks.
EnergyFuel Cells, Power Cells: propulsion, portable power and high-energy systems.
BiologicalBiomatter, Medicinals, Toxins: medicine, bioware and biological projects.
ChemicalReactives, Powders: ammunition, explosives and industrial chemistry.
LuxuryFabrics, Leather, Precious Metals, Gemstones: apparel and prestige equipment.
MythosMythos Essence, Resonance Essence, Relics: AKS, runes and Mythos engineering.
InformationResearch, Algorithms, Access Keys: software, recipes and advanced projects.
One piece of advice. When a crew needs a Component they cannot buy, you have a session. Ask which corporation makes it and where, and the job writes itself.
RESOURCES

Resource Classification

Before you start. Classification decides whether owning something is a purchase, a permit or a crime.
  • 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.
One piece of advice. Keep one eye on what your crew is stockpiling. A warehouse of Restricted material is a Retaliation waiting for a reason.
FABRICATION

Universal Manufacturing Process

Before you start. Every build follows the same shape, whatever it is. Learn the shape once and you can adjudicate anything a player proposes.
  • 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.
One piece of advice. Skill controls complexity, certification controls discipline, facilities control scale. When a player asks whether they can build something, work through those three in order.
FABRICATION

Standard Recipe Fields

Before you start. A recipe is a contract between the player and the table. Everything it needs is listed, so nothing gets argued mid-build.
FieldPurpose
CategoryEquipment or infrastructure type.
TierTechnology and campaign scale.
Build RatingTotal Resource Units consumed.
Resource breakdownPrimary, Secondary, Support and Components.
CorporationPrimary manufacturer or rights holder.
CertificationRequired technical discipline.
Fabrication RankMinimum project leadership rank.
FacilityMinimum industrial infrastructure.
Build timeBase time before modifiers.
LicenseLegal 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.

One piece of advice. Write recipes down when the crew invents one. A shared recipe list becomes the crew's real asset faster than any warehouse.
FABRICATION

PROFESSIONAL CERTIFICATIONS

Before you start. Certification is the paperwork that separates a fabricator from a criminal doing the same work.

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

One piece of advice. A crew with no certifications can still build. They simply cannot sell, register or repair in the open, and that shapes every job they take.
FABRICATION

Team Fabrication

Before you start. Building together is how a crew exceeds what any one operator could manage. It is also how they share the blame.
  • 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.
One piece of advice. Let two players collaborate on a build and both roll. Shared successes are remembered longer than solo ones.
FABRICATION

Build Times

Before you start. Time is the cost players underestimate. A build that takes three weeks changes what the district looks like when it finishes.
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
Tier 4 strategic systemCampaign project; GM sets milestones
One piece of advice. Never let a long build happen in silence. Something should have moved in the world by the time it comes off the bench.
FABRICATION

Fabrication Outcomes

Before you start. A failed build is not a wasted session. It is a flawed object with a history.

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.

RollOutcome
Under one fifth of the thresholdCritical success
Under the thresholdSuccess
Over the thresholdFailure
96–00Critical 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.

OutcomeResult
Critical successFinish early or save 20% Resources; item gains superior quality or reduced traceability.
SuccessProject completes at listed cost and time.
FailureProject completes with one consequence: +25% time, +10% cost, flaw, trace, permit issue or supplier debt.
Critical failureProject halts after consuming 25% of Resources and triggers a serious defect, injury, exposure or faction response.
One piece of advice. Give failures a personality. A weapon that jams in cold weather is more interesting than one that simply does not exist.

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 TierStandard operationBuys youWhat the work looks like
Street2,000–8,000 Cr3–11 Tier 1 itemsA job for a name you know, paid in cash, no paperwork.
Professional25,000–100,000 Cr2–8 Tier 2 itemsA contract with terms. Somebody is accountable if it goes wrong.
Corporate300,000–1,200,000 Cr1–5 Tier 3 itemsA line item in a budget. The crew is a vendor now.
Sovereign4–15 million Cr1–5 Tier 4 itemsA 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.

The shape this makes. One Standard operation funds a few items at your own Tier, or a single item one Tier up if the crew saves. Reaching above your Tier costs several operations, which is the pacing. Nobody buys a mech by accident.

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.
Take your time. Double the Build Time and every check is made at +20. A crew with a safe workshop and no deadline should nearly always do this. A crew being hunted cannot.
Item TierSegmentsCheck modifierBase Build Time
Tier 11+204–12 hours
Tier 22±01–3 days
Tier 34−201–3 weeks
Tier 48−401–3 months

Tier 4 strategic systems are campaign projects. The GM sets milestones instead of segments.

READING A RECIPE

ColumnWhat it means
ResourcesExactly what is consumed, in Resource Units, by family. No substitutions except as below.
CreditsTooling, consumables, licences and the parts nobody makes themselves.
TimeTotal elapsed build time, divided evenly across the segments.
SegmentsHow many Fabrication checks the build takes.
CheckApplied 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.

SubstitutionCheckEffect on the finished item
One grade lower (Alloys for Cybersteel)−20The item works but is Fragile: the first Critical Injury or consequence result destroys it.
Exactly as written±0As printed.
One grade higher (Cybersteel for Alloys)−10Choose one: +1 effective Weapon Tier against Armor, or it ignores the first consequence result each encounter.
Mythos Essence in place of any Support resource−30The 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−10The 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.

StepDo this
1. Set the TierWhat scale is it? Civilian 1, professional 2, corporate or military 3, sovereign 4.
2. Take the Build RatingTier 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 familyPrimary 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 familyMatch the grade to the Tier: Tier 1 takes Scrap, Tier 4 takes Cybersteel.
5. CreditsBuild Rating × 250.
6. Segments and timeStraight off the Tier table above.
Worked example. A Tier 2 assault motorcycle. Build Rating 42. Industrial 45% → 19 Alloys, Technical 25% → 10 Electronics, Energy 20% → 8 Power Cells, Chemical 10% → 4 Powders. 10,500 Credits. 2 segments over 1–3 days at ±0. That is the Horus Bike, and it matches its printed recipe exactly.

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.

ItemResourcesCreditsTimeSeg.CheckTier
Asp8 Scrap, 4 Reactives, 3 Components7004–12 hours1+20T1
Baton8 Scrap, 4 Reactives, 3 Components7004–12 hours1+20T1
Cleaver8 Scrap, 4 Reactives, 3 Components7004–12 hours1+20T1
Dagger8 Scrap, 4 Reactives, 3 Components7004–12 hours1+20T1
Manticore8 Scrap, 4 Reactives, 3 Components7004–12 hours1+20T1
Nomad8 Scrap, 4 Reactives, 3 Components7004–12 hours1+20T1
Peregrine8 Scrap, 4 Reactives, 3 Components7004–12 hours1+20T1
Scarab8 Scrap, 4 Reactives, 3 Components7004–12 hours1+20T1
Specter8 Scrap, 4 Reactives, 3 Components7004–12 hours1+20T1
Sword8 Scrap, 4 Reactives, 3 Components7004–12 hours1+20T1
Thunderbolt6 Components, 5 Fuel Cells, 4 Scrap7004–12 hours1+20T1
Axe23 Alloys, 10 Powders, 8 Electronics12,6001–3 days2±0T2
Basilisk17 Electronics, 15 Power Cells, 10 Alloys12,6001–3 days2±0T2
Centurion23 Alloys, 10 Powders, 8 Electronics12,6001–3 days2±0T2
Chimera23 Alloys, 10 Powders, 8 Electronics12,6001–3 days2±0T2
Hammer23 Alloys, 10 Powders, 8 Electronics12,6001–3 days2±0T2
Harrier23 Alloys, 10 Powders, 8 Electronics12,6001–3 days2±0T2
Kestrel23 Alloys, 10 Powders, 8 Electronics12,6001–3 days2±0T2
Legate23 Alloys, 10 Powders, 8 Electronics12,6001–3 days2±0T2
Paladin23 Alloys, 10 Powders, 8 Electronics12,6001–3 days2±0T2
Praetor23 Alloys, 10 Powders, 8 Electronics12,6001–3 days2±0T2
Star23 Alloys, 10 Powders, 8 Electronics12,6001–3 days2±0T2
WASP17 Electronics, 15 Power Cells, 10 Alloys12,6001–3 days2±0T2
Ironjack Machine Gun61 Composites, 28 Powders, 22 Data220,0001–3 weeks4−20T3
Longspear Anti-Drone Cannon50 Composites, 28 Data, 22 Power Cells, 11 Powders220,0001–3 weeks4−20T3
Pathfinder Laser Thrower44 Data, 38 Power Cells, 28 Composites220,0001–3 weeks4−20T3
Pilgrim Rocket Launcher50 Composites, 28 Data, 22 Power Cells, 11 Powders220,0001–3 weeks4−20T3
Stormbreaker Laser Gatling44 Data, 38 Power Cells, 28 Composites220,0001–3 weeks4−20T3
Warden Laser Shotgun44 Data, 38 Power Cells, 28 Composites220,0001–3 weeks4−20T3
Overwatch Laser Gatling225 Cybersteel, 125 Data, 100 Power Cells, 50 Powders3,000,0001–3 months8−40T4
Ranger Rail Gun225 Cybersteel, 125 Data, 100 Power Cells, 50 Powders3,000,0001–3 months8−40T4
Rogue Short-Range Missiles225 Cybersteel, 125 Data, 100 Power Cells, 50 Powders3,000,0001–3 months8−40T4

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.

ItemResourcesCreditsTimeSeg.CheckTier
Flash Grenade8 Reactives, 4 Scrap, 1 Components7004–12 hours1+20T1
Gel Rounds8 Reactives, 4 Scrap, 1 Components7004–12 hours1+20T1
Incendiary Grenade8 Reactives, 4 Scrap, 1 Components7004–12 hours1+20T1
Standard Ammunition8 Reactives, 4 Scrap, 1 Components7004–12 hours1+20T1
Adaptive Demolition Kit25 Powders, 13 Alloys, 4 Electronics12,6001–3 days2±0T2
Armor-Piercing Ammunition25 Powders, 13 Alloys, 4 Electronics12,6001–3 days2±0T2
EMP Grenade25 Powders, 13 Alloys, 4 Electronics12,6001–3 days2±0T2
Incendiary Ammunition25 Powders, 13 Alloys, 4 Electronics12,6001–3 days2±0T2
Direct Charge66 Powders, 33 Composites, 11 Data220,0001–3 weeks4−20T3
Smart Ammunition66 Powders, 33 Composites, 11 Data220,0001–3 weeks4−20T3
Spiritbreaker Ammunition61 Relics, 28 Powders, 22 Data220,0001–3 weeks4−20T3
Spiritbreaker Grenade61 Relics, 28 Powders, 22 Data220,0001–3 weeks4−20T3
High-Explosive SRM300 Powders, 150 Cybersteel, 50 Data3,000,0001–3 months8−40T4
Strategic Demolition System300 Powders, 150 Cybersteel, 50 Data3,000,0001–3 months8−40T4

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.

ItemResourcesCreditsTimeSeg.CheckTier
Adaptive Voice Modulator7 Fabrics, 4 Scrap, 3 Components7004–12 hours1+20T1
Biometric Spoof Glove7 Fabrics, 4 Scrap, 3 Components7004–12 hours1+20T1
Casual Social - Atlas7 Fabrics, 4 Scrap, 3 Components7004–12 hours1+20T1
Casual Social - Boardwalk7 Fabrics, 4 Scrap, 3 Components7004–12 hours1+20T1
Casual Social - Echo Study7 Fabrics, 4 Scrap, 3 Components7004–12 hours1+20T1
Casual Social - Harbor Light7 Fabrics, 4 Scrap, 3 Components7004–12 hours1+20T1
Casual Social - Nightglass7 Fabrics, 4 Scrap, 3 Components7004–12 hours1+20T1
Casual Social - Observatory7 Fabrics, 4 Scrap, 3 Components7004–12 hours1+20T1
Casual Social - Sea Glass7 Fabrics, 4 Scrap, 3 Components7004–12 hours1+20T1
Casual Social - Tidal Edge7 Fabrics, 4 Scrap, 3 Components7004–12 hours1+20T1
Corporate Business Casual7 Fabrics, 4 Scrap, 3 Components7004–12 hours1+20T1
Corporate Field7 Fabrics, 4 Scrap, 3 Components7004–12 hours1+20T1
Corporate Technician7 Fabrics, 4 Scrap, 3 Components7004–12 hours1+20T1
Echo Contact Lens7 Fabrics, 4 Scrap, 3 Components7004–12 hours1+20T1
Evening Social - Ascendant7 Fabrics, 4 Scrap, 3 Components7004–12 hours1+20T1
Evening Social - Azure Wake7 Fabrics, 4 Scrap, 3 Components7004–12 hours1+20T1
Evening Social - Electric Dusk7 Fabrics, 4 Scrap, 3 Components7004–12 hours1+20T1
Evening Social - Horizon7 Fabrics, 4 Scrap, 3 Components7004–12 hours1+20T1
Evening Social - Midnight7 Fabrics, 4 Scrap, 3 Components7004–12 hours1+20T1
Evening Social - Saltwind7 Fabrics, 4 Scrap, 3 Components7004–12 hours1+20T1
Expedition Outfit7 Fabrics, 4 Scrap, 3 Components7004–12 hours1+20T1
Smart-Weave Abaya7 Fabrics, 4 Scrap, 3 Components7004–12 hours1+20T1
Smart-Weave Chameleon Beta7 Fabrics, 4 Scrap, 3 Components7004–12 hours1+20T1
Smart-Weave Overshirt7 Fabrics, 4 Scrap, 3 Components7004–12 hours1+20T1
Smart-Weave Scarf & Layered Ensemble7 Fabrics, 4 Scrap, 3 Components7004–12 hours1+20T1
Smart-Weave Shirt7 Fabrics, 4 Scrap, 3 Components7004–12 hours1+20T1
Casual Jacket - Blue Sky21 Leather, 13 Alloys, 8 Electronics12,6001–3 days2±0T2
Casual Jacket - Mirage21 Leather, 13 Alloys, 8 Electronics12,6001–3 days2±0T2
Casual Social - Afterburn21 Leather, 13 Alloys, 8 Electronics12,6001–3 days2±0T2
Casual Social - Breakwater21 Leather, 13 Alloys, 8 Electronics12,6001–3 days2±0T2
Casual Social - Ghostlight21 Leather, 13 Alloys, 8 Electronics12,6001–3 days2±0T2
Casual Social - Gold Wind21 Leather, 13 Alloys, 8 Electronics12,6001–3 days2±0T2
Casual Social - Neon Tide21 Leather, 13 Alloys, 8 Electronics12,6001–3 days2±0T2
Chameleon Face Mask21 Leather, 13 Alloys, 8 Electronics12,6001–3 days2±0T2
Corporate Executive - Open Water21 Leather, 13 Alloys, 8 Electronics12,6001–3 days2±0T2
Corporate Security - Horizon21 Leather, 13 Alloys, 8 Electronics12,6001–3 days2±0T2
Evening Social - Ember Trail21 Leather, 13 Alloys, 8 Electronics12,6001–3 days2±0T2
Evening Social - Hush21 Leather, 13 Alloys, 8 Electronics12,6001–3 days2±0T2
Explorer Outfit21 Leather, 13 Alloys, 8 Electronics12,6001–3 days2±0T2
Night Armor Sandrunner21 Leather, 13 Alloys, 8 Electronics12,6001–3 days2±0T2
Security Vest23 Alloys, 10 Electronics, 8 Leather12,6001–3 days2±0T2
Smart-Weave Archive Line21 Leather, 13 Alloys, 8 Electronics12,6001–3 days2±0T2
Smart-Weave Chameleon Theta21 Leather, 13 Alloys, 8 Electronics12,6001–3 days2±0T2
Smart-Weave Hijab Ensemble21 Leather, 13 Alloys, 8 Electronics12,6001–3 days2±0T2
Smart-Weave Travel Coat21 Leather, 13 Alloys, 8 Electronics12,6001–3 days2±0T2
Suncloak Suit21 Leather, 13 Alloys, 8 Electronics12,6001–3 days2±0T2

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.

ItemResourcesCreditsTimeSeg.CheckTier
BlueCom Encrypted Radio6 Components, 5 Research, 3 Fuel Cells7004–12 hours1+20T1
Ghost Authentication Key6 Components, 5 Research, 3 Fuel Cells7004–12 hours1+20T1
Signal Analysis Tablet6 Components, 5 Research, 3 Fuel Cells7004–12 hours1+20T1
Smart Cufflinks6 Components, 5 Research, 3 Fuel Cells7004–12 hours1+20T1
Cipher Phone19 Electronics, 15 Algorithms, 8 Power Cells12,6001–3 days2±0T2
Echo Mesh Relay19 Electronics, 15 Algorithms, 8 Power Cells12,6001–3 days2±0T2
GhostKey Electronic Kit17 Alloys, 15 Electronics, 10 Powders12,6001–3 days2±0T2
Mirage Signal Coin19 Alloys, 10 Electronics, 8 Power Cells, 4 Powders12,6001–3 days2±0T2
Noise Intrusion Amplifier19 Electronics, 15 Algorithms, 8 Power Cells12,6001–3 days2±0T2
Pathfinder Navigation Beacon19 Electronics, 15 Algorithms, 8 Power Cells12,6001–3 days2±0T2
Personal HIN Terminal19 Electronics, 15 Algorithms, 8 Power Cells12,6001–3 days2±0T2
Resonance Noisedeck19 Electronics, 15 Algorithms, 8 Power Cells12,6001–3 days2±0T2
Spectrum Glasses19 Electronics, 15 Algorithms, 8 Power Cells12,6001–3 days2±0T2
Spectrum Spoofer19 Electronics, 15 Algorithms, 8 Power Cells12,6001–3 days2±0T2
Digital Credential Printer50 Data, 38 Access Keys, 22 Power Cells220,0001–3 weeks4−20T3
Magnetic Climbing Gloves44 Composites, 38 Data, 28 Powders220,0001–3 weeks4−20T3
Ring Laser Cutter44 Composites, 38 Data, 28 Powders220,0001–3 weeks4−20T3
Strategic Relay Node50 Data, 38 Access Keys, 22 Power Cells220,0001–3 weeks4−20T3
Trace Kit44 Composites, 38 Data, 28 Powders220,0001–3 weeks4−20T3
Command Uplink225 Data, 125 Access Keys, 100 Power Cells, 50 Cybersteel3,000,0001–3 months8−40T4
Diodes Steeljack Deck225 Data, 175 Access Keys, 100 Power Cells3,000,0001–3 months8−40T4
EnviroSense Radar and Mythos Scanner225 Data, 175 Access Keys, 100 Power Cells3,000,0001–3 months8−40T4
Executive Eye Scanner225 Data, 175 Access Keys, 100 Power Cells3,000,0001–3 months8−40T4
Morpheus Electronic Warfare Suite225 Data, 175 Access Keys, 100 Power Cells3,000,0001–3 months8−40T4

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.

ItemResourcesCreditsTimeSeg.CheckTier
Biofoam Wound Sealant8 Biomatter, 4 Components, 2 Reactives7004–12 hours1+20T1
Combat Trauma Injector8 Biomatter, 4 Components, 2 Reactives7004–12 hours1+20T1
Detox Purification Kit8 Biomatter, 4 Components, 2 Reactives7004–12 hours1+20T1
Field Trauma Medkit8 Biomatter, 4 Components, 2 Reactives7004–12 hours1+20T1
Portable Winch System8 Biomatter, 4 Components, 2 Reactives7004–12 hours1+20T1
Combat Medic Backpack25 Medicinals, 10 Electronics, 6 Powders12,6001–3 days2±0T2
Portable Diagnostic Scanner19 Electronics, 15 Algorithms, 8 Power Cells12,6001–3 days2±0T2
Portable Surgical Station66 Toxins, 28 Data, 16 Powders220,0001–3 weeks4−20T3
Quarantine Containment Capsule66 Toxins, 28 Data, 16 Powders220,0001–3 weeks4−20T3
Regenerative Tissue Printer66 Toxins, 28 Data, 16 Powders220,0001–3 weeks4−20T3
Synthetic Organ Preservation Case66 Toxins, 28 Data, 16 Powders220,0001–3 weeks4−20T3
Lazarus Integrated Trauma System300 Toxins, 125 Data, 75 Powders3,000,0001–3 months8−40T4
Mythos Stabilization Kit300 Toxins, 125 Data, 75 Powders3,000,0001–3 months8−40T4

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.

ItemResourcesCreditsTimeSeg.CheckTier
Expedition Tool Kit6 Scrap, 4 Components, 4 Fuel Cells7004–12 hours1+20T1
RidgeLine Climbing System6 Scrap, 4 Components, 4 Fuel Cells7004–12 hours1+20T1
SolarFlex Power Kit6 Scrap, 4 Components, 4 Fuel Cells7004–12 hours1+20T1
Trailmaster Survival Pack6 Scrap, 4 Components, 4 Fuel Cells7004–12 hours1+20T1
Cybernetic Repair Toolkit17 Alloys, 13 Electronics, 13 Power Cells12,6001–3 days2±0T2
Forensic and Environmental Kit17 Alloys, 13 Electronics, 13 Power Cells12,6001–3 days2±0T2
Katana17 Alloys, 13 Electronics, 13 Power Cells12,6001–3 days2±0T2
Mace17 Alloys, 13 Electronics, 13 Power Cells12,6001–3 days2±0T2
Stormhaven Emergency Shelter17 Alloys, 13 Electronics, 13 Power Cells12,6001–3 days2±0T2
Frontier Operations Hub44 Composites, 33 Data, 33 Power Cells220,0001–3 weeks4−20T3
Icarus Personal Flight System44 Composites, 33 Data, 33 Power Cells220,0001–3 weeks4−20T3
Survey Beacon Array44 Composites, 33 Data, 33 Power Cells220,0001–3 weeks4−20T3
AutoDeploy Bridge Kit200 Cybersteel, 150 Data, 150 Power Cells3,000,0001–3 months8−40T4
Blue Harp Noise Gateway200 Cybersteel, 150 Data, 150 Power Cells3,000,0001–3 months8−40T4

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.

ItemResourcesCreditsTimeSeg.CheckTier
Best Friend6 Components, 4 Scrap, 4 Fuel Cells7004–12 hours1+20T1
Explosive Iris6 Components, 4 Scrap, 4 Fuel Cells7004–12 hours1+20T1
Rollerball6 Components, 4 Scrap, 4 Fuel Cells7004–12 hours1+20T1
Spark6 Components, 4 Scrap, 4 Fuel Cells7004–12 hours1+20T1
Terrain Mapping Drone6 Scrap, 5 Components, 4 Reactives7004–12 hours1+20T1
Axiom19 Electronics, 13 Alloys, 10 Power Cells12,6001–3 days2±0T2
Cyclops19 Electronics, 13 Alloys, 10 Power Cells12,6001–3 days2±0T2
Jude19 Electronics, 13 Alloys, 10 Power Cells12,6001–3 days2±0T2
Pet19 Electronics, 13 Alloys, 10 Power Cells12,6001–3 days2±0T2
Shock Spike19 Electronics, 13 Power Cells, 10 Alloys12,6001–3 days2±0T2
Steeljack Uplink Amplifier19 Electronics, 13 Alloys, 10 Power Cells12,6001–3 days2±0T2
Surgical Drone Assistant19 Electronics, 13 Alloys, 10 Power Cells12,6001–3 days2±0T2
Apollo50 Data, 33 Composites, 28 Power Cells220,0001–3 weeks4−20T3
Black Knight50 Data, 33 Composites, 28 Power Cells220,0001–3 weeks4−20T3
Echo50 Data, 33 Composites, 28 Power Cells220,0001–3 weeks4−20T3
Hera50 Data, 33 Composites, 28 Power Cells220,0001–3 weeks4−20T3
Scarface50 Data, 33 Composites, 28 Power Cells220,0001–3 weeks4−20T3
Nova225 Data, 150 Cybersteel, 125 Power Cells3,000,0001–3 months8−40T4
Vecta225 Data, 150 Cybersteel, 125 Power Cells3,000,0001–3 months8−40T4

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.

ItemResourcesCreditsTimeSeg.CheckTier
Amun Rotor19 Alloys, 10 Electronics, 8 Power Cells, 4 Powders12,6001–3 days2±0T2
Anubis Truck19 Alloys, 10 Electronics, 8 Power Cells, 4 Powders12,6001–3 days2±0T2
Aten Jeep19 Alloys, 10 Electronics, 8 Power Cells, 4 Powders12,6001–3 days2±0T2
Bastet Buggy19 Alloys, 10 Electronics, 8 Power Cells, 4 Powders12,6001–3 days2±0T2
Horus Bike19 Alloys, 10 Electronics, 8 Power Cells, 4 Powders12,6001–3 days2±0T2
Isis Hover Car19 Alloys, 10 Electronics, 8 Power Cells, 4 Powders12,6001–3 days2±0T2
Ma'at ATV19 Alloys, 10 Electronics, 8 Power Cells, 4 Powders12,6001–3 days2±0T2
Notus Buggy19 Alloys, 10 Electronics, 8 Power Cells, 4 Powders12,6001–3 days2±0T2
Osiris Sports Car19 Alloys, 10 Electronics, 8 Power Cells, 4 Powders12,6001–3 days2±0T2
Ptah SUV19 Alloys, 10 Electronics, 8 Power Cells, 4 Powders12,6001–3 days2±0T2
Set Bike19 Alloys, 10 Electronics, 8 Power Cells, 4 Powders12,6001–3 days2±0T2
Statet Boat19 Alloys, 10 Electronics, 8 Power Cells, 4 Powders12,6001–3 days2±0T2
Achilles Light Mech50 Composites, 28 Data, 22 Power Cells, 11 Powders220,0001–3 weeks4−20T3
Amun Rotor50 Composites, 28 Data, 22 Power Cells, 11 Powders220,0001–3 weeks4−20T3
Ares Light Mech50 Composites, 28 Data, 22 Power Cells, 11 Powders220,0001–3 weeks4−20T3
Gaia Patrol Boat50 Composites, 28 Data, 22 Power Cells, 11 Powders220,0001–3 weeks4−20T3
Helios Truck50 Composites, 28 Data, 22 Power Cells, 11 Powders220,0001–3 weeks4−20T3
Hyperion Truck50 Composites, 28 Data, 22 Power Cells, 11 Powders220,0001–3 weeks4−20T3
Ra Aircraft50 Composites, 28 Data, 22 Power Cells, 11 Powders220,0001–3 weeks4−20T3
Sobek Semi Truck50 Composites, 28 Data, 22 Power Cells, 11 Powders220,0001–3 weeks4−20T3
Starlight50 Composites, 28 Data, 22 Power Cells, 11 Powders220,0001–3 weeks4−20T3
Thoth Van50 Composites, 28 Data, 22 Power Cells, 11 Powders220,0001–3 weeks4−20T3
Adaptive Recovery Pod225 Cybersteel, 125 Data, 100 Power Cells, 50 Powders3,000,0001–3 months8−40T4
Aphrodite Heavy Mech225 Cybersteel, 125 Data, 100 Power Cells, 50 Powders3,000,0001–3 months8−40T4
Athena Heavy Mech225 Cybersteel, 125 Data, 100 Power Cells, 50 Powders3,000,0001–3 months8−40T4
Black Talon Fighter Jet225 Cybersteel, 125 Data, 100 Power Cells, 50 Powders3,000,0001–3 months8−40T4
Frontier Auto-Cannon225 Cybersteel, 125 Data, 100 Power Cells, 50 Powders3,000,0001–3 months8−40T4
Hades Heavy Mech225 Cybersteel, 125 Data, 100 Power Cells, 50 Powders3,000,0001–3 months8−40T4
Hercules Mech Transport225 Cybersteel, 125 Data, 100 Power Cells, 50 Powders3,000,0001–3 months8−40T4
Poseidon Heavy Mech225 Cybersteel, 125 Data, 100 Power Cells, 50 Powders3,000,0001–3 months8−40T4
Talos Cyberdeck225 Cybersteel, 125 Data, 100 Power Cells, 50 Powders3,000,0001–3 months8−40T4
Zeus Heavy Mech225 Cybersteel, 125 Data, 100 Power Cells, 50 Powders3,000,0001–3 months8−40T4
FABRICATION

Unlicensed Work and Component Substitution

Before you start. This is where most crews actually live. Substitution is the difference between a plan and a plan they can afford.

Assets create income, obligations, vulnerabilities and operations.

One piece of advice. Say yes to substitution and charge for it in reliability, not in refusals. A crew that improvises is a crew that is playing the game as designed.
ASSETS

Industrial Asset Categories

Before you start. Assets are the moment a crew stops being operators and starts being an organisation.
CategoryPurpose
ManufacturingConvert Resources into finished products.
StorageHold Resources, Components and finished goods.
TransportationMove goods between suppliers, facilities and markets.
ResearchUnlock recipes, prototypes and substitutions.
SupportUtilities, repair, communications, medical and security services.
One piece of advice. The first asset changes the campaign. Make its purchase a scene, not a transaction.
ASSETS

Asset Scale and Cost

Before you start. Scale decides what an asset can do and who notices that you own it.
TierTypical valueExamples
150,000-250,000 CreditsWorkshop, stock room, van, repair garage, clinic.
21-10 million CreditsRegional factory, warehouse, fleet, laboratory, service center.
350-250 million CreditsVehicle plant, logistics hub, port, research campus, utility complex.
41-10+ billion CreditsMech network, strategic warehouses, airlift fleet, national research grid.
One piece of advice. A crew's first Tier 3 asset will attract a visit. Decide in advance who sends it.
ASSETS

Assets and Crew Tier

Before you start. Crew Tier is the honest measure of what your group has become. It moves slowly and it should.

Every Crew Claim built through this Fabrication economy — a facility, a storage site, a secured route — is also a Crew Tier Points source. When a crew gains a new Crew Claim during the Operation Consequence Procedure, it awards CTP equal to the Claim's own Tier. A Tier 1 workshop and a Tier 3 secured facility are not just different price tags; the Tier 3 facility moves the crew meaningfully closer to Corporate standing. Build accordingly — what you fabricate is also who your crew is becoming.

One piece of advice. When the crew rises a Tier, change how the world speaks to them. Better offers, worse enemies.
ASSETS

Downtime Profit Procedure

Before you start. Downtime is where the crew's holdings pay them back. Run it every arc, briefly.
TierBase income / cycleOperating cost
15,000 Credits2,000 Credits
240,000 Credits20,000 Credits
3400,000 Credits250,000 Credits
44,000,000 Credits3,000,000 Credits
One piece of advice. Keep this to ten minutes at the table. Roll the profit, note the number, and get back to the job. Downtime that takes an hour stops feeling like a reward.
ASSETS

Storage and Transport

Before you start. Owning something and being able to move it are different problems, and the second one is where crews get caught.
TierStorageTransport examples
150 RUMotorcycles, vans, pickups.
2500 RUCargo trucks and regional freight.
35,000 RURail, cargo aircraft and coastal shipping.
450,000+ RUContainer fleets, strategic airlift and Mediterranean networks.
One piece of advice. Ask where the crew is keeping it. That question has ended more campaigns than any firefight.
ASSETS

Influencing Infrastructure

Before you start. This is how a crew turns money into power that the district can feel.
MethodBenefit
ContractIncome, priority production and reduced logistics cost.
LeaseTemporary access without purchasing the Asset.
Political influencePermits, subsidies, zoning and restricted competition.
Corporate partnershipComponents, licenses, research and service access.
Control of a key nodeTariffs, intelligence, routing priority and supply leverage.
Smuggling networkBypass inspections, move restricted cargo and avoid tariffs.
SabotageDelay rivals, create shortages and open operations.

Every captured object presents an immediate-value versus long-term-capability decision.

StageResult
RecoverGain intact gear or wreckage through operations, purchase or exploration.
SalvageStrip damaged equipment into Resources and Components.
RepairReturn gear to its original function.
ModifyImprove or customize without changing the primary role.
RefitConvert the item to a new operational role.
Reverse engineerUnlock recipes, substitutes, prototypes or production knowledge.
ManufactureBuild new equipment at the highest cost and flexibility.

Salvage Procedure

Determine Salvage Rating: 60% of the original Build Rating.

Spend the listed salvage time.

Roll Fabrication (Logic) using the relevant Certification.

Recover materials from the original recipe. Corporate Components are recovered only when physically intact and identifiable.

TargetBase timeCritical / Success / Failure / Critical failure
Small personal item10 min100% / 75% / 50% / 25% SR
Large personal item30 min100% / 75% / 50% / 25% SR
Drone / small robot1 hour100% / 75% / 50% / 25% SR
Large robot / powered armor4 hours100% / 75% / 50% / 25% SR
Vehicle8 hours100% / 75% / 50% / 25% SR
Aircraft / light mech1 day100% / 75% / 50% / 25% SR
Medium / heavy mech3 days100% / 75% / 50% / 25% SR

Each entry defines corporate purpose, industrial role, production chain, facility tiers, locations, revenue and fabrication access. NPCs and internal faction politics remain outside this zine.

One piece of advice. Infrastructure changes are permanent and public. Let the players see their name attached to something on the map.
CORPORATIONS

CORPORATE PURPOSE, INDUSTRY & PRODUCTION NETWORKS

Before you start. Twelve companies make everything a crew will ever carry. Knowing who makes what tells you who comes looking when it goes missing.

Each corporation is presented as an economic engine: what it exists to do, what it manufactures, where each stage occurs, and which facilities support each tier of production.

CORPORATIONS

DND - Delphi Noise Directorate

What this means for your crew. You do not rob the DND. You decide whether the thing you already stole is legal to own, and they decide whether you were ever there. When their name appears in an operation, the question stops being whether you succeed and becomes whether anyone can prove it.

“Understanding reality. Protecting humanity.”

Industry

Manufacturing Chain and Locations

StageLocationFunction
ResearchDelphi, GreeceDelphi Prime, Harmonia theory, AKS command architecture and strategic prediction.
ResearchSiwa, EgyptNexus artifact study, exposure analysis and containment science.
ComponentsCyprusNoise relay components and secure signal infrastructure.
ComponentsIsraelIdentity-threat validation, Oracle monitoring and secure data systems.
AssemblyDelphi, GreeceAKS command systems, containment tools and sovereign infrastructure.
Quality AssuranceMaltaContainment certification, relay audits and maritime transfer checks.
WarehousingJordanDesert response depot and protected field-containment storage.
Distribution / ProcurementGreeceSovereign contracts, clearances, Nexus licenses and strategic agreements.

Facility Tiers

TierFacilityPrimary Use
T1Authorized Mythos BenchDiagnostics, sensor calibration and approved field repairs.
T2Harmonia LaboratoryContainment devices, local AKS tools and supervised Mythos fabrication.
T3Nexus Engineering CenterRegional AKS cores, stabilization systems and strategic integration.
T4Sovereign Nexus ComplexNational AKS, Reality Stabilization and continent-scale infrastructure.

Financial and Fabrication Notes

CORPORATIONS

Aerodyne

What this means for your crew. Everything your crew needs arrives on an Aerodyne vehicle. That makes them the easiest corporation to work alongside and the hardest to work against — hurt their logistics and you have hurt your own supply too. Their gear is the most common on the street, which means carrying it says nothing about you. Sometimes that is exactly what you want it to say.

“Moving the world, one shipment at a time.”

Industry

Manufacturing Chain and Locations

StageLocationFunction
ResearchDuba, Saudi ArabiaDesert-rated mobility, fleet endurance and transport-system design.
ResearchFranceAirframe efficiency, civil aviation and long-range transport engineering.
ComponentsSpainCommercial vehicle systems, composite structures and cabin modules.
ComponentsEgyptDesert cooling, utility-vehicle parts and field-service assemblies.
AssemblyItaly / SicilyVehicle and aircraft assembly, fleet conversion and final integration.
Quality AssuranceSaudi ArabiaHeat, dust, range and heavy-load testing.
WarehousingMaltaMediterranean fleet reserve, spare-parts depot and transfer hub.
Distribution / ProcurementDuba, Saudi ArabiaFleet sales, leases, state airlift and logistics contracts.

Facility Tiers

TierFacilityPrimary Use
T1Mobility GarageMotorcycles, ATVs, repairs and utility conversions.
T2Fleet Service CenterCars, trucks, light aircraft and professional batch production.
T3Vehicle and Airframe PlantCargo vehicles, helicopters, VTOLs and heavy transport.
T4Strategic Transport ComplexSovereign airlift, stealth aircraft and regional fleet networks.

Financial and Fabrication Notes

CORPORATIONS

Blackforge

What this means for your crew. Blackforge builds what armies buy. If your crew is holding their stock, somebody with a budget has already noticed it missing. Never fence Blackforge locally: the only buyers who can afford it are the same people who will be asked where it came from.

“When the mission cannot fail.”

Industry

Manufacturing Chain and Locations

StageLocationFunction
ResearchBeirut, LebanonHeavy-weapon architecture, recoil management and strategic fire-control.
ResearchTürkiyeRail systems, proving-ground development and vehicle-mount integration.
ComponentsAlgeriaHeavy barrels, armored housings and precision-machined weapon parts.
ComponentsSaudi ArabiaPower systems, heavy castings and desert-rated cooling.
AssemblyBeirut, LebanonHeavy weapons, anti-armor systems and siege-platform assembly.
Quality AssuranceGreeceVehicle integration, maritime testing and restricted weapon certification.
WarehousingMaltaSecure strategic inventory and naval transfer storage.
Distribution / ProcurementSaudi ArabiaState deterrence contracts and heavy-platform procurement.

Facility Tiers

TierFacilityPrimary Use
T1Heavy Weapons BenchRepairs, mounts, feed systems and restricted prototypes.
T2Armament Integration BayCrew-served weapons, anti-armor systems and vehicle mounts.
T3Heavy Weapon PlantAutocannons, rail weapons, artillery and mech armaments.
T4Strategic Ordnance ComplexSiege systems, sovereign weapons and strategic deterrence projects.

Financial and Fabrication Notes

CORPORATIONS

Blue Harp

What this means for your crew. Blue Harp makes the hardware your Ghost lives inside. They are the reason the Agora works and the reason it can be watched. A Blue Harp component in your rig is a quiet dependency — treat their goodwill as equipment that can be taken away, because it can.

“Every connection matters.”

Industry

Manufacturing Chain and Locations

StageLocationFunction
ResearchLimassol, CyprusHIN architecture, network security and signal-control systems.
ResearchIsraelElectronic warfare, encryption and adaptive signal analysis.
ComponentsFranceSignal processors, hardened communications modules and antenna systems.
ComponentsLebanonInterface hardware, rigger controls and secure identity-routing modules.
AssemblyCyprusHIN interfaces, riggerdecks, relays and EW suites.
Quality AssuranceGreeceUrban, maritime and battlefield interoperability testing.
WarehousingMaltaRelay spares, secure network hardware and regional service stock.
Distribution / ProcurementCyprusSubscriptions, network contracts, government comms and EW services.

Facility Tiers

TierFacilityPrimary Use
T1Signal BenchComms repair, encryption modules and interface calibration.
T2Secure Integration LabHIN interfaces, riggerdecks, ECM/ECCM and professional networks.
T3Relay and EW PlantRegional relay systems, hardened networks and military EW suites.
T4Strategic Network ComplexNational HIN backbones, sovereign encryption and command networks.

Financial and Fabrication Notes

CORPORATIONS

HelioSeal

What this means for your crew. HelioSeal sells water, shelter, and the ability to survive somewhere that would otherwise kill you. In the Fezzan they are effectively a government. Nobody fights HelioSeal in the deep desert. They simply stop supplying you, and the desert finishes the argument.

“Where civilization ends, we begin.”

Industry

Manufacturing Chain and Locations

StageLocationFunction
ResearchBarcelona, SpainEnvironmental systems, modular utilities and expedition architecture.
ResearchJordanDesert survival, field infrastructure and remote operations.
ComponentsEgyptWater-system components, pumps and expedition support modules.
ComponentsSaudi ArabiaHeat-resistant materials and desert-rated utility systems.
AssemblyBarcelona, SpainShelters, purification systems and modular field grids.
Quality AssuranceTunisiaHeat, dust, endurance and mobile-shelter testing.
WarehousingGreeceEmergency reserves, relief systems and expedition stock.
Distribution / ProcurementJordanField deployment, relief logistics and reconstruction contracts.

Facility Tiers

TierFacilityPrimary Use
T1Field Systems WorkshopSurvival gear, portable water systems and shelter repairs.
T2Environmental Integration CenterProfessional shelters, rescue systems and mobile utilities.
T3Modular Infrastructure PlantExpedition bases, emergency grids and regional water systems.
T4Strategic Resilience ComplexNational relief networks, climate infrastructure and sovereign survival systems.

Financial and Fabrication Notes

CORPORATIONS

Ironhalo

What this means for your crew. Ironhalo plate is the difference between surviving a raid and being a name in a report. It is also heavy, loud, and traceable. Wear it when you want the district to understand that the conversation is over.

“Built to hold the line.”

Industry

Manufacturing Chain and Locations

StageLocationFunction
ResearchTürkiyeMech design, actuator systems and armor-foundry engineering.
ComponentsAlgeriaArmor plate, heavy vehicle parts and maintenance assemblies.
ComponentsSaudi ArabiaPower cores, heavy castings and desert-rated systems.
ComponentsSyriaReconstruction parts, siege-platform repair and heavy service components.
AssemblyTürkiyeMech assembly, armored vehicles and actuator production.
Quality AssuranceEgyptDesert vehicle testing and environmental hardening.
WarehousingValletta, MaltaNaval vehicle depot, combat-platform service yard and regional spares.
Distribution / ProcurementSaudi ArabiaStrategic vehicle contracts and state logistics procurement.

Facility Tiers

TierFacilityPrimary Use
T1Armored Service BayArmor repair, powered frames and light military vehicles.
T2Mechanized GarageAPCs, IFVs, powered armor and batch platform support.
T3Vehicle and Mech PlantTanks, heavy vehicles, light mechs and integrated combat platforms.
T4Strategic Mechanized ComplexSovereign mechs, siege vehicles and national platform networks.

Financial and Fabrication Notes

CORPORATIONS

Khepri

What this means for your crew. Khepri owns the inside of your body. Every implant your crew carries came from them or from somebody copying them. A crew that crosses Khepri should think carefully about who among them has had recent surgery — that is not a threat the corporation ever has to make out loud.

“Every life deserves another chance.”

Industry

Manufacturing Chain and Locations

StageLocationFunction
ResearchCairo, EgyptOrgan cultivation, bioware, trauma medicine and clinical systems.
ResearchGreeceMythos exposure treatment and advanced recovery.
ComponentsIsraelSurgical robotics, neural interfaces and implant integration systems.
ComponentsTunisiaRehabilitation systems, prosthetic interfaces and mobility integration.
AssemblyCairo, EgyptMedical devices, bioware, organs and cyberware integration packages.
Quality AssuranceJordanClinical trials, field medicine and desert-deployment testing.
WarehousingMaltaProtected medical stock, implant reserves and regional cold-chain storage.
Distribution / ProcurementEgyptHospitals, government health systems, military medicine and private clinics.

Facility Tiers

TierFacilityPrimary Use
T1Clinical WorkshopDiagnostics, prosthetic repair and basic medical devices.
T2Surgical and Bioware CenterImplants, cyberlimb integration, organs and professional bioware.
T3Biomedical CampusAdvanced bioware, conversion surgery and Mythos-assisted treatment.
T4Sovereign Life Sciences ComplexAscensions, synthetic-body integration and national medical infrastructure.

Financial and Fabrication Notes

CORPORATIONS

Mirage

What this means for your crew. Mirage decides who you are on paper. They sell identity and they sell the ability to remove it. Their credentials are worth more than weapons on most jobs, and they are the first thing revoked when a corporation wants you to stop existing.

“Identity is infrastructure.”

Industry

Manufacturing Chain and Locations

StageLocationFunction
ResearchBeirut, LebanonIdentity architecture, biometric spoofing and reputation systems.
ResearchCyprusFinancial identity clearing and cross-border authentication.
ComponentsFranceSecure substrates, microelectronics and anti-counterfeit materials.
ComponentsMoroccoDocument materials, fabrication chemistry and regional identity formats.
AssemblyItaly / SicilyCredentials, identity wallets and authentication hardware.
Quality AssuranceGreeceBorder, civic and corporate-system verification testing.
WarehousingMaltaProtected credential stock and executive identity archives.
Distribution / ProcurementLebanonGovernment identity contracts, private access systems and executive services.

Facility Tiers

TierFacilityPrimary Use
T1Identity Fabrication BenchCredentials, access tokens and biometric enrollment.
T2Secure Identity LabProfessional identity packages, biometric systems and evidence controls.
T3Credential Manufacturing CenterMass authentication hardware, secure documents and reputation infrastructure.
T4Strategic Identity ComplexSovereign identity networks, cross-border credentials and national authentication.

Financial and Fabrication Notes

CORPORATIONS

Red Lantern

What this means for your crew. Red Lantern makes what goes in the weapon rather than the weapon itself, which means their business is consumption and consumption is reliable. Ammunition is the cheapest thing to steal and the fastest thing to trace. Buy it locally; steal it only when you intend to use it tonight.

“When every shot matters.”

Industry

Manufacturing Chain and Locations

StageLocationFunction
ResearchTripoli, LibyaMunitions design, demolitions and specialized payload engineering.
ResearchFranceChemical research, propellants and precision energetic materials.
ComponentsAlgeriaCasings, reactive compounds and industrial explosive components.
ComponentsSyriaMilitary munitions parts and heavy demolition assemblies.
AssemblyTripoli, LibyaAmmunition, explosives, breaching kits and artillery payloads.
Quality AssuranceTunisiaHeat stability, storage safety and desert-range testing.
WarehousingMaltaSecure magazines, maritime transfer and strategic reserve stock.
Distribution / ProcurementSaudi ArabiaMilitary contracts, demolition procurement and industrial clearing services.

Facility Tiers

TierFacilityPrimary Use
T1Ordnance BenchReloading, grenades, breaching charges and field demolition.
T2Munitions LineSpecialized ammunition, missiles and professional explosive packages.
T3Ordnance PlantMilitary munitions, artillery payloads and heavy demolition systems.
T4Strategic Energetics ComplexSovereign payloads, fortress breakers and strategic munitions.

Financial and Fabrication Notes

CORPORATIONS

Sable

What this means for your crew. Sable sells the appearance of legitimacy — the coat, the watch, the bearing that gets a crew past a desk without a word. It will not stop a bullet. It will stop the question that leads to one, and that prevents more deaths than armour does.

“Status is engineered.”

Industry

Manufacturing Chain and Locations

StageLocationFunction
ResearchValletta, MaltaLuxury materials, executive design and authenticated apparel systems.
ResearchFranceTextiles, finishing chemistry and prestige-material development.
ComponentsLebanonLuxury tailoring components and high-status production.
ComponentsCyprusAuthentication tags, identity integration and executive provenance systems.
AssemblyMaltaBespoke apparel, concealed protection and diplomatic clothing.
Quality AssuranceGreeceProtocol, durability and protective-garment testing.
WarehousingTunisiaTextile stock, regional production reserves and export preparation.
Distribution / ProcurementMaltaExecutive contracts, state ceremonial procurement and luxury licensing.

Facility Tiers

TierFacilityPrimary Use
T1Tailoring StudioCivilian apparel, repairs, concealed pockets and bespoke fitting.
T2Protective Apparel HouseLuxury clothing, concealed armor and authenticated executive wear.
T3Automated Apparel PlantCorporate regalia, diplomatic clothing and advanced textile production.
T4Sovereign Luxury ComplexState garments, ceremonial regalia and strategic prestige manufacturing.

Financial and Fabrication Notes

CORPORATIONS

Sentinel

What this means for your crew. Sentinel watches. Their drones and sensor networks are why your crew plans routes instead of walking places. Assume Sentinel coverage in any district where a corporation has money, and decide in advance what being seen should look like.

“Observe everything. Miss nothing.”

Industry

Manufacturing Chain and Locations

StageLocationFunction
ResearchTunis, TunisiaRobotics, predictive control and autonomous-system design.
ResearchIsraelMachine intelligence, sensor fusion and surveillance analytics.
ComponentsFranceSensors, optics and precision electronic packages.
ComponentsAlgeriaActuators, frames and industrial robotics components.
AssemblyItaly / SicilyRobots, drones, synthetic chassis and autonomous platforms.
Quality AssuranceGreeceUrban deployment, safety and combat-platform testing.
WarehousingCyprusSensor data centers, spare chassis and regional service inventory.
Distribution / ProcurementTunisiaAutomation contracts, surveillance services and government platform sales.

Facility Tiers

TierFacilityPrimary Use
T1Robotics BenchSmall drones, repairs, sensors and simple robot systems.
T2Autonomous Systems GarageProfessional drones, industrial robots and synthetic-body modules.
T3Robotics Manufacturing CenterCombat drones, security robots and large autonomous platforms.
T4Strategic Autonomy ComplexSovereign robotic systems, predictive networks and synthetic-body production.

Financial and Fabrication Notes

CORPORATIONS

Vectrix

What this means for your crew. Vectrix arms the street. Theirs is what most operators actually carry and what most operators are actually shot with. Their serial numbers are the most common evidence in any district — if the weapon leaves your hand, it should not be traceable to it.

“Precision in every shot. Reliability in every strike.”

Industry

Manufacturing Chain and Locations

StageLocationFunction
ResearchAlgiers, AlgeriaSmall-arms design, modular systems and professional armory standards.
ResearchFranceOptics, suppressors and precision materials.
ComponentsItaly / SicilyReceivers, barrels and precision-machined weapon parts.
ComponentsTürkiyeMilitary-contract parts and durability engineering.
AssemblyAlgeriaPersonal firearms, melee weapons and modular armory packages.
Quality AssuranceTunisiaDesert reliability, endurance and security-contract testing.
WarehousingMaltaRegional armory stock, export storage and service parts.
Distribution / ProcurementAlgeriaCivilian sales, private-security procurement and military small-arms contracts.

Facility Tiers

TierFacilityPrimary Use
T1Gunsmith BenchRepairs, melee weapons, pistols and basic accessories.
T2Professional ArmoryRifles, shotguns, SMGs, optics and licensed batch production.
T3Precision Weapons PlantMilitary small arms, advanced armories and specialized weapon systems.
T4Strategic Personal-Arms ComplexSovereign personal weapons and national armory networks.

Financial and Fabrication Notes

Food, agriculture and regional suppliers support the major corporations without becoming full corporate factions.

One piece of advice. Read the manufacturing chains as a map of vulnerabilities. Every entry below is a place where something valuable stops moving if the crew interferes.
CORPORATIONS

Secondary Industries

Before you start. The corporations do not only make weapons. Their side businesses are often the easier way in.
One piece of advice. A crew that cannot reach a weapons plant can usually reach its logistics contractor.
CORPORATIONS

Regional Network Rule

Before you start. This rule keeps the supply chains honest across the Mediterranean. Apply it before you invent a new source.

A corporation has one headquarters but distributes research, Components, assembly, testing, storage, service and procurement across multiple countries. No country should belong to only one faction. For each major project, identify at least three locations in the chain so disruption, negotiation and transportation matter.

StageTypical operation
ResearchSteal findings, recruit a scientist, expose false results or protect a prototype.
ComponentsIntercept a shipment, secure a supplier, recover tooling or identify counterfeits.
AssemblyDefend a factory, sabotage production, extract workers or restore utilities.
TestingSurvive a proving ground, expose a flaw or manipulate certification.
WarehousingRaid stock, defend a depot, audit missing inventory or control allocation.
DistributionEscort cargo, reroute a convoy, seize a port or break a blockade.
ProcurementWin a contract, expose corruption, manipulate a tender or block a rival license.
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