CYBERSTEELZine 4
COMPETITORS

WHAT A COMPETITOR IS

Running this. Nobody in this book is a monster. They are people with a payroll, a quota, a debt, or an order they were given. Name what they want before you roll a single die.

A Competitor is anyone the crew cannot simply talk past. That is the whole definition. A Competitor wants something the crew wants, or wants the crew to stop, and has the means to make that stick.

Most of them never fight. A Corporation auditor who freezes an account is a Competitor. So is a Grey Fixer who sells the crew’s route to somebody else. This book gives you the numbers for the ones who do fight, but the numbers are the smallest part of them.

Every Competitor is built on three axes. Tier is how much of the fight they are. Role is what they do while it happens. Faction is who signs their cheques. Tier and Role carry the mathematics. Faction carries everything else, and costs nothing.

COMPETITORS

TIER, ROLE AND FACTION

Running this. Pick the Tier first. It decides how much of the encounter budget this person eats, and everything else hangs off it.

TIER

Tier is how much of a fight one Competitor represents. The whole encounter system rests on a single equivalence: one Operator-tier Competitor of a given Level equals one player operator of that Level. Every other Tier is a multiple of that.

TierEncounter ValueDurabilityWorthWhat it is
Chaff×0.5 per four×0.125 each8 = 1 operatorBodies. Buy four at a time, field up to eight in a squad, pool their durability.
Crew×0.5×0.52 = 1 operatorTwo people who fight as one. Half an operator each.
Operator×1×11 = 1 operatorOne trained person. This is the unit everything else is measured against.
Specialist×2×21 = 2 operatorsWorth two operators. Hits two people at once unless you say otherwise.
Handler×2×21 = 2 operatorsThe one giving orders. Gets villain actions. Skip the Role step.
Apex×6×51 = 6 operatorsThe whole fight, on its own. Gets villain actions. Skip the Role step.

Apex is the only Tier where the two multipliers disagree. It costs six operators of budget but carries five operators of durability. That twenty per cent is what pays for villain actions.

ROLE

Role is what this person does while the fight is happening. It is the difference between a guard who holds the doorway and a guard who runs for the alarm, and it adjusts two numbers.

Pick the Role by watching the fight in your head first. If you can see them shooting from a window, they are a Gunner. If you can see them standing in front of somebody, they are an Guard. The numbers follow the picture, not the other way round.

RoleDurabilityDamageWhat you see them doing
Hunter+20+1Opens from hiding and commits everything to one person.
Gunner+10+1Shoots from the back and does not want you close.
Heavy+30+1Walks forward. Keeps walking.
Controller+10+0Puts people where it wants them, which is rarely where they wanted to be.
Guard+30+0Holds a doorway, a crate, or a person, and does not move off it.
Skirmisher+20+0Fast, everywhere, impossible to pin down.
Disruptor+10+0Deals in conditions rather than damage. Ruins your turn instead of your track.
Driver+20+0Carries somebody. The pair is the threat, not either half.
Support+20+0Heals, shields, and moves allies. Makes everyone else harder to kill.

Handlers and Apex do not take a Role. They use +30 durability and carry their own damage bonus, because what they do in a fight is give orders and take villain actions.

FACTION

Faction changes nothing on the sheet. It decides which Tiers and Roles you reach for, what the Competitor does when things go badly, and what happens to the district afterwards.

COMPETITORS

BUILDING A COMPETITOR

Running this. Six steps. Read the numbers off the tables rather than doing the arithmetic.

One Operator-tier Competitor of a given Level is worth one player operator of that Level. Build to the formulas and a fight lands at four to five rounds, every time, at every Level.

StepDecideThen
1LevelMatch the crew, or within 2 either way. Apex never more than 1 above.
2TierChaff, Crew, Operator, Specialist, Handler or Apex.
3RoleWatch the fight in your head and pick what you see them doing.
4FactionSets armor and behaviour. Nothing else.
5Read three numbersEncounter Value, durability, damage — from the tables below.
6Mark the zonesHalf and a quarter of durability. Write them on the card.
Worked example — a Level 5 corporate site guard

Level 5. Operator. Gunner, because they shoot from cover. Corporate, so Tier 3 armor.

Encounter Value table, Operator, Level 5: 14. Durability table, Operator, Level 5, minus 10 because a Gunner carries +10 rather than the +20 the table assumes: 60. Damage table, Level 5, plus the Gunner’s +1: 14 / 18 / 21. Zones at 30 and 15.

Done. Four of them cost 56, which is a standard fight for four Level 5 operators.

THE THREE FORMULAS

Printed so you can build what the tables do not cover.

NumberFormula
Encounter Value((2 × Level) + 4) × Tier multiplier
Rūḥ or Énergeia((10 × Level) + Role durability) × Tier multiplier
DamageWeapon Tier base + Damage bonus + Level, then add the characteristic
EchelonLevelsWeapon Tier base (1 / 2 / 3)Characteristic
First1–33 / 5 / 8+2
Second4–65 / 9 / 12+3
Third7–98 / 12 / 16+4
Fourth1010 / 15 / 21+5
  • Handlers and Apex add +1 to the characteristic.
  • Chaff and Crew halve the damage total before adding anything.
  • Chaff never add the characteristic.
  • Free Strike is the Tier 1 result without the characteristic.
  • Competitors roll 2d10 plus the characteristic, read against 10 or lower, 11–15, 16 or higher — the same Power Roll the operators use.

CHROME

Most Competitors in this book carry augmentation, and every card that does prints a Chrome line. It is description rather than a stat — nothing on it changes Encounter Value, durability or damage.

It does two jobs anyway. It tells you what the crew sees before anyone rolls, which is most of what makes a Corporate Gunner feel different from a Street one holding the same weapon. And it makes Zine 2’s EMP ammunition live: +1 effective Weapon Tier against machines and cyberware. A crew that has been losing to armored corporate security and switches to EMP is not exploiting a loophole. They read the room.

FactionWhat their Chrome looks like
StreetSecondhand, visible, badly fitted. Taken off somebody who stopped needing it.
UnderworldGood work, quietly done. Expensive, illegal, maintained by someone who owes them.
Grey FixerSocial and subtle. Voice modulation, stress-read optics, an encrypted skull.
CorporateLicensed, warrantied, branded, and reporting upward to somebody.
GovernmentMilitary grade and standard issue. Hardened, redundant, built to survive.
NexusWhatever it was fitted with is still running. Nothing else about it is.

A Competitor with no Chrome line has none, and that is a statement too. The Block Elder refused it and has outlived most of the people who took it.

THE TWO ZONES

Work both out in advance and print them on the card.

At half durability or less a Competitor is Vulnerable: attacks against it gain Edge, and further damage rolls a consequence capped at 6. At a quarter or less it is Critical and that roll is uncapped. Living chart for people, mech and synth chart for anything on its own frame, vehicle chart for platforms. All three are in Zine 2, page 33.

The Weapon Tier against Armor Tier matrix, the Power Roll bands, Edge and Bane, and all twenty-one conditions are also Zine 2. This book assumes you have it open.

HEAT

Heat is yours, not theirs. It is the pressure a fight builds as it goes on — noise, attention, people getting desperate — and it is what pays for the abilities that turn a fight around.

At the start of each round, gain Heat equal to the number of operators in the fight. One pool for the whole encounter, spent on any Competitor you control, in any order. Unspent Heat is lost when the encounter ends.

SpendOn
2–3 HeatA Competitor’s Heat ability, printed on its card. Once each, per Competitor, per encounter.
1 HeatAny Competitor immediately makes a free strike against an adjacent enemy.
3 HeatA Chaff squad or Crew arrives at the edge of the map.
5 HeatA Handler or Apex takes its next villain action a round early.
Spending it is the point. A Director who ends an encounter with 20 Heat banked ran a fight the crew was never in danger of losing. If Heat is piling up, spend it — that is the system telling you the fight needs to escalate.

MANEUVERS

Every Competitor with a Role has two Maneuvers printed on its card. One is free each turn alongside the Main Action — pick whichever fits.

The first is what the Role does to the enemy: a Gunner ignoring range Bane, a Guard pulling attacks onto itself, a Skirmisher breaking contact and vanishing. The second is what it does for itself — shrugging off a condition, reloading, going still. A Competitor that is losing uses the second one.

SIX SLOTS

Every person on the roster carries six pieces of gear from Zine 1, chosen for their Role and their faction’s buying habits. It tells you what drops when they go down, what the crew can strip off the body, and what EMP or a Jammed condition actually takes away from them.

Platforms print six mounts instead. Nexus Competitors carry nothing — they cannot be disarmed, and whatever they use is part of them.

GEAR AND SYSTEMS ARE NOT THE SAME THING

A person carries six things. A platform carries one weapon and three systems. That looks inconsistent until you see what each one costs you to run.

Six slots of gearThree systems
What it isThings it is holding, wearing or has in a pocket.Things built into the frame.
At the tableMostly inert. The rifle is already in the damage line; the vest is already in the Armor Tier. The list tells you what the fight looks like and what the crew can strip off the body.Each one is a standing rule you have to remember every round.
Can it be takenYes. Loot it, or take it with a Called Shot or a Grab.No. It is welded in. A Tier 3 Called Shot destroys it instead.
Why the count differsSix inert items cost nothing to track.Six standing rules would be more than any other card in this book carries. Three is the ceiling.
The rule underneath. If a thing adds a rule, it is a system and there are three. If it is just an object, it is gear and there are six.

READING A CARD

Everything a Competitor does is printed on its card. You should not need another book open.

LineWhat it means
TalentIts Main Action, used every turn, free. Roll 2d10 and add the characteristic; the three bands are printed, so there is nothing to look up. Specialists, Handlers and Apex hit two targets by default; everything else hits one.
Free StrikeNot a second attack and not part of its turn. It happens on somebody else’s turn, when an enemy walks out of a hex next to it. Flat damage, no roll, no tiers.
Close InEvery Competitor has a melee option, whatever it is carrying. Same damage as its Free Strike, plus a Push or a Pull — one hex, or two for Heavies, Guards, Handlers, Apex and anything Large or bigger. It always has hands, teeth, a stock or a bumper.
ManeuversTwo of them, and one is free every turn alongside the Main Action. The first is what the Role does; the second is how it looks after itself.
HeatA once-per-encounter ability paid for from your Heat pool. Handlers and Apex spend 5 Heat to take a villain action early instead.
SizeHow many hexes it stands in, per Zine 2. Tiny, Small and Medium all take one hex. Large and Huge take a 2×2 block, Gargantuan 3×3, Massive 4×4. A Gargantuan Competitor cannot fit down a corridor, and that is often the fight.
TraitAlways on. Never costs anything. For Nexus Competitors this is where the Immunity and the Weakness live.
ChromeWhat augmentation it carries. Flavour, except that it makes EMP ammunition apply.
Six slotsWhat it is carrying and what the crew can strip off the body. Grenades, demolition and loaded ammunition print the action, the range, the burst and the damage, so nothing needs looking up mid-throw.
PlatformsOne weapon and three systems instead, because a system is a standing rule while a carried item usually is not. Passive needs no tracking, Option is a Maneuver taken instead of the Role one, Breakdown is what a Called Shot destroys.
A turn, in full. Move up to Speed. Use one Maneuver. Use the Talent. If you want more than that, spend Heat.

VILLAIN ACTIONS

Handlers and Apex take extra turns outside the initiative order, once per round, after any operator finishes their turn. Each is used once per encounter. This is what pays for the durability an Apex does not get — six operators of cost, five of durability.

Write three and order them so the fight gets worse:

OrderShapeExample
FirstChanges positionAllies arrive, everyone gets slid, an exit closes.
SecondTakes a turn awayAn operator loses a Maneuver, or a Talent misfires.
ThirdHurtsSave it. The crew should already have been worried for two rounds.

ENCOUNTER VALUE BY LEVEL

Chaff are priced per four.

LevelChaffCrewOperatorSpecialistHandlerApex
1336121236
2448161648
35510202060
46612242472
57714282884
68816323296
799183636108
81010204040120
91111224444132
101212244848144

DURABILITY BY LEVEL

Shown for a Role with +20 durability. Add or subtract 10 for other Roles before applying the Tier multiplier. Chaff is the value for one body; a squad pools it.

LevelChaff eachCrewOperatorSpecialistHandlerApex
1415306080200
25204080100250
372550100120300
483060120140350
593570140160400
6104080160180450
7124590180200500
81350100200220550
91455110220240600
101560120240260650

DAMAGE BY LEVEL

Operator Tier with no Damage bonus. Add the Damage bonus from Role and Tier before the characteristic.

LevelCharacteristicFree StrikeTier 1Tier 2Tier 3
1+246811
2+257912
3+2681013
4+39121619
5+310131720
6+311141821
7+415192327
8+416202428
9+417212529
10+520253036

ARMOR

Armor Tier always equals Weapon Tier, and both equal the Competitor’s echelon. A Tier 2 Competitor carries a Tier 2 weapon and wears Tier 2 armor. There is no drift and no exception.

LevelEchelonWeapon TierArmor Tier
1–3FirstWT 1Tier 1 Armor
4–6SecondWT 2Tier 2 Armor
7–9ThirdWT 3Tier 3 Armor
10FourthWT 4Tier 4 Armor

Faction no longer sets Armor Tier — Level does. What Faction decides is which corporation made the kit and what it looks like, which is flavour rather than arithmetic.

WHAT THIS DOES TO YOUR CAMPAIGN

Because both sides of the cross-reference move with Level, the gate is now a Level gap rather than a faction wall.

Fighting somethingResult
At your own LevelNormal. An even fight, which is what Encounter Value already promised.
One echelon aboveBane. Hard but possible, and the crew will feel every round of it.
Two echelons aboveNo effect. Your weapons do not reach that armor at all.
One echelon belowEdge. This is what makes Chaff feel like Chaff.
Say it out loud. A Level 2 crew that picks a fight with a Level 8 Government Specialist is not in a hard fight. Their Tier 1 weapons do nothing to Tier 3 armor. Tell them before dice are rolled — that is the ladder working, not the rules failing.

SPENDING THE BUDGET

Encounter Strength, difficulty bands and the attrition budget are in Zine 2. Three things worth repeating here, because they are the ones people get wrong when building rosters:

  • Keep Competitors within 2 Levels of the crew. Three if they have six or more Victories. Never put an Apex more than one Level above them.
  • Buy Chaff four at a time and field at least two squads, or they die before they act.
  • Six different stat blocks in one fight is already more than most tables can run well.
RULES

DRONES, VEHICLES AND MECHS

Running this. A machine is not a second character. It is a thing an operator is using, and it spends that operator’s turn.

WHO ACTS

This is the rule everything else hangs off. A machine never gets a turn of its own. It acts on the turn of whoever is driving, piloting or controlling it, and it spends that person’s single Movement, Maneuver and Main Action.

So a Steeljack with a drone does not get two turns. They choose, each turn, whether to act with their own body or through the machine. A crew of four with four drones is still four actions a round.

How it is being usedWho spends the actionIf the controller stops
Piloted — somebody is inside itThe pilot. Their body does not also move.It stops where it is. It is cover now.
Remote — drone, droid, controlled machineThe controller, from wherever they are.It follows its last order and nothing else.
Autonomous — a Competitor in its own rightIt acts on its own initiative, like any other Competitor.Not applicable. Nobody is controlling it.

Size matters more for machines than for people. Everything on two legs takes one hex; a Gargantuan mech takes nine and cannot come indoors. Check the Size line before you place one.

Every platform on the roster is written as autonomous, because that is how the Director uses them. When the crew buys the same platform from Zine 1 it is remote or piloted instead, and it costs them an action to use.

ÉNERGEIA, NOT RŪḤ

Machines do not bleed. They carry Énergeia, printed on every platform card and taken straight from Zine 1 — not a number invented for this book.

It works exactly like Rūḥ otherwise. Half or less is the Vulnerable Zone. A quarter or less is Critical. At zero it is Disabled, not destroyed, unless the card says otherwise — which means it can be salvaged, repaired, or towed away by whoever gets there first.

  • Nothing that restores Rūḥ repairs Énergeia. No medic, no Catch a Breath, no Recovery.
  • Repair is Kit, Shop or Facility, per Zine 3.
  • Consequence rolls use the mech and synth chart for anything on its own frame — drones, droids, androids, mechs — and the vehicle chart for anything driven, flown or floated.

ONE WEAPON, AND IT MUST MATCH

A platform mounts exactly one weapon. Its Tier must match the platform’s own Tier, and it must suit the platform’s class. A Tier 2 bike cannot carry a Tier 3 cannon, nothing carries two, and a tiny drone does not carry an assault rifle no matter what Tier it is.

Personal Weapon Tiers and platform mount Tiers are different scales that happen to share a number. A Tier 2 pistol is a person’s sidearm. A Tier 2 drone mount is a contact taser bolted to something the size of a cat.

ClassWhat it isTier 1Tier 2Tier 3Tier 4
MicrodroneTiny and small dronesUnarmedContact taser
UtilityMedical, recon, server unitsUnarmedUnarmed
DroneMedium combat dronesFlak cannon
WalkerDroids and androids — they have handsPistolAssault rifleHeavy machine gun
Light vehicleBikes, buggies, cars, small boatsPintle mount, fired by a passenger
ArmouredSUVs, trucks, aircraft, patrol boatsFiring portRing mountDorsal turret
MechLight combat mechsHardpoint
Heavy mechHeavy mechs and fighter aircraftHardpoint
Why a Tier 1 drone is unarmed. There is no Tier 1 platform weapon in Zine 1 — everything at that Tier is a person’s sidearm, and a Tier 1 hull has no hardpoint to bolt one to. A Tier 1 drone watches, carries, repairs or gets in the way. It still has a Free Strike, because it can still ram you.

This is also why the same class appears at two Tiers. A Best Friend is a Tier 1 tiny drone with 10 Énergeia and no weapon. A Cyclops is a Tier 2 tiny drone with 15 Énergeia and a shock spike. Same size, better build, licensed differently. That is what Gear Tier means on a machine: not how big it is, but how good it is and who is allowed to sell it to you.

SHOOTING AT ONE

  • Armor. Machines are never below Tier 2 Armor. Cross-reference Weapon Tier against Armor Tier as normal — a Weapon Tier 1 attacker does no damage at all to any machine.
  • EMP ammunition gives +1 effective Weapon Tier against machines. Against a mech, that is the difference between nothing and something.
  • Called Shots. A Tier 3 result on a Called Shot destroys one named system off the card. Kill the targeting computer and it stops ignoring Concealment. Kill the backup power cell and it drops the moment it hits zero instead of getting one more round.
  • The pilot. Hits go to the machine, not the person, until a consequence roll opens the cabin. After that, resolve against the pilot’s own Armor.

WHAT IT COSTS THE CREW

A machine the crew brings adds Encounter Strength even though it adds no actions, because it adds a pool of Énergeia they are hiding behind. Drone +0, light vehicle +1, armoured vehicle or aircraft or light mech +2, heavy mech +3.

COMPETITORS

THE SIX FACTIONS

Running this. Ask what this faction loses if the crew wins tonight. That answer is the encounter.

STREET

Nobody chose this. They are here because the block is theirs and the crew is standing on it.

Usual TiersChaff and Crew
Usual RolesHeavy, Skirmisher
Signature traitNumbers over quality. Improvised weapons, no coordination, no discipline under fire. They break when a Handler dies and they rarely have one.

Street fights are loud, fast and cheap, and they bring Government attention within the hour. The crew usually wins and still loses the night.

UNDERWORLD

Professionals. They are not angry with the crew; the crew is simply in the way of a payment.

Usual TiersCrew, Operator, Specialist
Usual RolesHunter, Skirmisher
Signature traitOpportunist — gains a bonus effect against any target already suffering a condition from one of its allies. They fight dirty and in sequence.

Underworld punishes isolation. Split the crew and they will take the straggler apart before anyone can cross the room.

CORPORATION

Salaried. Their contract does not require them to die here and most of them know it.

Usual TiersOperator, Specialist, Handler
Usual RolesGuard, Gunner, Controller
Signature traitAsset protection — gains a defensive benefit while a higher-Tier ally is still standing. Withdraws in good order when the Handler falls.

Corporate encounters are a wall with guns behind it. Kill the Handler and the wall walks away, which is a different and often better outcome than killing everyone.

GREY FIXER

The one who sold the crew the job, and then sold the job to somebody else.

Usual TiersSpecialist, Handler
Usual RolesSupport, Disruptor, Controller
Signature traitLeverage — reallocates the fight rather than dealing damage. Moves people, grants actions, revokes them, changes what the terrain means.

Fixers underperform at equal Encounter Value, because the budget prices durability and damage, not tempo. Run them one Tier above what their damage suggests, and rate-limit them by giving them fewer villain actions rather than weaker ones.

GOVERNMENT

Police and military. They have radios, backup and a legal right to be here.

Usual TiersOperator, Crew, Handler
Usual RolesGuard, Gunner
Signature traitCombined arms — escalating benefits while acting in the same initiative group. Disciplined, predictable, and brutal once allowed to set up.

Government should break when its Handler dies. That single decision turns every Government fight into a target-priority puzzle and costs nothing to implement.

NEXUS

Not people. They do not want anything a person would recognise, and they cannot be negotiated with because there is nothing on the other side of the sentence.

Usual TiersChaff through Apex
Usual RolesHunter, Controller, Disruptor
Signature traitEvery Nexus Competitor carries the Mythos keyword, a paired Immunity and a Weakness. Cost both at zero. The Weakness is the encounter — finding it is what the fight is about.

Ghouls and vampires follow Mediterranean folklore; the Agora entities were never physical. A Nexus Competitor can also be attached to any other faction, which is worse: a Corporate Specialist the crew fought twice before, revealed on the third meeting to have the keyword.

NEXUS

Not people. Not organised. Present anyway, and increasingly difficult to pretend otherwise.

Usual TiersAll six, but weighted to Specialist and Apex
Usual RolesHunter, Controller, Disruptor, Heavy
Signature traitMythos — a paired Immunity and Weakness, costed at zero

Nexus Competitors do not negotiate, hold territory in any sense a faction would recognise, or care that the crew exists until the crew is close. What they do is make every other faction behave differently. A Government cordon around a dig site is a Nexus encounter even when nothing comes out of the hole.

COMPETITORS

NEXUS AND THE MYTHOS KEYWORD

Running this. Two things, not one. Nexus is a faction with seventy-five Competitors in this book. Mythos is a keyword you can staple onto any of the other five.

NEXUS, THE FACTION

Twenty-five families out of Mediterranean myth, three versions each, levelled to how dangerous the source material actually treats them. A satyr tops out at Level 5 because a satyr is a nuisance. A hydra starts at 6 and ends at 10 because a hydra took Heracles and a man with a torch.

They come from the whole basin, not one corner of it — Greek, Roman, Egyptian and Arabic. The Nexus did not invent them. It made them possible again.

Where they came fromFamilies
GreekSatyr, Aegipan, Naiad, Harpy, Vrykolakas, Lamia, Empusa, Gorgon, Siren, Centaur, Minotaur, Cyclops, Chimera, Hydra, Hellhound, Scylla, Typhonic
EgyptianSphinx, Ammit, Sha
ArabicGhūl, Djinn, Ifrit
Roman and PersianBasilisk, Manticore

Every one carries a paired Immunity and Weakness, and the Weakness is the encounter. A Gorgon takes Kinetic badly because a mirror works better than a gun. A Hydra Spawn splits in two when killed unless the killing blow was Incendiary. Finding the Weakness is what the fight is about; the damage numbers are how long the crew has to find it.

Nexus Competitors carry no gear. They cannot be disarmed, EMP does nothing to them, and whatever they use is part of them. That also means nothing drops when they die.

MYTHOS, THE KEYWORD

Separately from all of that, Mythos is a keyword, and it can go on anything. A Corporate bio-lab result. A Street cult. An Agora daemon. A Government weapons programme that got away from its handlers.

Attach it to any Competitor on any other roster and give it a paired Immunity and Weakness. Cost both at zero, the same as a faction package.

This is the better version of a Mythos encounter, and it is worth doing at least once a campaign. A Corporate Specialist the crew has fought twice before, revealed on the third meeting to carry the keyword, lands harder than anything in the Nexus roster — because the crew thought they understood what they were fighting.

Two Competitors on the other rosters already carry it: the Anchorite of the Deep Stack was a compliance officer, and the DND Nexus Program Director has been exposed more than once. Use them as the pattern.

EnvironmentWhat tends to be there
Deep desert and dig sitesGhūl, Sha, Djinn, Ifrit. Things that were already buried.
The drowned coastNaiad, Siren, Scylla, Harpy. Things that came up with the water.
Under the citiesMinotaur, Hellhound, Basilisk, Hydra. Things that found the tunnels first.
The AgoraKeyworded Competitors, not Nexus ones. Nothing in myth was ever digital.
COMPETITORS

WHERE THIS BOOK SITS

Running this. This book builds Competitors and prints cards. The loop they feed lives in Zine 2.
ZineHolds
Zine 1The players — archetypes, Talents, gear, Rūḥ and Recoveries.
Zine 2Data, Blood, and Influence. Every procedure all three Pressures share.
Zine 3Profit — what a crew owns, builds and loses, and the Assets a Competitor might be guarding.
Zine 4Blood — the mathematics for building Competitors, and the cards themselves.

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, Government, 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.

Killing Competitors is not automatically Pressure. A cleared warehouse of Street Chaff changes nothing if the Street can field thirty more by Thursday. Removing the Handler, or the thing they were guarding, is what makes the Test answer NO.

COMPETITORS

COMPETITORS

Running this. Turn to the Level your crew is at. Everything on those pages is a fair fight at that Level.

Every Competitor in the game, and everything here already exists somewhere in Cybersteel. The nine Archetypes from Zine 1 built as opponents. Every Contact type from Zine 1. Every Nexus entity. And every machine in Zine 1 that can be shot at, carrying the Énergeia printed there.

They are filed by Level, and inside each Level by Role, because that is the order you build an encounter in — you know what Level your crew is, then you decide what the fight needs. Handlers and Apex sit at the end of each Level; they take no Role and get villain actions instead.

Each card names its faction, so a Level 5 Gunner reading Corporate behaves differently from one reading Street even though the numbers are identical. The faction chapter says how.

MOVING A CARD TO ANOTHER LEVEL

Levels 3 and 4 are thin, and Level 5 is crowded, because Contacts sit where their Contact Tier puts them. When the Level you want has nothing that fits, take a card from a neighbouring one.

Change the Level and rebuild four numbers from the tables above: Encounter Value, durability, the characteristic, and the damage line. The ability, the Chrome, the trait and the voice all stay as printed. It takes about a minute.

PLATFORMS AND PILOTS

Machines carry Énergeia rather than Rūḥ, and the value on each card is the one printed in Zine 1 — not a number invented here. They land on the durability curve almost exactly, which is how you know both books are telling the truth.

A piloted platform never gets its own turn. It spends its operator’s single Movement, Maneuver and Main Action. So a mech pilot is two cards read together: the operator for the actions, the platform for the Énergeia, armor and weapon. An Achilles Light Mech with a Corporate Response Team inside is 12 Encounter Value for the pilot and 22 for the frame.

Unpiloted machines — drones, droids, androids — act on their controller’s turn the same way. A machine with nobody controlling it does nothing but follow its last order.

COMPETITORS

LEVEL 1

Where a crew starts. Weapon Tier 1, so nothing here can scratch a vehicle and Corporate armor is out of reach entirely. 14 Competitors.

Hunter

Rooftop Lookout

Level 1 Operator Hunter · Street · Tier 1 Armor · Rūḥ

Three phones, one job, and a clear line down the whole block.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
630157Medium (M) · 1 hex71On foot
POWREFLOGAWRPRE
+1+2-1+1-1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses REF +2.

Called It (Main Action · Signature · free). One creature. Power Roll 2d10 + 2 (REF).

10 or lower7 damage
11–159 damage
16 or higher12 damage

Strike at 12 hexes; the target is Marked.

Free Strike — 5 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 5 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 5 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

Mark the Mark (Maneuver). Name one enemy aloud. Every Street ally gains Edge against it until it drops.

Read the Wind (Maneuver). Its next strike this round ignores Concealment.

2 Heat — Run It Down. The target is Grabbed and cannot shift away until it escapes; this Competitor gains Edge against it for the rest of the encounter.

2 Heat — Finish It. Against a target in the Critical Zone, its next strike this round deals double damage.

Trait. Every Street ally within 20 hexes gains Edge against a target it has Marked.

Resistance. Resists EMP entirely — carries no Chrome at all. Weak to Kinetic — nothing under the clothes but a person. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Six slots. What it is carrying, and what comes off the body.

WeaponManticoreShotgun · T1Dominates close spaces, breaches light barriers, and supports varied ammunition.
SidearmBatonMelee Weapon · T1Provides a compact nonlethal control weapon for close engagements.
WornCorporate TechnicianCorporate Uniform · T1Provides credible technical authority and field durability.
SensorsSmart CufflinksCovert Cameras · T1Records meetings, captures evidence, and observes targets without obvious equipment.
LoadoutGel RoundsAmmunition · T1Loaded. Damage is non-lethal: a target reduced to 0 is Disabled, not Dying.
KitEcho Contact LensDisguise · T1Alters visible eye details, displays covert prompts, and supports visual impersonation or observation.

Heavy

Pipe Gang

Level 1 Crew Heavy · Street · Tier 1 Armor · Rūḥ

Six of them, all holding something that used to be part of a building.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
320105Medium (M) · 1 hex53On foot
POWREFLOGAWRPRE
+20-10-1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +2.

Swing Together (Main Action · Signature · free). One creature. Power Roll 2d10 + 2 (POW).

10 or lower5 damage
11–156 damage
16 or higher7 damage

Strike; Edge if another Pipe Gang is adjacent to the target.

Free Strike — 3 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 3 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 3 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

Plant Your Feet (Maneuver). Gain +2 Stability. It will not step back from anyone this round.

Shake It Off (Maneuver). End one condition on itself. No roll, no Save.

2 Heat — Through the Wall. Move up to Speed in a straight line, destroying light cover, and strike everything passed.

2 Heat — Bull Rush. Move up to Speed in a line; everything passed is Pushed 2 hexes and Prone.

Trait. Improvised weapons. Weapon Tier 1 and nothing better, ever.

Resistance. Resists EMP entirely — carries no Chrome at all. Weak to Kinetic — nothing under the clothes but a person. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Six slots. What it is carrying, and what comes off the body.

WeaponScarabPistol · T1Serves as a durable general-purpose sidearm for professional operators.
SidearmCleaverMelee Weapon · T1Acts as both a field tool and brutal close-combat weapon.
WornCorporate TechnicianCorporate Uniform · T1Provides credible technical authority and field durability.
LoadoutFlash GrenadeGrenade · T1Main Action · thrown 8 hexes · burst 2. No damage. Everything in the burst is Blinded and Dazed, save ends.
MedicalField Trauma MedkitMedical Kit · T1Stabilizes injured allies and treats common battlefield wounds during an operation.
KitEcho Contact LensDisguise · T1Alters visible eye details, displays covert prompts, and supports visual impersonation or observation.
Corner Enforcer

Level 1 Operator Heavy · Street · Tier 1 Armor · Rūḥ

Paid in cash on Fridays and expected to earn it every other day.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
6402010Medium (M) · 1 hex53On foot
POWREFLOGAWRPRE
+20-10-1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +2.

Put Them Down (Main Action · Signature · free). One creature. Power Roll 2d10 + 2 (POW).

10 or lower7 damage
11–159 damage
16 or higher12 damage

Strike; Prone on Tier 2 or better.

Free Strike — 5 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 5 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 5 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

Plant Your Feet (Maneuver). Gain +2 Stability. It will not step back from anyone this round.

Set and Hold (Maneuver). Halve the damage it takes until its next turn if it does not move.

2 Heat — Through the Wall. Move up to Speed in a straight line, destroying light cover, and strike everything passed.

2 Heat — Bull Rush. Move up to Speed in a line; everything passed is Pushed 2 hexes and Prone.

Trait. Knows this street better than the crew does. Edge on any roll to cut off an exit.

Resistance. Resists EMP entirely — carries no Chrome at all. Weak to Kinetic — nothing under the clothes but a person. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Six slots. What it is carrying, and what comes off the body.

WeaponManticoreShotgun · T1Dominates close spaces, breaches light barriers, and supports varied ammunition.
SidearmDaggerMelee Weapon · T1Provides precise close-range attack, utility cutting, and concealability.
WornCorporate TechnicianCorporate Uniform · T1Provides credible technical authority and field durability.
LoadoutStandard AmmunitionAmmunition · T1Loaded. No change. Damage as printed on the Talent.
MedicalBiofoam Wound SealantMedical Compound · T1Stops bleeding and protects open wounds until proper treatment becomes available.
KitAdaptive Voice ModulatorDisguise · T1Changes voice, accent, cadence, and vocal identity during speech.

Controller

Block Boss

Level 1 Specialist Controller · Street · Tier 1 Armor · Rūḥ

Runs four streets and answers to somebody who runs forty.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
12402010Medium (M) · 1 hex61On foot
POWREFLOGAWRPRE
0+1+1+2+1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses AWR +2.

Everyone Out (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 2 (AWR).

10 or lower7 damage
11–159 damage
16 or higher12 damage

Strike two targets; slide each 3 hexes.

Free Strike — 5 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 5 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 5 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

Tip the Rubbish (Maneuver). Make a 3-hex area difficult ground with whatever is lying there.

Reposition (Maneuver). Shift 2 hexes and Slide one adjacent enemy 2 hexes.

2 Heat — Herd Them. Slide every enemy within 5 hexes 3 hexes toward a point of this Competitor's choosing.

2 Heat — Rearrange. Slide every enemy within 8 hexes 2 hexes.

Trait. When it drops, every Street Competitor within 10 hexes takes a Bane until the end of the encounter.

Resistance. Resists EMP entirely — carries no Chrome at all. Weak to Kinetic — nothing under the clothes but a person. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Six slots. What it is carrying, and what comes off the body.

WeaponManticoreShotgun · T1Dominates close spaces, breaches light barriers, and supports varied ammunition.
LoadoutFlash GrenadeGrenade · T1Main Action · thrown 8 hexes · burst 2. No damage. Everything in the burst is Blinded and Dazed, save ends.
WornSmart-Weave Chameleon BetaAdaptive Apparel · T1Supports quick visual changes between prepared identities.
HINSignal Analysis TabletElectronic-Warfare Tool · T1Locates transmitters, maps interference, records signals, and identifies active frequencies.
KitEcho Contact LensDisguise · T1Alters visible eye details, displays covert prompts, and supports visual impersonation or observation.
SensorsSmart CufflinksCovert Cameras · T1Records meetings, captures evidence, and observes targets without obvious equipment.

Guard

Doorman

Level 1 Operator Guard · Street · Tier 1 Armor · Rūḥ

Has heard every story. Has believed two of them.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
6402010Medium (M) · 1 hex53On foot
POWREFLOGAWRPRE
+20-1+10

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +2.

Not Tonight (Main Action · Signature · free). One creature. Power Roll 2d10 + 2 (POW).

10 or lower6 damage
11–158 damage
16 or higher11 damage

Strike; the target is Immobilized, save ends.

Free Strike — 4 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 4 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 4 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

Get Behind Me (Maneuver). Until its next turn, attacks against one adjacent ally hit this Competitor instead.

Cover Them (Maneuver). One adjacent ally gains cover until its next turn.

2 Heat — Nobody Moves. Every enemy adjacent to the protected target is Immobilized, save ends.

2 Heat — Not Through Me. Until its next turn, every attack against an ally within 3 hexes targets it instead.

Trait. While it stands in a doorway, that doorway is difficult ground for enemies.

Resistance. Resists EMP entirely — carries no Chrome at all. Weak to Kinetic — nothing under the clothes but a person. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Six slots. What it is carrying, and what comes off the body.

WeaponManticoreShotgun · T1Dominates close spaces, breaches light barriers, and supports varied ammunition.
WornCorporate TechnicianCorporate Uniform · T1Provides credible technical authority and field durability.
SidearmSwordMelee Weapon · T1Offers reach, control, and reliable close-combat damage.
MedicalField Trauma MedkitMedical Kit · T1Stabilizes injured allies and treats common battlefield wounds during an operation.
LoadoutIncendiary GrenadeGrenade · T1Main Action · thrown 8 hexes · burst 2. 5 Incendiary damage and Burning 2. The burst stays alight for one round.
KitBiometric Spoof GloveDisguise · T1Defeats routine fingerprint, temperature, pulse, and hand-geometry checks.

Skirmisher

Satyr Reveller

Level 1 Chaff Skirmisher · Nexus · Tier 1 Armor · Rūḥ

It took her sidearm, her lighter and her patience, in that order.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
3 per four4 each21Medium (M) · 1 hex81Climb at full Speed
POWREFLOGAWRPRE
0+2-10+1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses REF +2.

Hands Everywhere (Main Action · Signature · free). One creature. Power Roll 2d10 + 2 (REF).

10 or lower2 damage
11–153 damage
16 or higher5 damage

Strike; steal one carried item on Tier 2 or better.

Free Strike — 2 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 2 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 2 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

It Was Never There (Maneuver). Shift 3 hexes without provoking and become Concealed, even in the open.

Keep Moving (Maneuver). Shift 2 hexes. It cannot be targeted by opportunity strikes this turn.

2 Heat — Three Days of Wine. Every enemy within 5 hexes is Dazed and Slowed, save ends.

2 Heat — Two Places at Once. Shift up to Speed, strike, then shift up to Speed again.

Trait. Mythos. Immune to Compelled. Weakness to Sonic.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Ghūl Scavenger

Level 1 Chaff Skirmisher · Nexus · Tier 1 Armor · Rūḥ

It follows funerals. It has learned which districts have more of them.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
3 per four4 each21Medium (M) · 1 hex81Climb at full Speed
POWREFLOGAWRPRE
+1+1-1+2-1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses AWR +2.

Pick the Dead (Main Action · Signature · free). One creature. Power Roll 2d10 + 2 (AWR).

10 or lower2 damage
11–153 damage
16 or higher5 damage

Strike; Edge against a Vulnerable target, and it is Bleeding 2.

Free Strike — 2 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 2 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 2 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

It Was Never There (Maneuver). Shift 3 hexes without provoking and become Concealed, even in the open.

Keep Moving (Maneuver). Shift 2 hexes. It cannot be targeted by opportunity strikes this turn.

2 Heat — Wear Their Face. Take the appearance of any operator it has struck; attacks against it take Bane until it acts.

2 Heat — Two Places at Once. Shift up to Speed, strike, then shift up to Speed again.

Trait. Mythos. Immune to Poison. Weakness to Incendiary.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Best Friend

Level 1 Crew Skirmisher · Any faction · Tier 1 Armor · Énergeia

Tiny Drone. Sentinel build, Zine 1 Tier 1 gear.

EVÉnergeiaVulnerableCriticalSizeSpeedStabilityMovement
31052Tiny (T) · 1 hex81Fly
POWREFLOGAWRPRE
-1+2+1+2-2

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses REF +2.

Best Buzz (Main Action · Signature · free). One creature. Power Roll 2d10 + 2 (REF).

10 or lower4 damage
11–155 damage
16 or higher7 damage

Strike; the target is Marked.

Free Strike — 2 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 2 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 2 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

Withdraw and Report (Maneuver). Shift 3 hexes without provoking; one ally may shift 1 hex with it.

Keep Moving (Maneuver). Shift 2 hexes. It cannot be targeted by opportunity strikes this turn.

2 Heat — Everywhere at Once. Shift up to Speed and strike a second target anywhere along the path.

2 Heat — Two Places at Once. Shift up to Speed, strike, then shift up to Speed again.

Trait. Énergeia, not Rūḥ — rolls on the mech and synth chart. Effects that restore Rūḥ do nothing for it.

Resistance. Resists Psychic entirely — there is nothing in there to frighten. Weak to EMP — +1 effective Weapon Tier against it, per Zine 2. Resist N reduces that damage type by N per hit. Weak means that type deals double.

One weapon, three systems. Passive is always on and needs no tracking. Option is a Maneuver it may take instead of its Role Maneuver — not as well as. Breakdown is what a Tier 3 Called Shot destroys.

WeaponUnarmed. No hardpoint at this Tier. It watches, carries, repairs or gets in the way — and still has a Free Strike, because it can ram.
PassiveRun-flat driveIgnores the first Wheel or Track consequence result.
OptionBoost cellsDoubles Speed for one round.
BreakdownSensor mastDestroy it and Hidden enemies stay hidden.
Explosive Iris

Level 1 Crew Skirmisher · Any faction · Tier 1 Armor · Énergeia

Tiny Drone. Sentinel build, Zine 1 Tier 1 gear.

EVÉnergeiaVulnerableCriticalSizeSpeedStabilityMovement
31052Tiny (T) · 1 hex81Fly
POWREFLOGAWRPRE
-1+2+1+2-2

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses REF +2.

Explosive Buzz (Main Action · Signature · free). One creature. Power Roll 2d10 + 2 (REF).

10 or lower4 damage
11–155 damage
16 or higher7 damage

Strike; the target is Marked.

Free Strike — 2 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 2 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 2 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

Withdraw and Report (Maneuver). Shift 3 hexes without provoking; one ally may shift 1 hex with it.

Keep Moving (Maneuver). Shift 2 hexes. It cannot be targeted by opportunity strikes this turn.

2 Heat — Everywhere at Once. Shift up to Speed and strike a second target anywhere along the path.

2 Heat — Two Places at Once. Shift up to Speed, strike, then shift up to Speed again.

Trait. Énergeia, not Rūḥ — rolls on the mech and synth chart. Effects that restore Rūḥ do nothing for it.

Resistance. Resists Psychic entirely — there is nothing in there to frighten. Weak to EMP — +1 effective Weapon Tier against it, per Zine 2. Resist N reduces that damage type by N per hit. Weak means that type deals double.

One weapon, three systems. Passive is always on and needs no tracking. Option is a Maneuver it may take instead of its Role Maneuver — not as well as. Breakdown is what a Tier 3 Called Shot destroys.

WeaponUnarmed. No hardpoint at this Tier. It watches, carries, repairs or gets in the way — and still has a Free Strike, because it can ram.
PassiveRun-flat driveIgnores the first Wheel or Track consequence result.
OptionBoost cellsDoubles Speed for one round.
BreakdownSensor mastDestroy it and Hidden enemies stay hidden.
Rollerball

Level 1 Crew Skirmisher · Any faction · Tier 1 Armor · Énergeia

Tiny Drone. Sentinel build, Zine 1 Tier 1 gear.

EVÉnergeiaVulnerableCriticalSizeSpeedStabilityMovement
31052Tiny (T) · 1 hex81Fly
POWREFLOGAWRPRE
-1+2+1+2-2

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses REF +2.

Rollerball Buzz (Main Action · Signature · free). One creature. Power Roll 2d10 + 2 (REF).

10 or lower4 damage
11–155 damage
16 or higher7 damage

Strike; the target is Marked.

Free Strike — 2 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 2 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 2 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

Withdraw and Report (Maneuver). Shift 3 hexes without provoking; one ally may shift 1 hex with it.

Keep Moving (Maneuver). Shift 2 hexes. It cannot be targeted by opportunity strikes this turn.

2 Heat — Everywhere at Once. Shift up to Speed and strike a second target anywhere along the path.

2 Heat — Two Places at Once. Shift up to Speed, strike, then shift up to Speed again.

Trait. Énergeia, not Rūḥ — rolls on the mech and synth chart. Effects that restore Rūḥ do nothing for it.

Resistance. Resists Psychic entirely — there is nothing in there to frighten. Weak to EMP — +1 effective Weapon Tier against it, per Zine 2. Resist N reduces that damage type by N per hit. Weak means that type deals double.

One weapon, three systems. Passive is always on and needs no tracking. Option is a Maneuver it may take instead of its Role Maneuver — not as well as. Breakdown is what a Tier 3 Called Shot destroys.

WeaponUnarmed. No hardpoint at this Tier. It watches, carries, repairs or gets in the way — and still has a Free Strike, because it can ram.
PassiveRun-flat driveIgnores the first Wheel or Track consequence result.
OptionBoost cellsDoubles Speed for one round.
BreakdownSensor mastDestroy it and Hidden enemies stay hidden.
Runner

Level 1 Operator Skirmisher · Street · Tier 1 Armor · Rūḥ

Faster than the crew, and knows which fences have a gap in them.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
630157Medium (M) · 1 hex81On foot
POWREFLOGAWRPRE
0+2-1+10

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses REF +2.

Through the Gap (Main Action · Signature · free). One creature. Power Roll 2d10 + 2 (REF).

10 or lower6 damage
11–158 damage
16 or higher11 damage

Strike; shift 4 hexes without provoking.

Free Strike — 4 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 4 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 4 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

Into the Crowd (Maneuver). Shift 3 hexes without provoking and become Concealed if anyone else is nearby.

Second Wind (Maneuver). Shift up to Speed. No opportunity strikes this turn.

2 Heat — Everywhere at Once. Shift up to Speed and strike a second target anywhere along the path.

2 Heat — Two Places at Once. Shift up to Speed, strike, then shift up to Speed again.

Trait. Ignores difficult ground in any district it lives in.

Resistance. Resists EMP entirely — carries no Chrome at all. Weak to Kinetic — nothing under the clothes but a person. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Six slots. What it is carrying, and what comes off the body.

WeaponAspPistol · T1Provides concealable, dependable personal defense.
WornSmart-Weave Chameleon BetaAdaptive Apparel · T1Supports quick visual changes between prepared identities.
SensorsBlueCom Encrypted RadioCommunications · T1Maintains secure short- and medium-range voice coordination when ordinary networks are unreliable.
KitAdaptive Voice ModulatorDisguise · T1Changes voice, accent, cadence, and vocal identity during speech.
LoadoutGel RoundsAmmunition · T1Loaded. Damage is non-lethal: a target reduced to 0 is Disabled, not Dying.
SidearmSwordMelee Weapon · T1Offers reach, control, and reliable close-combat damage.

Disruptor

Spring Naiad

Level 1 Chaff Disruptor · Nexus · Tier 1 Armor · Rūḥ

The fountain has been dry for forty years and something still lives in it.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
3 per four3 each11Medium (M) · 1 hex60Swim at full Speed
POWREFLOGAWRPRE
0+10+2+1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses AWR +2.

Cold Grip (Main Action · Signature · free). One creature. Power Roll 2d10 + 2 (AWR).

10 or lower2 damage
11–153 damage
16 or higher5 damage

Strike; the target is Slowed, save ends.

Free Strike — 2 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 2 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 2 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

It Speaks Over You (Maneuver). One enemy is Silenced until the end of its next turn. No roll.

Scramble (Maneuver). One enemy within 10 hexes loses Edge on its next roll.

2 Heat — The Water Rises. The map floods one hex per round from this Competitor; flooded hexes are difficult terrain.

2 Heat — Full Blackout. Every enemy within 8 hexes is Jammed and Silenced, save ends.

Trait. Mythos. Immune to Poison. Weakness to Shock — it is standing in water.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Terrain Mapping Drone

Level 1 Crew Disruptor · Any faction · Tier 1 Armor · Énergeia

Reconnaissance. Sentinel build, Zine 1 Tier 1 gear.

EVÉnergeiaVulnerableCriticalSizeSpeedStabilityMovement
31052Tiny (T) · 1 hex60Wheeled
POWREFLOGAWRPRE
-1+2+1+2-2

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses REF +2.

Terrain Mark Everything (Main Action · Signature · free). One creature. Power Roll 2d10 + 2 (REF).

10 or lower4 damage
11–155 damage
16 or higher7 damage

Strike; the target is Marked and cannot be Hidden.

Free Strike — 2 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 2 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 2 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

Revoke Access (Maneuver). One enemy loses the benefit of one carried device until the end of the round.

Scramble (Maneuver). One enemy within 10 hexes loses Edge on its next roll.

2 Heat — Cut Them Off. Every enemy in a 3-hex burst is Jammed and Silenced, save ends.

2 Heat — Full Blackout. Every enemy within 8 hexes is Jammed and Silenced, save ends.

Trait. Énergeia, not Rūḥ — rolls on the mech and synth chart. Effects that restore Rūḥ do nothing for it.

Resistance. Resists Psychic entirely — there is nothing in there to frighten. Weak to EMP — +1 effective Weapon Tier against it, per Zine 2. Resist N reduces that damage type by N per hit. Weak means that type deals double.

One weapon, three systems. Passive is always on and needs no tracking. Option is a Maneuver it may take instead of its Role Maneuver — not as well as. Breakdown is what a Tier 3 Called Shot destroys.

WeaponUnarmed. No hardpoint at this Tier. It watches, carries, repairs or gets in the way — and still has a Free Strike, because it can ram.
PassiveJamming arrayNo HIN actions within 10 hexes while it lives.
OptionSignal relayAllies within 20 hexes ignore Jammed until its next turn.
BreakdownEW podDestroy it and the jamming stops immediately.
Spark

Level 1 Crew Disruptor · Any faction · Tier 1 Armor · Énergeia

Server Droid. Sentinel build, Zine 1 Tier 1 gear.

EVÉnergeiaVulnerableCriticalSizeSpeedStabilityMovement
31052Small (S) · 1 hex60Walker
POWREFLOGAWRPRE
+2+1+1+1-2

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +2.

Spark Data Lock (Main Action · Signature · free). One creature. Power Roll 2d10 + 2 (POW).

10 or lower4 damage
11–155 damage
16 or higher7 damage

Strike; the target is Jammed.

Free Strike — 2 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 2 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 2 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

Revoke Access (Maneuver). One enemy loses the benefit of one carried device until the end of the round.

Scramble (Maneuver). One enemy within 10 hexes loses Edge on its next roll.

2 Heat — Cut Them Off. Every enemy in a 3-hex burst is Jammed and Silenced, save ends.

2 Heat — Full Blackout. Every enemy within 8 hexes is Jammed and Silenced, save ends.

Trait. Énergeia, not Rūḥ — rolls on the mech and synth chart. Effects that restore Rūḥ do nothing for it.

Resistance. Resists Psychic entirely — there is nothing in there to frighten. Weak to EMP — +1 effective Weapon Tier against it, per Zine 2. Resist N reduces that damage type by N per hit. Weak means that type deals double.

One weapon, three systems. Passive is always on and needs no tracking. Option is a Maneuver it may take instead of its Role Maneuver — not as well as. Breakdown is what a Tier 3 Called Shot destroys.

WeaponUnarmed. No hardpoint at this Tier. It watches, carries, repairs or gets in the way — and still has a Free Strike, because it can ram.
PassiveJamming arrayNo HIN actions within 10 hexes while it lives.
OptionSignal relayAllies within 20 hexes ignore Jammed until its next turn.
BreakdownEW podDestroy it and the jamming stops immediately.
COMPETITORS

LEVEL 2

Still Tier 1 weapons. Street and Underworld are the whole world at this Level, and that is the point. 16 Competitors.

Gunner

Weapons Stash Keeper

Level 2 Operator Gunner · Underworld · Tier 1 Armor · Rūḥ

Sits on more firepower than the district authority.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
830157Medium (M) · 1 hex60On foot
POWREFLOGAWRPRE
0+20+1-1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses REF +2.

Something Better (Main Action · Signature · free). One creature. Power Roll 2d10 + 2 (REF).

10 or lower8 damage
11–1510 damage
16 or higher13 damage

Strike at 12 hexes; effective Weapon Tier +1.

Free Strike — 6 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 6 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 6 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

Paid by the Shot (Maneuver). Ignore the range Bane against a target that has already been struck this round.

Reload and Reposition (Maneuver). Shift 2 hexes and clear Jammed or Overheated.

2 Heat — Walk the Rounds. The strike becomes a 3-hex line; everything in it takes the Tier 2 result.

2 Heat — Suppressing Fire. A 5-hex line becomes difficult ground; anything crossing it is Slowed, save ends.

Trait. Carries one Tier 3 weapon nobody expected.

Resistance. Resists Psychic 2 — too paranoid to be read. Weak to EMP — good chrome, illegal chrome, unshielded chrome. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Chrome. Palm-print lock grafted into the right hand. The crates only open for them.

Six slots. What it is carrying, and what comes off the body.

WeaponScarabPistol · T1Serves as a durable general-purpose sidearm for professional operators.
LoadoutIncendiary GrenadeGrenade · T1Main Action · thrown 8 hexes · burst 2. 5 Incendiary damage and Burning 2. The burst stays alight for one round.
WornCorporate TechnicianCorporate Uniform · T1Provides credible technical authority and field durability.
SensorsBlueCom Encrypted RadioCommunications · T1Maintains secure short- and medium-range voice coordination when ordinary networks are unreliable.
KitAdaptive Voice ModulatorDisguise · T1Changes voice, accent, cadence, and vocal identity during speech.
MedicalBiofoam Wound SealantMedical Compound · T1Stops bleeding and protects open wounds until proper treatment becomes available.

Heavy

Block Enforcer

Level 2 Operator Heavy · Street · Tier 1 Armor · Rūḥ

Everyone on this street knows the sound of them arriving.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
8502512Medium (M) · 1 hex53On foot
POWREFLOGAWRPRE
+20-10-1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +2.

Make It Public (Main Action · Signature · free). One creature. Power Roll 2d10 + 2 (POW).

10 or lower8 damage
11–1510 damage
16 or higher13 damage

Strike; Prone on Tier 3.

Free Strike — 6 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 6 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 6 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

Plant Your Feet (Maneuver). Gain +2 Stability. It will not step back from anyone this round.

Set and Hold (Maneuver). Halve the damage it takes until its next turn if it does not move.

2 Heat — Through the Wall. Move up to Speed in a straight line, destroying light cover, and strike everything passed.

2 Heat — Bull Rush. Move up to Speed in a line; everything passed is Pushed 2 hexes and Prone.

Trait. Street allies within 5 hexes gain Edge on their first strike.

Resistance. Resists Sonic 2 — grew up next to the flyover. Weak to Incendiary — scavenged layers, nothing fire-rated. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Chrome. Secondhand arm, a size too large, taken off somebody who stopped needing it.

Six slots. What it is carrying, and what comes off the body.

WeaponSpecterPistol · T1Supports discreet close-range operations and covert carry.
SidearmBatonMelee Weapon · T1Provides a compact nonlethal control weapon for close engagements.
WornCorporate TechnicianCorporate Uniform · T1Provides credible technical authority and field durability.
LoadoutIncendiary GrenadeGrenade · T1Main Action · thrown 8 hexes · burst 2. 5 Incendiary damage and Burning 2. The burst stays alight for one round.
MedicalField Trauma MedkitMedical Kit · T1Stabilizes injured allies and treats common battlefield wounds during an operation.
KitEcho Contact LensDisguise · T1Alters visible eye details, displays covert prompts, and supports visual impersonation or observation.

Controller

Neighborhood Coordinator

Level 2 Operator Controller · Street · Tier 1 Armor · Rūḥ

Can fill a street in four minutes or empty it in two.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
830157Medium (M) · 1 hex60On foot
POWREFLOGAWRPRE
0+1+1+2+1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses AWR +2.

Crowd (Main Action · Signature · free). One creature. Power Roll 2d10 + 2 (AWR).

10 or lower7 damage
11–159 damage
16 or higher12 damage

Strike; slide the target 3 hexes through bystanders.

Free Strike — 5 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 5 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 5 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

Tip the Rubbish (Maneuver). Make a 3-hex area difficult ground with whatever is lying there.

Reposition (Maneuver). Shift 2 hexes and Slide one adjacent enemy 2 hexes.

2 Heat — Herd Them. Slide every enemy within 5 hexes 3 hexes toward a point of this Competitor's choosing.

2 Heat — Rearrange. Slide every enemy within 8 hexes 2 hexes.

Trait. Civilians become difficult terrain for the crew only.

Resistance. Resists Sonic 2 — grew up next to the flyover. Weak to Incendiary — scavenged layers, nothing fire-rated. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Chrome. Broadcast throat mod. Can be heard across four blocks without shouting.

Six slots. What it is carrying, and what comes off the body.

WeaponSpecterPistol · T1Supports discreet close-range operations and covert carry.
LoadoutGel RoundsAmmunition · T1Loaded. Damage is non-lethal: a target reduced to 0 is Disabled, not Dying.
WornExpedition OutfitExpedition Apparel · T1Supports frontier travel while remaining presentable.
HINGhost Authentication KeyAccess Device · T1Stores and presents approved credentials for HIN, facility, or device access.
KitBiometric Spoof GloveDisguise · T1Defeats routine fingerprint, temperature, pulse, and hand-geometry checks.
SensorsSmart CufflinksCovert Cameras · T1Records meetings, captures evidence, and observes targets without obvious equipment.
Block Elder

Level 2 Operator Controller · Street · Tier 1 Armor · Rūḥ

Older than the gang, the corporation, and the road.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
830157Medium (M) · 1 hex60On foot
POWREFLOGAWRPRE
0+1+1+2+1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses AWR +2.

Enough (Main Action · Signature · free). One creature. Power Roll 2d10 + 2 (AWR).

10 or lower7 damage
11–159 damage
16 or higher12 damage

Strike; the target is Dazed, save ends.

Free Strike — 5 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 5 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 5 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

Tip the Rubbish (Maneuver). Make a 3-hex area difficult ground with whatever is lying there.

Reposition (Maneuver). Shift 2 hexes and Slide one adjacent enemy 2 hexes.

2 Heat — Herd Them. Slide every enemy within 5 hexes 3 hexes toward a point of this Competitor's choosing.

2 Heat — Rearrange. Slide every enemy within 8 hexes 2 hexes.

Trait. Street Competitors will not attack while the Elder is standing.

Resistance. Resists Sonic 2 — grew up next to the flyover. Weak to Incendiary — scavenged layers, nothing fire-rated. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Chrome. None. Refused it, and has outlived most of the people who took it.

Six slots. What it is carrying, and what comes off the body.

WeaponScarabPistol · T1Serves as a durable general-purpose sidearm for professional operators.
LoadoutGel RoundsAmmunition · T1Loaded. Damage is non-lethal: a target reduced to 0 is Disabled, not Dying.
WornSmart-Weave Chameleon BetaAdaptive Apparel · T1Supports quick visual changes between prepared identities.
HINGhost Authentication KeyAccess Device · T1Stores and presents approved credentials for HIN, facility, or device access.
KitBiometric Spoof GloveDisguise · T1Defeats routine fingerprint, temperature, pulse, and hand-geometry checks.
SensorsSmart CufflinksCovert Cameras · T1Records meetings, captures evidence, and observes targets without obvious equipment.

Guard

Territory Sergeant

Level 2 Operator Guard · Street · Tier 1 Armor · Rūḥ

Keeps two gangs from a war by standing between them.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
8502512Medium (M) · 1 hex53On foot
POWREFLOGAWRPRE
+20-1+10

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +2.

Not Past Here (Main Action · Signature · free). One creature. Power Roll 2d10 + 2 (POW).

10 or lower7 damage
11–159 damage
16 or higher12 damage

Strike; the target is Immobilized, save ends.

Free Strike — 5 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 5 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 5 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

Get Behind Me (Maneuver). Until its next turn, attacks against one adjacent ally hit this Competitor instead.

Cover Them (Maneuver). One adjacent ally gains cover until its next turn.

2 Heat — Nobody Moves. Every enemy adjacent to the protected target is Immobilized, save ends.

2 Heat — Not Through Me. Until its next turn, every attack against an ally within 3 hexes targets it instead.

Trait. Cannot be moved off its starting hex by forced movement.

Resistance. Resists Sonic 2 — grew up next to the flyover. Weak to Incendiary — scavenged layers, nothing fire-rated. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Chrome. Reinforced knees and a jaw wired shut once, badly, and never redone.

Six slots. What it is carrying, and what comes off the body.

WeaponSpecterPistol · T1Supports discreet close-range operations and covert carry.
WornExpedition OutfitExpedition Apparel · T1Supports frontier travel while remaining presentable.
SidearmDaggerMelee Weapon · T1Provides precise close-range attack, utility cutting, and concealability.
MedicalDetox Purification KitMedical Kit · T1Reduces poisons, toxins, and environmental contaminants affecting a patient.
LoadoutIncendiary GrenadeGrenade · T1Main Action · thrown 8 hexes · burst 2. 5 Incendiary damage and Burning 2. The burst stays alight for one round.
KitEcho Contact LensDisguise · T1Alters visible eye details, displays covert prompts, and supports visual impersonation or observation.
Safehouse Host

Level 2 Operator Guard · Street · Tier 1 Armor · Rūḥ

Six people are asleep upstairs and that is the whole calculation.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
8502512Medium (M) · 1 hex53On foot
POWREFLOGAWRPRE
+20-1+10

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +2.

Get Behind Me (Main Action · Signature · free). One creature. Power Roll 2d10 + 2 (POW).

10 or lower7 damage
11–159 damage
16 or higher12 damage

Strike; an ally becomes Hidden.

Free Strike — 5 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 5 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 5 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

Get Behind Me (Maneuver). Until its next turn, attacks against one adjacent ally hit this Competitor instead.

Cover Them (Maneuver). One adjacent ally gains cover until its next turn.

2 Heat — Nobody Moves. Every enemy adjacent to the protected target is Immobilized, save ends.

2 Heat — Not Through Me. Until its next turn, every attack against an ally within 3 hexes targets it instead.

Trait. Allies inside the building take half damage from Chaff.

Resistance. Resists Sonic 2 — grew up next to the flyover. Weak to Incendiary — scavenged layers, nothing fire-rated. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Chrome. Door-sense wired to the building. Knows who is on the stairs before they knock.

Six slots. What it is carrying, and what comes off the body.

WeaponSpecterPistol · T1Supports discreet close-range operations and covert carry.
WornCorporate TechnicianCorporate Uniform · T1Provides credible technical authority and field durability.
SidearmCleaverMelee Weapon · T1Acts as both a field tool and brutal close-combat weapon.
MedicalField Trauma MedkitMedical Kit · T1Stabilizes injured allies and treats common battlefield wounds during an operation.
LoadoutIncendiary GrenadeGrenade · T1Main Action · thrown 8 hexes · burst 2. 5 Incendiary damage and Burning 2. The burst stays alight for one round.
KitAdaptive Voice ModulatorDisguise · T1Changes voice, accent, cadence, and vocal identity during speech.

Skirmisher

Lookout or Runner

Level 2 Chaff Skirmisher · Street · Tier 1 Armor · Rūḥ

Paid to watch a corner and say one word into a phone.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
4 per four5 each21Medium (M) · 1 hex81On foot
POWREFLOGAWRPRE
0+2-1+10

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses REF +2.

Called It In (Main Action · Signature · free). One creature. Power Roll 2d10 + 2 (REF).

10 or lower3 damage
11–154 damage
16 or higher5 damage

Strike, then shift 3 hexes.

Free Strike — 3 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 3 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 3 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

Into the Crowd (Maneuver). Shift 3 hexes without provoking and become Concealed if anyone else is nearby.

Keep Moving (Maneuver). Shift 2 hexes. It cannot be targeted by opportunity strikes this turn.

2 Heat — Everywhere at Once. Shift up to Speed and strike a second target anywhere along the path.

2 Heat — Two Places at Once. Shift up to Speed, strike, then shift up to Speed again.

Trait. Starts Hidden. A Street Crew arrives in three rounds.

Resistance. Resists Sonic 2 — grew up next to the flyover. Weak to Incendiary — scavenged layers, nothing fire-rated. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Chrome. One cheap optic and a throat mic. That is the entire budget.

Six slots. What it is carrying, and what comes off the body.

WeaponPeregrineSMG · T1Provides mobile close-range automatic fire for security and crew operations.
WornCorporate TechnicianCorporate Uniform · T1Provides credible technical authority and field durability.
SensorsBlueCom Encrypted RadioCommunications · T1Maintains secure short- and medium-range voice coordination when ordinary networks are unreliable.
KitEcho Contact LensDisguise · T1Alters visible eye details, displays covert prompts, and supports visual impersonation or observation.
LoadoutGel RoundsAmmunition · T1Loaded. Damage is non-lethal: a target reduced to 0 is Disabled, not Dying.
SidearmSwordMelee Weapon · T1Offers reach, control, and reliable close-combat damage.
Aegipan Yearling

Level 2 Chaff Skirmisher · Nexus · Tier 1 Armor · Rūḥ

Something screamed in a register a throat should not reach.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
4 per four5 each21Medium (M) · 1 hex81Climb at full Speed
POWREFLOGAWRPRE
0+1-1+1+2

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses PRE +2.

Sudden Bleat (Main Action · Signature · free). One creature. Power Roll 2d10 + 2 (PRE).

10 or lower3 damage
11–154 damage
16 or higher5 damage

Strike; the target is Dazed until the end of its next turn.

Free Strike — 3 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 3 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 3 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

It Was Never There (Maneuver). Shift 3 hexes without provoking and become Concealed, even in the open.

Keep Moving (Maneuver). Shift 2 hexes. It cannot be targeted by opportunity strikes this turn.

2 Heat — The Noon Terror. Every enemy within 10 hexes moves its full Speed away and is Silenced.

2 Heat — Two Places at Once. Shift up to Speed, strike, then shift up to Speed again.

Trait. Mythos. Immune to fear. Weakness to Incendiary.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Harpy Fledgling

Level 2 Chaff Skirmisher · Nexus · Tier 1 Armor · Rūḥ

It has the crew's only key and it is already on the roof.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
4 per four5 each21Small (S) · 1 hex81Fly at full Speed
POWREFLOGAWRPRE
0+2-2+1-1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses REF +2.

Snatch (Main Action · Signature · free). One creature. Power Roll 2d10 + 2 (REF).

10 or lower3 damage
11–154 damage
16 or higher5 damage

Strike; steal one carried item and fly 4 hexes.

Free Strike — 3 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 3 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 3 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

It Was Never There (Maneuver). Shift 3 hexes without provoking and become Concealed, even in the open.

Keep Moving (Maneuver). Shift 2 hexes. It cannot be targeted by opportunity strikes this turn.

2 Heat — Carried Off. One target is Grabbed, lifted 6 hexes and dropped for Tier 2 damage.

2 Heat — Two Places at Once. Shift up to Speed, strike, then shift up to Speed again.

Trait. Mythos. Flies at full Speed. Weakness to Incendiary.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Sha Hound

Level 2 Chaff Skirmisher · Nexus · Tier 1 Armor · Rūḥ

Every photograph of it comes out as something slightly different.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
4 per four5 each21Small (S) · 1 hex81Burrow at full Speed
POWREFLOGAWRPRE
+1+2-1+10

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses REF +2.

Wrong Angles (Main Action · Signature · free). One creature. Power Roll 2d10 + 2 (REF).

10 or lower3 damage
11–154 damage
16 or higher5 damage

Strike; the target is Dazed until the end of its next turn.

Free Strike — 3 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 3 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 3 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

It Was Never There (Maneuver). Shift 3 hexes without provoking and become Concealed, even in the open.

Keep Moving (Maneuver). Shift 2 hexes. It cannot be targeted by opportunity strikes this turn.

2 Heat — The Red Land. Terrain within 8 hexes becomes desert; allies ignore it, enemies are Slowed in it.

2 Heat — Two Places at Once. Shift up to Speed, strike, then shift up to Speed again.

Trait. Mythos. Immune to Psychic. Weakness to Kinetic.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Disruptor

Siren

Level 2 Crew Disruptor · Nexus · Tier 1 Armor · Rūḥ

The radio has been singing for an hour and nobody has turned it off.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
41573Medium (M) · 1 hex60On foot
POWREFLOGAWRPRE
-200+1+2

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses PRE +2.

Just Listen (Main Action · Signature · free). One creature. Power Roll 2d10 + 2 (PRE).

10 or lower5 damage
11–156 damage
16 or higher7 damage

Strike; the target is Dazed, save ends.

Free Strike — 3 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 3 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 3 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

It Speaks Over You (Maneuver). One enemy is Silenced until the end of its next turn. No roll.

Scramble (Maneuver). One enemy within 10 hexes loses Edge on its next roll.

2 Heat — All Together. Every enemy within 10 hexes loses its next Main Action.

2 Heat — Full Blackout. Every enemy within 8 hexes is Jammed and Silenced, save ends.

Trait. Mythos. Immune to Sonic. Weakness to Shock.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Utility Tap Specialist

Level 2 Operator Disruptor · Street · Tier 1 Armor · Rūḥ

The block has electricity because of them, conditionally.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
830157Medium (M) · 1 hex60On foot
POWREFLOGAWRPRE
-10+2+10

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses LOG +2.

Cut the Power (Main Action · Signature · free). One creature. Power Roll 2d10 + 2 (LOG).

10 or lower7 damage
11–159 damage
16 or higher12 damage

Strike; the target is Blinded, save ends.

Free Strike — 5 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 5 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 5 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

Rip the Cable (Maneuver). One enemy machine or device within 5 hexes is Jammed until the end of the round.

Cut the Feed (Maneuver). One enemy within 10 hexes takes a Bane on its next roll.

2 Heat — Cut Them Off. Every enemy in a 3-hex burst is Jammed and Silenced, save ends.

2 Heat — Full Blackout. Every enemy within 8 hexes is Jammed and Silenced, save ends.

Trait. Kills lights and cameras in a 10-hex radius as a Maneuver.

Resistance. Resists Sonic 2 — grew up next to the flyover. Weak to Incendiary — scavenged layers, nothing fire-rated. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Chrome. Grid-sense implant in the left hand. Touches a wall and knows what runs behind it.

Six slots. What it is carrying, and what comes off the body.

HINSignal Analysis TabletElectronic-Warfare Tool · T1Locates transmitters, maps interference, records signals, and identifies active frequencies.
WeaponScarabPistol · T1Serves as a durable general-purpose sidearm for professional operators.
WornCorporate FieldCorporate Uniform · T1Supports survey, inspection, and infrastructure work.
SensorsSmart CufflinksCovert Cameras · T1Records meetings, captures evidence, and observes targets without obvious equipment.
KitEcho Contact LensDisguise · T1Alters visible eye details, displays covert prompts, and supports visual impersonation or observation.
LoadoutFlash GrenadeGrenade · T1Main Action · thrown 8 hexes · burst 2. No damage. Everything in the burst is Blinded and Dazed, save ends.

Driver

Centaur Outrider

Level 2 Crew Driver · Nexus · Tier 1 Armor · Rūḥ

It does not need the road and it knows the crew does.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
420105Large (L) · 2×292Ignores difficult ground
POWREFLOGAWRPRE
+2+2-1+10

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +2.

Ride Down (Main Action · Signature · free). One creature. Power Roll 2d10 + 2 (POW).

10 or lower5 damage
11–156 damage
16 or higher7 damage

Strike; the rider shifts 5 hexes.

Free Strike — 3 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 3 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 3 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

It Knows the Road (Maneuver). Ignore all difficult terrain this round.

Kick the Door (Maneuver). A passenger boards or disembarks without spending its own Movement.

2 Heat — Break the Line. Move full Speed through occupied hexes; everything passed is Prone.

2 Heat — Ram. Move up to Speed into one target: it takes the Tier 2 result, is Prone and Pushed 3 hexes.

Trait. Mythos. Ignores difficult terrain. Weakness to Incendiary.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Transit Node Keeper

Level 2 Operator Driver · Street · Tier 1 Armor · Rūḥ

Owns no vehicle and controls when anything moves.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
8402010Medium (M) · 1 hex92On foot
POWREFLOGAWRPRE
0+20+1-1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses REF +2.

Wrong Platform (Main Action · Signature · free). One creature. Power Roll 2d10 + 2 (REF).

10 or lower7 damage
11–159 damage
16 or higher12 damage

Strike; the target is Slowed and Marked.

Free Strike — 5 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 5 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 5 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

Gun It (Maneuver). The next strike from this Competitor or its passenger gains Edge.

Hard Turn (Maneuver). Shift 3 hexes; passengers act as if they had not moved.

2 Heat — Full Throttle. Move up to twice Speed through occupied hexes; everything passed is Prone and takes the Tier 1 result.

2 Heat — Ram. Move up to Speed into one target: it takes the Tier 2 result, is Prone and Pushed 3 hexes.

Trait. Knows every exit. Allies ignore difficult terrain.

Resistance. Resists Sonic 2 — grew up next to the flyover. Weak to Incendiary — scavenged layers, nothing fire-rated. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Chrome. Timetable co-processor. Has not looked at a departure board in nine years.

Six slots. What it is carrying, and what comes off the body.

PlatformPoseidon Heavy MechAmphibious Heavy Mech · T4Operates across coastlines, ports, flooded districts, and underwater infrastructure.
WeaponManticoreShotgun · T1Dominates close spaces, breaches light barriers, and supports varied ammunition.
WornExpedition OutfitExpedition Apparel · T1Supports frontier travel while remaining presentable.
KitAdaptive Voice ModulatorDisguise · T1Changes voice, accent, cadence, and vocal identity during speech.
LoadoutStandard AmmunitionAmmunition · T1Loaded. No change. Damage as printed on the Talent.
SensorsSmart CufflinksCovert Cameras · T1Records meetings, captures evidence, and observes targets without obvious equipment.

Support

Recruiter

Level 2 Operator Support · Street · Tier 1 Armor · Rūḥ

Knows forty people who need work badly enough.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
8402010Medium (M) · 1 hex61On foot
POWREFLOGAWRPRE
-10+1+1+2

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses PRE +2.

Bring Them In (Main Action · Signature · free). One creature. Power Roll 2d10 + 2 (PRE).

10 or lower7 damage
11–159 damage
16 or higher12 damage

Strike; a Chaff squad arrives adjacent.

Free Strike — 5 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 5 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 5 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

Patch and Move (Maneuver). One ally within 5 hexes shifts 3 hexes and clears one condition.

Field Work (Maneuver). One ally within 10 hexes clears one condition.

2 Heat — Hold the Line. Every ally within 5 hexes clears one condition and gains Edge until the end of the round.

2 Heat — Everyone Up. Every ally within 10 hexes ends one condition and regains 5.

Trait. Any Chaff within 5 hexes gains +2 damage.

Resistance. Resists Sonic 2 — grew up next to the flyover. Weak to Incendiary — scavenged layers, nothing fire-rated. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Chrome. Nothing visible. Keeps a clean look because it is the product.

Six slots. What it is carrying, and what comes off the body.

MedicalBiofoam Wound SealantMedical Compound · T1Stops bleeding and protects open wounds until proper treatment becomes available.
HINGhost Authentication KeyAccess Device · T1Stores and presents approved credentials for HIN, facility, or device access.
WornExpedition OutfitExpedition Apparel · T1Supports frontier travel while remaining presentable.
WeaponPeregrineSMG · T1Provides mobile close-range automatic fire for security and crew operations.
KitEcho Contact LensDisguise · T1Alters visible eye details, displays covert prompts, and supports visual impersonation or observation.
SensorsBlueCom Encrypted RadioCommunications · T1Maintains secure short- and medium-range voice coordination when ordinary networks are unreliable.
Street Medic

Level 2 Operator Support · Street · Tier 1 Armor · Rūḥ

Treats whoever walks in and asks no questions worth answering.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
8402010Medium (M) · 1 hex61On foot
POWREFLOGAWRPRE
-10+1+1+2

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses PRE +2.

Field Work (Main Action · Signature · free). One creature. Power Roll 2d10 + 2 (PRE).

10 or lower7 damage
11–159 damage
16 or higher12 damage

Strike; one ally clears a condition.

Free Strike — 5 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 5 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 5 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

Patch and Move (Maneuver). One ally within 5 hexes shifts 3 hexes and clears one condition.

Field Work (Maneuver). One ally within 10 hexes clears one condition.

2 Heat — Hold the Line. Every ally within 5 hexes clears one condition and gains Edge until the end of the round.

2 Heat — Everyone Up. Every ally within 10 hexes ends one condition and regains 5.

Trait. Once per encounter, restore an ally to half.

Resistance. Resists Sonic 2 — grew up next to the flyover. Weak to Incendiary — scavenged layers, nothing fire-rated. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Chrome. Field-surgery fingertips, sterilised by habit rather than design.

Six slots. What it is carrying, and what comes off the body.

MedicalBiofoam Wound SealantMedical Compound · T1Stops bleeding and protects open wounds until proper treatment becomes available.
HINSignal Analysis TabletElectronic-Warfare Tool · T1Locates transmitters, maps interference, records signals, and identifies active frequencies.
WornSmart-Weave Chameleon BetaAdaptive Apparel · T1Supports quick visual changes between prepared identities.
WeaponAspPistol · T1Provides concealable, dependable personal defense.
KitEcho Contact LensDisguise · T1Alters visible eye details, displays covert prompts, and supports visual impersonation or observation.
SensorsSmart CufflinksCovert Cameras · T1Records meetings, captures evidence, and observes targets without obvious equipment.
COMPETITORS

LEVEL 3

The last Level before gear changes. Fights here run long because the crew has outgrown what it is carrying. 14 Competitors.

Hunter

Ghūl

Level 3 Crew Hunter · Nexus · Tier 1 Armor · Rūḥ

It is wearing a face the crew recognises and cannot place.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
525126Medium (M) · 1 hex71Climb at full Speed
POWREFLOGAWRPRE
+1+1-1+2-1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses AWR +2.

Wears Their Face (Main Action · Signature · free). One creature. Power Roll 2d10 + 2 (AWR).

10 or lower6 damage
11–157 damage
16 or higher8 damage

Strike with Edge if unidentified; the target is Dazed until the end of its next turn.

Free Strike — 4 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 4 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 4 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

It Has Your Scent (Maneuver). Name one enemy. It cannot break line of sight from this Competitor this round.

Go Still (Maneuver). Become Concealed until it attacks.

2 Heat — Wear Their Face. Take the appearance of any operator it has struck; attacks against it take Bane until it acts.

2 Heat — Finish It. Against a target in the Critical Zone, its next strike this round deals double damage.

Trait. Mythos. Takes the shape of anything it has eaten. Weakness to Incendiary.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Fledgling Vrykolakas

Level 3 Crew Hunter · Nexus · Tier 1 Armor · Rūḥ

Died last month. Has not told their family and keeps visiting.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
525126Medium (M) · 1 hex71On foot
POWREFLOGAWRPRE
+1+100+2

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses PRE +2.

First Hunger (Main Action · Signature · free). One creature. Power Roll 2d10 + 2 (PRE).

10 or lower6 damage
11–157 damage
16 or higher8 damage

Strike; Bleeding 2 and regain that much.

Free Strike — 4 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 4 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 4 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

It Has Your Scent (Maneuver). Name one enemy. It cannot break line of sight from this Competitor this round.

Go Still (Maneuver). Become Concealed until it attacks.

2 Heat — Exsanguinate. Deal Tier 3 damage to every Bleeding enemy and regain all of it.

2 Heat — Finish It. Against a target in the Critical Zone, its next strike this round deals double damage.

Trait. Mythos. Cannot cross a threshold uninvited. Weakness to Incendiary.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Empusa

Level 3 Crew Hunter · Nexus · Tier 1 Armor · Rūḥ

It has been in the crew's safehouse for two days.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
525126Medium (M) · 1 hex71Climb at full Speed
POWREFLOGAWRPRE
0+10+1+2

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses PRE +2.

Familiar Face (Main Action · Signature · free). One creature. Power Roll 2d10 + 2 (PRE).

10 or lower6 damage
11–157 damage
16 or higher8 damage

Strike with Edge if unidentified; pull the target 2 hexes and it is Grabbed.

Free Strike — 4 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 4 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 4 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

It Has Your Scent (Maneuver). Name one enemy. It cannot break line of sight from this Competitor this round.

Go Still (Maneuver). Become Concealed until it attacks.

2 Heat — Three Faces. Become indistinguishable from an operator until it strikes; attacks against it fail.

2 Heat — Finish It. Against a target in the Critical Zone, its next strike this round deals double damage.

Trait. Mythos. Appears as someone the target trusts. Weakness to Incendiary.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Grave Hound

Level 3 Crew Hunter · Nexus · Tier 1 Armor · Rūḥ

It has the crew's scent off a glove somebody left in a bar.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
525126Medium (M) · 1 hex71Tracks by scent
POWREFLOGAWRPRE
+1+2-2+2-1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses REF +2.

Run Them to Ground (Main Action · Signature · free). One creature. Power Roll 2d10 + 2 (REF).

10 or lower6 damage
11–157 damage
16 or higher8 damage

Strike; Edge against a target that moved this round, and it is Slowed, save ends.

Free Strike — 4 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 4 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 4 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

It Has Your Scent (Maneuver). Name one enemy. It cannot break line of sight from this Competitor this round.

Go Still (Maneuver). Become Concealed until it attacks.

2 Heat — Seal the Threshold. Every exit closes; nobody leaves the map for the rest of the encounter.

2 Heat — Finish It. Against a target in the Critical Zone, its next strike this round deals double damage.

Trait. Mythos. Tracks anything it has scented. Weakness to Sonic.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Debt Collector

Level 3 Operator Hunter · Underworld · Tier 1 Armor · Rūḥ

Polite, punctual, and entirely without a sense of humour about it.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
10502512Medium (M) · 1 hex71On foot
POWREFLOGAWRPRE
+1+2-1+1-1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses REF +2.

You Know Why (Main Action · Signature · free). One creature. Power Roll 2d10 + 2 (REF).

10 or lower9 damage
11–1511 damage
16 or higher14 damage

Strike; Edge against a target that owes the faction anything.

Free Strike — 7 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 7 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 7 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

Contract Terms (Maneuver). Name one enemy. This Competitor gains Edge against it and none against anyone else.

Read the Wind (Maneuver). Its next strike this round ignores Concealment.

2 Heat — Run It Down. The target is Grabbed and cannot shift away until it escapes; this Competitor gains Edge against it for the rest of the encounter.

2 Heat — Finish It. Against a target in the Critical Zone, its next strike this round deals double damage.

Trait. Knows one fact about each operator. The Director decides which, out loud, when it matters.

Resistance. Resists EMP entirely — carries no Chrome at all. Weak to Kinetic — nothing under the clothes but a person. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Six slots. What it is carrying, and what comes off the body.

WeaponSpecterPistol · T1Supports discreet close-range operations and covert carry.
SidearmCleaverMelee Weapon · T1Acts as both a field tool and brutal close-combat weapon.
WornExplorer OutfitExpedition Apparel · T2Supports long-range travel and difficult fieldwork.
SensorsSpectrum GlassesCommunications · T2Shows active signals, credential prompts, camera coverage, and nearby authentication systems.
LoadoutArmor-Piercing AmmunitionAmmunition · T2Loaded. +1 effective Weapon Tier against Armor.
KitEcho Contact LensDisguise · T1Alters visible eye details, displays covert prompts, and supports visual impersonation or observation.

Gunner

Rooftop Shooter

Level 3 Operator Gunner · Underworld · Tier 1 Armor · Rūḥ

Paid by the hour and has been up there since before the crew arrived.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
10402010Medium (M) · 1 hex60On foot
POWREFLOGAWRPRE
0+20+1-1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses REF +2.

From Above (Main Action · Signature · free). One creature. Power Roll 2d10 + 2 (REF).

10 or lower9 damage
11–1511 damage
16 or higher14 damage

Strike at 15 hexes; Edge if the target cannot see it.

Free Strike — 7 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 7 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 7 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

Paid by the Shot (Maneuver). Ignore the range Bane against a target that has already been struck this round.

Reload and Reposition (Maneuver). Shift 2 hexes and clear Jammed or Overheated.

2 Heat — Walk the Rounds. The strike becomes a 3-hex line; everything in it takes the Tier 2 result.

2 Heat — Suppressing Fire. A 5-hex line becomes difficult ground; anything crossing it is Slowed, save ends.

Trait. Takes no Bane for firing from elevation.

Resistance. Resists EMP entirely — carries no Chrome at all. Weak to Kinetic — nothing under the clothes but a person. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Six slots. What it is carrying, and what comes off the body.

WeaponSpecterPistol · T1Supports discreet close-range operations and covert carry.
LoadoutIncendiary AmmunitionAmmunition · T2Loaded. Adds Burning 2 on any hit.
WornExplorer OutfitExpedition Apparel · T2Supports long-range travel and difficult fieldwork.
SensorsSmart CufflinksCovert Cameras · T1Records meetings, captures evidence, and observes targets without obvious equipment.
KitBiometric Spoof GloveDisguise · T1Defeats routine fingerprint, temperature, pulse, and hand-geometry checks.
MedicalDetox Purification KitMedical Kit · T1Reduces poisons, toxins, and environmental contaminants affecting a patient.

Heavy

Chop Shop Muscle

Level 3 Operator Heavy · Underworld · Tier 1 Armor · Rūḥ

Strips a car in nine minutes and is quicker with people.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
10603015Medium (M) · 1 hex53On foot
POWREFLOGAWRPRE
+20-10-1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +2.

Wrench to the Knee (Main Action · Signature · free). One creature. Power Roll 2d10 + 2 (POW).

10 or lower9 damage
11–1511 damage
16 or higher14 damage

Strike; Slowed, save ends.

Free Strike — 7 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 7 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 7 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

Take the Hit (Maneuver). Gain +2 Stability, and the next attack against it is redirected from an ally.

Set and Hold (Maneuver). Halve the damage it takes until its next turn if it does not move.

2 Heat — Through the Wall. Move up to Speed in a straight line, destroying light cover, and strike everything passed.

2 Heat — Bull Rush. Move up to Speed in a line; everything passed is Pushed 2 hexes and Prone.

Trait. Ignores the first instance of forced movement each round.

Resistance. Resists EMP entirely — carries no Chrome at all. Weak to Kinetic — nothing under the clothes but a person. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Six slots. What it is carrying, and what comes off the body.

WeaponSpecterPistol · T1Supports discreet close-range operations and covert carry.
SidearmCleaverMelee Weapon · T1Acts as both a field tool and brutal close-combat weapon.
WornSmart-Weave Hijab EnsembleSmart-Weave · T2Supports professional, diplomatic, and social presentation while preserving modesty.
LoadoutFlash GrenadeGrenade · T1Main Action · thrown 8 hexes · burst 2. No damage. Everything in the burst is Blinded and Dazed, save ends.
MedicalField Trauma MedkitMedical Kit · T1Stabilizes injured allies and treats common battlefield wounds during an operation.
KitEcho Contact LensDisguise · T1Alters visible eye details, displays covert prompts, and supports visual impersonation or observation.

Controller

Satyr Piper

Level 3 Crew Controller · Nexus · Tier 1 Armor · Rūḥ

Nobody agreed to dance. Everybody is dancing.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
520105Medium (M) · 1 hex60Climb at full Speed
POWREFLOGAWRPRE
0+2-10+1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses REF +2.

The Tune (Main Action · Signature · free). One creature. Power Roll 2d10 + 2 (REF).

10 or lower5 damage
11–156 damage
16 or higher8 damage

Strike; the target must move toward the piper on its next turn, save ends.

Free Strike — 3 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 3 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 3 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

The Ground Objects (Maneuver). Make a 3-hex area difficult for enemies until the encounter ends.

Push Off (Maneuver). Push one adjacent enemy 2 hexes without a strike.

2 Heat — Three Days of Wine. Every enemy within 5 hexes is Dazed and Slowed, save ends.

2 Heat — Rearrange. Slide every enemy within 8 hexes 2 hexes.

Trait. Mythos. Immune to Psychic. Weakness to Sonic — the pipes can be drowned out.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Corner Captain

Level 3 Specialist Controller · Street · Tier 1 Armor · Rūḥ

Came up from Runner and remembers every shortcut the crew is about to use.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
20804020Medium (M) · 1 hex61On foot
POWREFLOGAWRPRE
0+1+1+2+1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses AWR +2.

Hold This Line (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 2 (AWR).

10 or lower9 damage
11–1511 damage
16 or higher14 damage

Strike two targets; each Immobilized, save ends.

Free Strike — 7 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 7 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 7 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

Tip the Rubbish (Maneuver). Make a 3-hex area difficult ground with whatever is lying there.

Reposition (Maneuver). Shift 2 hexes and Slide one adjacent enemy 2 hexes.

2 Heat — Herd Them. Slide every enemy within 5 hexes 3 hexes toward a point of this Competitor's choosing.

2 Heat — Rearrange. Slide every enemy within 8 hexes 2 hexes.

Trait. Street Competitors within 10 hexes may reroll a failed Save once per encounter.

Resistance. Resists EMP entirely — carries no Chrome at all. Weak to Kinetic — nothing under the clothes but a person. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Six slots. What it is carrying, and what comes off the body.

WeaponScarabPistol · T1Serves as a durable general-purpose sidearm for professional operators.
LoadoutEMP GrenadeGrenade · T2Main Action · thrown 8 hexes · burst 2. 9 EMP damage. Machines and anyone with Chrome are Jammed and Shocked 2, save ends.
WornSmart-Weave Archive LineSmart-Weave · T2Reconfigures between prepared professional and social identities.
HINEcho Mesh RelayRelay System · T2Extends crew communications, creates a local mesh, and restores service in dead zones.
KitEcho Contact LensDisguise · T1Alters visible eye details, displays covert prompts, and supports visual impersonation or observation.
SensorsSmart CufflinksCovert Cameras · T1Records meetings, captures evidence, and observes targets without obvious equipment.

Guard

Stairwell Guard

Level 3 Operator Guard · Street · Tier 1 Armor · Rūḥ

One flight of stairs, one chair, one very long shift.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
10603015Medium (M) · 1 hex53On foot
POWREFLOGAWRPRE
+20-1+10

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +2.

Back Down (Main Action · Signature · free). One creature. Power Roll 2d10 + 2 (POW).

10 or lower8 damage
11–1510 damage
16 or higher13 damage

Strike; push 2 hexes.

Free Strike — 6 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 6 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 6 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

Get Behind Me (Maneuver). Until its next turn, attacks against one adjacent ally hit this Competitor instead.

Cover Them (Maneuver). One adjacent ally gains cover until its next turn.

2 Heat — Nobody Moves. Every enemy adjacent to the protected target is Immobilized, save ends.

2 Heat — Not Through Me. Until its next turn, every attack against an ally within 3 hexes targets it instead.

Trait. No enemy may shift past it while it stands.

Resistance. Resists EMP entirely — carries no Chrome at all. Weak to Kinetic — nothing under the clothes but a person. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Six slots. What it is carrying, and what comes off the body.

WeaponSpecterPistol · T1Supports discreet close-range operations and covert carry.
WornCorporate Security - HorizonSecurity Uniform · T2Provides credible access and protection for executive security.
SidearmDaggerMelee Weapon · T1Provides precise close-range attack, utility cutting, and concealability.
MedicalField Trauma MedkitMedical Kit · T1Stabilizes injured allies and treats common battlefield wounds during an operation.
LoadoutArmor-Piercing AmmunitionAmmunition · T2Loaded. +1 effective Weapon Tier against Armor.
KitBiometric Spoof GloveDisguise · T1Defeats routine fingerprint, temperature, pulse, and hand-geometry checks.

Disruptor

Basilisk Hatchling

Level 3 Crew Disruptor · Nexus · Tier 1 Armor · Rūḥ

The size of a cat. The corridor behind it is dead grass and dead rats.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
520105Small (S) · 1 hex60Climb at full Speed
POWREFLOGAWRPRE
-10-1+2+1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses AWR +2.

Withering Look (Main Action · Signature · free). One creature. Power Roll 2d10 + 2 (AWR).

10 or lower5 damage
11–156 damage
16 or higher8 damage

Strike; the target is Dazed, save ends.

Free Strike — 3 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 3 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 3 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

It Speaks Over You (Maneuver). One enemy is Silenced until the end of its next turn. No roll.

Scramble (Maneuver). One enemy within 10 hexes loses Edge on its next roll.

2 Heat — Everything It Touches. Every hex within 3 becomes lethal ground, Tier 1 damage on entry.

2 Heat — Full Blackout. Every enemy within 8 hexes is Jammed and Silenced, save ends.

Trait. Mythos. Immune to Poison. Weakness to Sonic.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Fence

Level 3 Operator Disruptor · Underworld · Tier 1 Armor · Rūḥ

Buys anything once and sells the story about it twice.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
10402010Medium (M) · 1 hex60On foot
POWREFLOGAWRPRE
-10+2+10

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses LOG +2.

Nothing Here Is Yours (Main Action · Signature · free). One creature. Power Roll 2d10 + 2 (LOG).

10 or lower8 damage
11–1510 damage
16 or higher13 damage

Strike; the target is Jammed, save ends.

Free Strike — 6 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 6 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 6 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

Ghost the Signal (Maneuver). One enemy’s next HIN or machine action fails. No roll.

Cut the Feed (Maneuver). One enemy within 10 hexes takes a Bane on its next roll.

2 Heat — Cut Them Off. Every enemy in a 3-hex burst is Jammed and Silenced, save ends.

2 Heat — Full Blackout. Every enemy within 8 hexes is Jammed and Silenced, save ends.

Trait. Knows what everything is worth. Edge on any roll about stolen goods.

Resistance. Resists EMP entirely — carries no Chrome at all. Weak to Kinetic — nothing under the clothes but a person. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Six slots. What it is carrying, and what comes off the body.

HINPersonal HIN TerminalHIN Interface · T2Provides secure HIN access, field messaging, authentication, and local network interaction.
WeaponThunderboltLaser Pistol · T1Provides clean, low-recoil precision fire with visible power limitations.
WornCasual Jacket - MirageCasual Outerwear · T2Combines executive travel utility with rapid visual change.
SensorsSmart CufflinksCovert Cameras · T1Records meetings, captures evidence, and observes targets without obvious equipment.
KitAdaptive Voice ModulatorDisguise · T1Changes voice, accent, cadence, and vocal identity during speech.
LoadoutArmor-Piercing AmmunitionAmmunition · T2Loaded. +1 effective Weapon Tier against Armor.

Driver

Pit Crew

Level 3 Crew Driver · Underworld · Tier 1 Armor · Rūḥ

Four of them and a van that should not still be running.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
525126Medium (M) · 1 hex92On foot
POWREFLOGAWRPRE
0+20+1-1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses REF +2.

Cut Them Off (Main Action · Signature · free). One creature. Power Roll 2d10 + 2 (REF).

10 or lower5 damage
11–156 damage
16 or higher8 damage

Strike; the vehicle shifts 5 hexes.

Free Strike — 3 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 3 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 3 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

Wheelman (Maneuver). Shift the vehicle 3 hexes; a passenger may act as if it had not moved.

Kick the Door (Maneuver). A passenger boards or disembarks without spending its own Movement.

2 Heat — Full Throttle. Move up to twice Speed through occupied hexes; everything passed is Prone and takes the Tier 1 result.

2 Heat — Ram. Move up to Speed into one target: it takes the Tier 2 result, is Prone and Pushed 3 hexes.

Trait. The vehicle it crews ignores the first Wheel or Track consequence each encounter.

Resistance. Resists EMP entirely — carries no Chrome at all. Weak to Kinetic — nothing under the clothes but a person. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Six slots. What it is carrying, and what comes off the body.

PlatformHorus BikeMotorcycle · T2Fast urban movement, courier work, and pursuit through narrow routes.
WeaponThunderboltLaser Pistol · T1Provides clean, low-recoil precision fire with visible power limitations.
WornExplorer OutfitExpedition Apparel · T2Supports long-range travel and difficult fieldwork.
KitEcho Contact LensDisguise · T1Alters visible eye details, displays covert prompts, and supports visual impersonation or observation.
LoadoutEMP GrenadeGrenade · T2Main Action · thrown 8 hexes · burst 2. 9 EMP damage. Machines and anyone with Chrome are Jammed and Shocked 2, save ends.
SensorsSpectrum GlassesCommunications · T2Shows active signals, credential prompts, camera coverage, and nearby authentication systems.

Support

Street Doc

Level 3 Operator Support · Street · Tier 1 Armor · Rūḥ

Works out of a back room and has never once asked a name.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
10502512Medium (M) · 1 hex61On foot
POWREFLOGAWRPRE
-10+1+1+2

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses PRE +2.

Field Patch (Main Action · Signature · free). One creature. Power Roll 2d10 + 2 (PRE).

10 or lower8 damage
11–1510 damage
16 or higher13 damage

Strike; one ally within 5 hexes regains 10.

Free Strike — 6 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 6 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 6 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

Patch and Move (Maneuver). One ally within 5 hexes shifts 3 hexes and clears one condition.

Field Work (Maneuver). One ally within 10 hexes clears one condition.

2 Heat — Hold the Line. Every ally within 5 hexes clears one condition and gains Edge until the end of the round.

2 Heat — Everyone Up. Every ally within 10 hexes ends one condition and regains 5.

Trait. Allies within 5 hexes gain Edge on Saves against Bleeding.

Resistance. Resists EMP entirely — carries no Chrome at all. Weak to Kinetic — nothing under the clothes but a person. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Six slots. What it is carrying, and what comes off the body.

MedicalBiofoam Wound SealantMedical Compound · T1Stops bleeding and protects open wounds until proper treatment becomes available.
HINResonance NoisedeckNoisedeck · T2Supports entry-level Ghosting, local intrusion, credential use, and field network work.
WornSmart-Weave Chameleon ThetaAdaptive Apparel · T2Supports infiltration, identity shifts, and reduced recognition.
WeaponSpecterPistol · T1Supports discreet close-range operations and covert carry.
KitBiometric Spoof GloveDisguise · T1Defeats routine fingerprint, temperature, pulse, and hand-geometry checks.
SensorsSpectrum GlassesCommunications · T2Shows active signals, credential prompts, camera coverage, and nearby authentication systems.
COMPETITORS

LEVEL 4

Weapon Tier 2 arrives. Corporate and Government become fightable, at Bane, for the first time. 14 Competitors.

Hunter

Harpy

Level 4 Crew Hunter · Nexus · Tier 2 Armor · Rūḥ

Whatever it touches cannot be eaten, used, or looked at again.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
630157Medium (M) · 1 hex71Fly at full Speed
POWREFLOGAWRPRE
+1+3-1+20

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses REF +3.

Foul the Table (Main Action · Signature · free). One creature. Power Roll 2d10 + 3 (REF).

10 or lower8 damage
11–1510 damage
16 or higher12 damage

Strike two targets; each is Blinded, save ends.

Free Strike — 5 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 5 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 5 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

It Has Your Scent (Maneuver). Name one enemy. It cannot break line of sight from this Competitor this round.

Go Still (Maneuver). Become Concealed until it attacks.

2 Heat — Carried Off. One target is Grabbed, lifted 6 hexes and dropped for Tier 2 damage.

2 Heat — Finish It. Against a target in the Critical Zone, its next strike this round deals double damage.

Trait. Mythos. Flies. Immune to Poison. Weakness to Sonic.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Lamia Daughter

Level 4 Operator Hunter · Nexus · Tier 2 Armor · Rūḥ

Beautiful in a way that stops being reassuring about four seconds in.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
12603015Medium (M) · 1 hex71On foot
POWREFLOGAWRPRE
+1+1+2+1+3

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses PRE +3.

Come Here (Main Action · Signature · free). One creature. Power Roll 2d10 + 3 (PRE).

10 or lower13 damage
11–1517 damage
16 or higher20 damage

Strike; pull the target 3 hexes and it is Grabbed.

Free Strike — 10 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 10 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 10 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

It Has Your Scent (Maneuver). Name one enemy. It cannot break line of sight from this Competitor this round.

Read the Wind (Maneuver). Its next strike this round ignores Concealment.

2 Heat — Mother's Voice. Every enemy that can hear her is Compelled to approach, save ends.

2 Heat — Finish It. Against a target in the Critical Zone, its next strike this round deals double damage.

Trait. Mythos. Immune to Psychic. Weakness to Sonic.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Gunner

Centaur Archer

Level 4 Operator Gunner · Nexus · Tier 2 Armor · Rūḥ

Shooting from a moving platform that is also the shooter.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
12502512Large (L) · 2×260Ignores difficult ground
POWREFLOGAWRPRE
+3+30+2+1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +3.

Loose at the Gallop (Main Action · Signature · free). One creature. Power Roll 2d10 + 3 (POW).

10 or lower13 damage
11–1517 damage
16 or higher20 damage

Strike at 15 hexes; shift 4 hexes before or after.

Free Strike — 10 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 10 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 10 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

It Does Not Miss Twice (Maneuver). Ignore the range Bane against anyone it struck last round.

Reload and Reposition (Maneuver). Shift 2 hexes and clear Jammed or Overheated.

2 Heat — Break the Line. Move full Speed through occupied hexes; everything passed is Prone.

2 Heat — Suppressing Fire. A 5-hex line becomes difficult ground; anything crossing it is Slowed, save ends.

Trait. Mythos. Ignores the Bane for firing while moving. Weakness to Incendiary.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Heavy

Minotaur Calf

Level 4 Operator Heavy · Nexus · Tier 2 Armor · Rūḥ

Not yet the size of the stories. Getting there.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
12703517Large (L) · 2×253Never lost indoors
POWREFLOGAWRPRE
+3+10+2+1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +3.

Lower the Horns (Main Action · Signature · free). One creature. Power Roll 2d10 + 3 (POW).

10 or lower13 damage
11–1517 damage
16 or higher20 damage

Strike; push 2 hexes and follow.

Free Strike — 10 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 10 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 10 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

It Simply Does Not Move (Maneuver). Ignore forced movement entirely this round, whatever the source.

Set and Hold (Maneuver). Halve the damage it takes until its next turn if it does not move.

2 Heat — Reroute. Every exit on the map changes position; no enemy may leave this round.

2 Heat — Bull Rush. Move up to Speed in a line; everything passed is Pushed 2 hexes and Prone.

Trait. Mythos. Immune to Prone. Weakness to Sonic.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Cyclops Herder

Level 4 Operator Heavy · Nexus · Tier 2 Armor · Rūḥ

It throws things that were part of a building.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
12703517Large (L) · 2×253Climb at full Speed
POWREFLOGAWRPRE
+30+10+1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +3.

Thrown Rock (Main Action · Signature · free). One creature. Power Roll 2d10 + 3 (POW).

10 or lower13 damage
11–1517 damage
16 or higher20 damage

Strike at 12 hexes; Prone on Tier 3.

Free Strike — 10 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 10 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 10 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

It Simply Does Not Move (Maneuver). Ignore forced movement entirely this round, whatever the source.

Set and Hold (Maneuver). Halve the damage it takes until its next turn if it does not move.

2 Heat — Bring the Roof. Burst 3, Tier 2 damage, and all cover in it is destroyed.

2 Heat — Bull Rush. Move up to Speed in a line; everything passed is Pushed 2 hexes and Prone.

Trait. Mythos. Immune to Bleeding. Weakness to Sonic — one eye, poor depth perception.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Controller

Aegipan

Level 4 Operator Controller · Nexus · Tier 2 Armor · Rūḥ

The crew scattered before anyone decided to.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
12502512Medium (M) · 1 hex60Climb at full Speed
POWREFLOGAWRPRE
+1+20+2+3

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses PRE +3.

Panic (Main Action · Signature · free). One creature. Power Roll 2d10 + 3 (PRE).

10 or lower12 damage
11–1516 damage
16 or higher19 damage

Strike two targets; each must move its full Speed away, save ends.

Free Strike — 9 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 9 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 9 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

The Ground Objects (Maneuver). Make a 3-hex area difficult for enemies until the encounter ends.

Reposition (Maneuver). Shift 2 hexes and Slide one adjacent enemy 2 hexes.

2 Heat — The Noon Terror. Every enemy within 10 hexes moves its full Speed away and is Silenced.

2 Heat — Rearrange. Slide every enemy within 8 hexes 2 hexes.

Trait. Mythos. Immune to fear and Compelled. Weakness to Sonic.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Cistern Naiad

Level 4 Operator Controller · Nexus · Tier 2 Armor · Rūḥ

It knows every pipe under the Brucheion and considers all of them home.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
12502512Medium (M) · 1 hex60Swim at full Speed
POWREFLOGAWRPRE
+1+2+1+3+2

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses AWR +3.

Undertow (Main Action · Signature · free). One creature. Power Roll 2d10 + 3 (AWR).

10 or lower12 damage
11–1516 damage
16 or higher19 damage

Strike; slide the target 4 hexes and it is Prone.

Free Strike — 9 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 9 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 9 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

The Ground Objects (Maneuver). Make a 3-hex area difficult for enemies until the encounter ends.

Reposition (Maneuver). Shift 2 hexes and Slide one adjacent enemy 2 hexes.

2 Heat — The Water Rises. The map floods one hex per round from this Competitor; flooded hexes are difficult terrain.

2 Heat — Rearrange. Slide every enemy within 8 hexes 2 hexes.

Trait. Mythos. Immune to Bleeding. Weakness to Shock.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Disruptor

Typhonic Ember

Level 4 Crew Disruptor · Nexus · Tier 2 Armor · Rūḥ

It came up through a service shaft that goes further down than the plans show.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
625126Large (L) · 2×260Burrow at full Speed
POWREFLOGAWRPRE
+3+10+1+2

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +3.

Vent (Main Action · Signature · free). One creature. Power Roll 2d10 + 3 (POW).

10 or lower8 damage
11–1510 damage
16 or higher11 damage

Strike; the target is Burning 2 and Blinded, save ends.

Free Strike — 5 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 5 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 5 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

It Speaks Over You (Maneuver). One enemy is Silenced until the end of its next turn. No roll.

Scramble (Maneuver). One enemy within 10 hexes loses Edge on its next roll.

2 Heat — He Wakes. Every Competitor on the map gains Edge and +10 damage until the end of the round.

2 Heat — Full Blackout. Every enemy within 8 hexes is Jammed and Silenced, save ends.

Trait. Mythos. Immune to Incendiary. Weakness to Shock.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Lesser Djinn

Level 4 Operator Disruptor · Nexus · Tier 2 Armor · Rūḥ

It offered a deal before anyone drew and the offer is still open.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
12502512Medium (M) · 1 hex60Fly at full Speed
POWREFLOGAWRPRE
+1+2+3+2+3

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses LOG +3.

Whisper the Terms (Main Action · Signature · free). One creature. Power Roll 2d10 + 3 (LOG).

10 or lower12 damage
11–1516 damage
16 or higher19 damage

Strike; the target is Compelled, save ends.

Free Strike — 9 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 9 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 9 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

It Speaks Over You (Maneuver). One enemy is Silenced until the end of its next turn. No roll.

Cut the Feed (Maneuver). One enemy within 10 hexes takes a Bane on its next roll.

2 Heat — Terms Accepted. One operator fights for the Djinn until the end of the round.

2 Heat — Full Blackout. Every enemy within 8 hexes is Jammed and Silenced, save ends.

Trait. Mythos. Immune to Kinetic while incorporeal. Weakness to Cold Iron.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Driver

Ma'at ATV

Level 4 Operator Driver · Any faction · Tier 2 Armor · Énergeia

All-Terrain Vehicle. Aerodyne build, Zine 1 Tier 2 gear.

EVÉnergeiaVulnerableCriticalSizeSpeedStabilityMovement
12502512Large (L) · 2×292Wheeled
POWREFLOGAWRPRE
+3+2+2+2-1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +3.

Ma'at Anywhere (Main Action · Signature · free). One creature. Power Roll 2d10 + 3 (POW).

10 or lower12 damage
11–1516 damage
16 or higher19 damage

Strike; ignore all terrain.

Free Strike — 9 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 9 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 9 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

Line It Up (Maneuver). The next strike from this Competitor or its passenger gains Edge and +2 hexes of reach.

Hard Turn (Maneuver). Shift 3 hexes; passengers act as if they had not moved.

2 Heat — Full Throttle. Move up to twice Speed through occupied hexes; everything passed is Prone and takes the Tier 1 result.

2 Heat — Ram. Move up to Speed into one target: it takes the Tier 2 result, is Prone and Pushed 3 hexes.

Trait. Énergeia, not Rūḥ — rolls on the vehicle chart. Effects that restore Rūḥ do nothing for it.

Resistance. Resists Psychic entirely — there is nothing in there to frighten. Weak to EMP — +1 effective Weapon Tier against it, per Zine 2. Resist N reduces that damage type by N per hit. Weak means that type deals double.

One weapon, three systems. Passive is always on and needs no tracking. Option is a Maneuver it may take instead of its Role Maneuver — not as well as. Breakdown is what a Tier 3 Called Shot destroys.

WeaponLegateAssault Rifle · pintle mount, fired by a passengerIts only weapon. One per platform, of its own Tier and class.
PassiveRun-flat driveIgnores the first Wheel or Track consequence result.
OptionBoost cellsDoubles Speed for one round.
BreakdownDrivetrainDestroy it and Speed is halved permanently.
Anubis Truck

Level 4 Operator Driver · Any faction · Tier 2 Armor · Énergeia

Utility Pickup. Aerodyne build, Zine 1 Tier 2 gear.

EVÉnergeiaVulnerableCriticalSizeSpeedStabilityMovement
12502512Large (L) · 2×292Wheeled
POWREFLOGAWRPRE
+3+2+2+2-1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +3.

Anubis Load Up (Main Action · Signature · free). One creature. Power Roll 2d10 + 3 (POW).

10 or lower12 damage
11–1516 damage
16 or higher19 damage

Strike; carries four; all shift with it.

Free Strike — 9 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 9 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 9 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

Line It Up (Maneuver). The next strike from this Competitor or its passenger gains Edge and +2 hexes of reach.

Hard Turn (Maneuver). Shift 3 hexes; passengers act as if they had not moved.

2 Heat — Full Throttle. Move up to twice Speed through occupied hexes; everything passed is Prone and takes the Tier 1 result.

2 Heat — Ram. Move up to Speed into one target: it takes the Tier 2 result, is Prone and Pushed 3 hexes.

Trait. Énergeia, not Rūḥ — rolls on the vehicle chart. Effects that restore Rūḥ do nothing for it.

Resistance. Resists Psychic entirely — there is nothing in there to frighten. Weak to EMP — +1 effective Weapon Tier against it, per Zine 2. Resist N reduces that damage type by N per hit. Weak means that type deals double.

One weapon, three systems. Passive is always on and needs no tracking. Option is a Maneuver it may take instead of its Role Maneuver — not as well as. Breakdown is what a Tier 3 Called Shot destroys.

WeaponLegateAssault Rifle · pintle mount, fired by a passengerIts only weapon. One per platform, of its own Tier and class.
PassiveRun-flat driveIgnores the first Wheel or Track consequence result.
OptionBoost cellsDoubles Speed for one round.
BreakdownDrivetrainDestroy it and Speed is halved permanently.
Aten Jeep

Level 4 Operator Driver · Any faction · Tier 2 Armor · Énergeia

Utility 4x4. Aerodyne build, Zine 1 Tier 2 gear.

EVÉnergeiaVulnerableCriticalSizeSpeedStabilityMovement
12502512Large (L) · 2×292All-terrain
POWREFLOGAWRPRE
+3+2+2+2-1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +3.

Aten Push Through (Main Action · Signature · free). One creature. Power Roll 2d10 + 3 (POW).

10 or lower12 damage
11–1516 damage
16 or higher19 damage

Strike; destroys light cover it passes.

Free Strike — 9 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 9 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 9 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

Line It Up (Maneuver). The next strike from this Competitor or its passenger gains Edge and +2 hexes of reach.

Hard Turn (Maneuver). Shift 3 hexes; passengers act as if they had not moved.

2 Heat — Full Throttle. Move up to twice Speed through occupied hexes; everything passed is Prone and takes the Tier 1 result.

2 Heat — Ram. Move up to Speed into one target: it takes the Tier 2 result, is Prone and Pushed 3 hexes.

Trait. Énergeia, not Rūḥ — rolls on the vehicle chart. Effects that restore Rūḥ do nothing for it.

Resistance. Resists Psychic entirely — there is nothing in there to frighten. Weak to EMP — +1 effective Weapon Tier against it, per Zine 2. Resist N reduces that damage type by N per hit. Weak means that type deals double.

One weapon, three systems. Passive is always on and needs no tracking. Option is a Maneuver it may take instead of its Role Maneuver — not as well as. Breakdown is what a Tier 3 Called Shot destroys.

WeaponLegateAssault Rifle · pintle mount, fired by a passengerIts only weapon. One per platform, of its own Tier and class.
PassiveRun-flat driveIgnores the first Wheel or Track consequence result.
OptionBoost cellsDoubles Speed for one round.
BreakdownDrivetrainDestroy it and Speed is halved permanently.
Amun Rotor

Level 4 Operator Driver · Any faction · Tier 2 Armor · Énergeia

Utility Rotorcraft. Aerodyne build, Zine 1 Tier 2 gear.

EVÉnergeiaVulnerableCriticalSizeSpeedStabilityMovement
12502512Huge (H) · 2×292Fly
POWREFLOGAWRPRE
+3+2+2+2-1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +3.

Amun Insert (Main Action · Signature · free). One creature. Power Roll 2d10 + 3 (POW).

10 or lower12 damage
11–1516 damage
16 or higher19 damage

Strike; deploy four allies anywhere within 10 hexes.

Free Strike — 9 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 9 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 9 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

Line It Up (Maneuver). The next strike from this Competitor or its passenger gains Edge and +2 hexes of reach.

Hard Turn (Maneuver). Shift 3 hexes; passengers act as if they had not moved.

2 Heat — Full Throttle. Move up to twice Speed through occupied hexes; everything passed is Prone and takes the Tier 1 result.

2 Heat — Ram. Move up to Speed into one target: it takes the Tier 2 result, is Prone and Pushed 3 hexes.

Trait. Énergeia, not Rūḥ — rolls on the vehicle chart. Effects that restore Rūḥ do nothing for it.

Resistance. Resists Psychic entirely — there is nothing in there to frighten. Weak to EMP — +1 effective Weapon Tier against it, per Zine 2. Resist N reduces that damage type by N per hit. Weak means that type deals double.

One weapon, three systems. Passive is always on and needs no tracking. Option is a Maneuver it may take instead of its Role Maneuver — not as well as. Breakdown is what a Tier 3 Called Shot destroys.

WeaponKestrelShotgun · firing portIts only weapon. One per platform, of its own Tier and class.
PassiveRun-flat driveIgnores the first Wheel or Track consequence result.
OptionBoost cellsDoubles Speed for one round.
BreakdownDrivetrainDestroy it and Speed is halved permanently.
Statet Boat

Level 4 Operator Driver · Any faction · Tier 2 Armor · Énergeia

Fast Utility Boat. Aerodyne build, Zine 1 Tier 2 gear.

EVÉnergeiaVulnerableCriticalSizeSpeedStabilityMovement
12502512Large (L) · 2×292Swim
POWREFLOGAWRPRE
+3+2+2+2-1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +3.

Statet Wake (Main Action · Signature · free). One creature. Power Roll 2d10 + 3 (POW).

10 or lower12 damage
11–1516 damage
16 or higher19 damage

Strike; adjacent targets are Prone.

Free Strike — 9 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 9 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 9 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

Line It Up (Maneuver). The next strike from this Competitor or its passenger gains Edge and +2 hexes of reach.

Hard Turn (Maneuver). Shift 3 hexes; passengers act as if they had not moved.

2 Heat — Full Throttle. Move up to twice Speed through occupied hexes; everything passed is Prone and takes the Tier 1 result.

2 Heat — Ram. Move up to Speed into one target: it takes the Tier 2 result, is Prone and Pushed 3 hexes.

Trait. Énergeia, not Rūḥ — rolls on the vehicle chart. Effects that restore Rūḥ do nothing for it.

Resistance. Resists Psychic entirely — there is nothing in there to frighten. Weak to EMP — +1 effective Weapon Tier against it, per Zine 2. Resist N reduces that damage type by N per hit. Weak means that type deals double.

One weapon, three systems. Passive is always on and needs no tracking. Option is a Maneuver it may take instead of its Role Maneuver — not as well as. Breakdown is what a Tier 3 Called Shot destroys.

WeaponLegateAssault Rifle · pintle mount, fired by a passengerIts only weapon. One per platform, of its own Tier and class.
PassiveRun-flat driveIgnores the first Wheel or Track consequence result.
OptionBoost cellsDoubles Speed for one round.
BreakdownDrivetrainDestroy it and Speed is halved permanently.
COMPETITORS

LEVEL 5

The middle of the game. More options at this Level than any other, because most Contacts sit here. 37 Competitors.

Hunter

Sha

Level 5 Operator Hunter · Nexus · Tier 2 Armor · Rūḥ

It belongs to the god of the desert and of everything going wrong.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
14703517Medium (M) · 1 hex71Burrow at full Speed
POWREFLOGAWRPRE
+2+30+2+1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses REF +3.

Set's Own (Main Action · Signature · free). One creature. Power Roll 2d10 + 3 (REF).

10 or lower14 damage
11–1518 damage
16 or higher21 damage

Strike; the target is Marked and cannot be healed, save ends.

Free Strike — 11 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 11 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 11 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

It Has Your Scent (Maneuver). Name one enemy. It cannot break line of sight from this Competitor this round.

Read the Wind (Maneuver). Its next strike this round ignores Concealment.

2 Heat — The Red Land. Terrain within 8 hexes becomes desert; allies ignore it, enemies are Slowed in it.

2 Heat — Finish It. Against a target in the Critical Zone, its next strike this round deals double damage.

Trait. Mythos. Immune to Psychic and Compelled. Weakness to Kinetic.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

ASSASSIN

Level 5 Specialist Hunter · Any faction · Tier 2 Armor · Rūḥ

Was in the room before the crew opened the door.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
281407035Medium (M) · 1 hex72On foot
POWREFLOGAWRPRE
+2+30+20

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses REF +3.

One Target (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 3 (REF).

10 or lower15 damage
11–1519 damage
16 or higher22 damage

Strike; Bleeding 3 if the target has not acted yet.

Free Strike — 12 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 12 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 12 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

Priority Target (Maneuver). Name one enemy. It is Marked, and allies may fire through cover at it.

Read the Wind (Maneuver). Its next strike this round ignores Concealment.

2 Heat — Run It Down. The target is Grabbed and cannot shift away until it escapes; this Competitor gains Edge against it for the rest of the encounter.

2 Heat — Finish It. Against a target in the Critical Zone, its next strike this round deals double damage.

Trait. Starts every combat Hidden. Edge against any target no ally is adjacent to.

Resistance. Resists Kinetic 2 — whatever they could afford. Weak to EMP — everyone on this roster runs Chrome. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Chrome. Sound-dampened gait, retracting blades, and eyes that do not reflect light back.

Six slots. What it is carrying, and what comes off the body.

WeaponPraetorAssault Rifle · T2Provides stable high-volume fire and strong performance against protected targets.
SidearmAxeWeapon Accessory · T2Improves control and adapts a weapon to different users or armor profiles.
WornCasual Jacket - Blue SkyCasual Outerwear · T2Works as everyday professional outerwear in warm cities.
SensorsSpectrum GlassesCommunications · T2Shows active signals, credential prompts, camera coverage, and nearby authentication systems.
LoadoutFlash GrenadeGrenade · T1Main Action · thrown 8 hexes · burst 2. No damage. Everything in the burst is Blinded and Dazed, save ends.
KitEcho Contact LensDisguise · T1Alters visible eye details, displays covert prompts, and supports visual impersonation or observation.

Gunner

R&D Chemist

Level 5 Operator Gunner · Corporate · Tier 2 Armor · Rūḥ

Understands exactly what is in your bloodstream.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
14603015Medium (M) · 1 hex60On foot
POWREFLOGAWRPRE
+1+3+1+20

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses REF +3.

Bad Batch (Main Action · Signature · free). One creature. Power Roll 2d10 + 3 (REF).

10 or lower14 damage
11–1518 damage
16 or higher21 damage

Strike at 10 hexes; Burning 3.

Free Strike — 11 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 11 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 11 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

Range Card (Maneuver). Ignore the Bane for firing beyond Ideal range until the end of the round.

Reload and Reposition (Maneuver). Shift 2 hexes and clear Jammed or Overheated.

2 Heat — Walk the Rounds. The strike becomes a 3-hex line; everything in it takes the Tier 2 result.

2 Heat — Suppressing Fire. A 5-hex line becomes difficult ground; anything crossing it is Slowed, save ends.

Trait. Immune to Burning and Poison.

Resistance. Resists Kinetic 3 — licensed plate, warrantied. Weak to EMP — the whole package reports upward and can be jammed. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Chrome. Sealed lungs and a filtration liver. Breathes things that would end most people.

Six slots. What it is carrying, and what comes off the body.

WeaponPaladinPistol · T2Provides high-reliability precision for elite security and professional operators.
LoadoutArmor-Piercing AmmunitionAmmunition · T2Loaded. +1 effective Weapon Tier against Armor.
WornExplorer OutfitExpedition Apparel · T2Supports long-range travel and difficult fieldwork.
SensorsTerrain Mapping DroneReconnaissance · T1
KitSolarFlex Power KitPortable Power · T1Keeps electronics and small expedition systems operating during long deployments.
MedicalDetox Purification KitMedical Kit · T1Reduces poisons, toxins, and environmental contaminants affecting a patient.
Manticore Cub

Level 5 Operator Gunner · Nexus · Tier 2 Armor · Rūḥ

It has the face of a man and the manners of the other part.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
14603015Large (L) · 2×260On foot
POWREFLOGAWRPRE
+2+3+1+2+2

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses REF +3.

Tail Spines (Main Action · Signature · free). One creature. Power Roll 2d10 + 3 (REF).

10 or lower14 damage
11–1518 damage
16 or higher21 damage

Strike at 10 hexes; Bleeding 2.

Free Strike — 11 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 11 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 11 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

It Does Not Miss Twice (Maneuver). Ignore the range Bane against anyone it struck last round.

Reload and Reposition (Maneuver). Shift 2 hexes and clear Jammed or Overheated.

2 Heat — Spine Storm. Burst 4, Bleeding 4 to everything in it.

2 Heat — Suppressing Fire. A 5-hex line becomes difficult ground; anything crossing it is Slowed, save ends.

Trait. Mythos. Immune to Poison. Weakness to Shock.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Ifrit Ember

Level 5 Operator Gunner · Nexus · Tier 2 Armor · Rūḥ

The room is fifteen degrees hotter than it was and nobody lit anything.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
14603015Medium (M) · 1 hex60Fly at full Speed
POWREFLOGAWRPRE
+3+2+2+1+2

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +3.

Flame Cast (Main Action · Signature · free). One creature. Power Roll 2d10 + 3 (POW).

10 or lower14 damage
11–1518 damage
16 or higher21 damage

Strike at 10 hexes; Burning 3.

Free Strike — 11 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 11 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 11 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

It Does Not Miss Twice (Maneuver). Ignore the range Bane against anyone it struck last round.

Reload and Reposition (Maneuver). Shift 2 hexes and clear Jammed or Overheated.

2 Heat — Everything Burns. Burst 3, Burning 5, and every existing fire on the map spreads 2 hexes.

2 Heat — Suppressing Fire. A 5-hex line becomes difficult ground; anything crossing it is Slowed, save ends.

Trait. Mythos. Immune to Incendiary. Weakness to Shock.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

GUNSLINGER

Level 5 Specialist Gunner · Any faction · Tier 2 Armor · Rūḥ

Fast, accurate, and entirely aware of both facts.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
281206030Medium (M) · 1 hex61On foot
POWREFLOGAWRPRE
+1+3+1+20

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses REF +3.

Two in the Chest (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 3 (REF).

10 or lower15 damage
11–1519 damage
16 or higher22 damage

Strike at 15 hexes; Marked.

Free Strike — 12 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 12 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 12 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

Range Card (Maneuver). Ignore the Bane for firing beyond Ideal range until the end of the round.

Reload and Reposition (Maneuver). Shift 2 hexes and clear Jammed or Overheated.

2 Heat — Walk the Rounds. The strike becomes a 3-hex line; everything in it takes the Tier 2 result.

2 Heat — Suppressing Fire. A 5-hex line becomes difficult ground; anything crossing it is Slowed, save ends.

Trait. Moves away from adjacent enemies without provoking.

Resistance. Resists Kinetic 2 — whatever they could afford. Weak to EMP — everyone on this roster runs Chrome. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Chrome. Smartlink running to both hands. The gun is aimed before the arm finishes moving.

Six slots. What it is carrying, and what comes off the body.

WeaponLegateAssault Rifle · T2Acts as the standard professional rifle for security and military contracts.
LoadoutEMP GrenadeGrenade · T2Main Action · thrown 8 hexes · burst 2. 9 EMP damage. Machines and anyone with Chrome are Jammed and Shocked 2, save ends.
WornSmart-Weave Archive LineSmart-Weave · T2Reconfigures between prepared professional and social identities.
SensorsSmart CufflinksCovert Cameras · T1Records meetings, captures evidence, and observes targets without obvious equipment.
KitAdaptive Voice ModulatorDisguise · T1Changes voice, accent, cadence, and vocal identity during speech.
MedicalBiofoam Wound SealantMedical Compound · T1Stops bleeding and protects open wounds until proper treatment becomes available.

Heavy

Axiom

Level 5 Crew Heavy · Any faction · Tier 2 Armor · Énergeia

Worker Droid. Sentinel build, Zine 1 Tier 2 gear.

EVÉnergeiaVulnerableCriticalSizeSpeedStabilityMovement
730157Medium (M) · 1 hex53Walker
POWREFLOGAWRPRE
+3+2+2+2-1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +3.

Axiom Industrial Arm (Main Action · Signature · free). One creature. Power Roll 2d10 + 3 (POW).

10 or lower9 damage
11–1511 damage
16 or higher12 damage

Strike; the target is Grabbed.

Free Strike — 6 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 6 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 6 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

Brace Position (Maneuver). Gain +2 Stability and ignore the first instance of forced movement each round.

Shake It Off (Maneuver). End one condition on itself. No roll, no Save.

2 Heat — Through the Wall. Move up to Speed in a straight line, destroying light cover, and strike everything passed.

2 Heat — Bull Rush. Move up to Speed in a line; everything passed is Pushed 2 hexes and Prone.

Trait. Énergeia, not Rūḥ — rolls on the mech and synth chart. Effects that restore Rūḥ do nothing for it.

Resistance. Resists Psychic entirely — there is nothing in there to frighten. Weak to EMP — +1 effective Weapon Tier against it, per Zine 2. Resist N reduces that damage type by N per hit. Weak means that type deals double.

One weapon, three systems. Passive is always on and needs no tracking. Option is a Maneuver it may take instead of its Role Maneuver — not as well as. Breakdown is what a Tier 3 Called Shot destroys.

WeaponAspPistol · carried in its handsIts only weapon. One per platform, of its own Tier and class.
PassiveRam plateCharges through light cover without slowing.
OptionBoost cellsDoubles Speed for one round.
BreakdownCoolant reservoirDestroy it and the platform is Overheated after any round it attacks.
Salvage Rights Holder

Level 5 Operator Heavy · Underworld · Tier 2 Armor · Rūḥ

Owns the wreck, the yard, and the argument.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
14804020Medium (M) · 1 hex53On foot
POWREFLOGAWRPRE
+3+10+10

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +3.

That Is Mine (Main Action · Signature · free). One creature. Power Roll 2d10 + 3 (POW).

10 or lower14 damage
11–1518 damage
16 or higher21 damage

Strike; Grabbed on Tier 2 or better.

Free Strike — 11 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 11 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 11 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

Take the Hit (Maneuver). Gain +2 Stability, and the next attack against it is redirected from an ally.

Set and Hold (Maneuver). Halve the damage it takes until its next turn if it does not move.

2 Heat — Through the Wall. Move up to Speed in a straight line, destroying light cover, and strike everything passed.

2 Heat — Bull Rush. Move up to Speed in a line; everything passed is Pushed 2 hexes and Prone.

Trait. Half damage from machines and their weapons.

Resistance. Resists Psychic 2 — too paranoid to be read. Weak to EMP — good chrome, illegal chrome, unshielded chrome. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Chrome. Industrial arms off a Worker Droid, fitted to a person, imperfectly.

Six slots. What it is carrying, and what comes off the body.

WeaponKestrelShotgun · T2Provides rapid close-range fire, breaching, and specialized ammunition support.
SidearmMaceTraining System · T2Runs safe marksmanship, judgment, and use-of-force training.
WornNight Armor SandrunnerTactical Apparel · T2Combines protection and stealth for arid night operations.
LoadoutIncendiary AmmunitionAmmunition · T2Loaded. Adds Burning 2 on any hit.
MedicalPortable Diagnostic ScannerMedical Electronics · T2Identifies injuries, disease, cybernetic damage, and biological abnormalities.
KitAdaptive Voice ModulatorDisguise · T1Changes voice, accent, cadence, and vocal identity during speech.
BRAWLER

Level 5 Specialist Heavy · Any faction · Tier 2 Armor · Rūḥ

Somebody taught them to box and then life taught them the rest.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
281608040Medium (M) · 1 hex54On foot
POWREFLOGAWRPRE
+3+10+10

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +3.

Close the Distance (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 3 (POW).

10 or lower15 damage
11–1519 damage
16 or higher22 damage

Strike; push 1 hex and follow.

Free Strike — 12 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 12 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 12 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

Brace Position (Maneuver). Gain +2 Stability and ignore the first instance of forced movement each round.

Set and Hold (Maneuver). Halve the damage it takes until its next turn if it does not move.

2 Heat — Through the Wall. Move up to Speed in a straight line, destroying light cover, and strike everything passed.

2 Heat — Bull Rush. Move up to Speed in a line; everything passed is Pushed 2 hexes and Prone.

Trait. Ignores the first instance of forced movement each round.

Resistance. Resists Kinetic 2 — whatever they could afford. Weak to EMP — everyone on this roster runs Chrome. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Chrome. Subdermal plating across the forearms and a jaw that has been replaced twice. Nothing subtle.

Six slots. What it is carrying, and what comes off the body.

WeaponWASPLaser SMG · T2Provides sustained low-recoil energy fire against light targets and electronics.
SidearmHammerWeapon Accessory · T2Improves stability for rapid fire and hard-recoiling weapons.
WornExplorer OutfitExpedition Apparel · T2Supports long-range travel and difficult fieldwork.
LoadoutGel RoundsAmmunition · T1Loaded. Damage is non-lethal: a target reduced to 0 is Disabled, not Dying.
MedicalCombat Medic BackpackMedical Equipment · T2Allows one medic to manage several casualties during an extended operation.
KitBiometric Spoof GloveDisguise · T1Defeats routine fingerprint, temperature, pulse, and hand-geometry checks.

Controller

Territory Broker

Level 5 Operator Controller · Grey Fixer · Tier 2 Armor · Rūḥ

Has kept three gangs from open war by owing all of them.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
14603015Medium (M) · 1 hex60On foot
POWREFLOGAWRPRE
+1+2+2+3+2

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses AWR +3.

Renegotiate (Main Action · Signature · free). One creature. Power Roll 2d10 + 3 (AWR).

10 or lower13 damage
11–1517 damage
16 or higher20 damage

Strike; slide the target 4 hexes.

Free Strike — 10 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 10 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 10 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

Close the Alley (Maneuver). Make a 3-hex area difficult for enemies and clear for allies.

Reposition (Maneuver). Shift 2 hexes and Slide one adjacent enemy 2 hexes.

2 Heat — Herd Them. Slide every enemy within 5 hexes 3 hexes toward a point of this Competitor's choosing.

2 Heat — Rearrange. Slide every enemy within 8 hexes 2 hexes.

Trait. Once per encounter, one Competitor stops fighting for a round.

Resistance. Resists Psychic 3 — lying is the job. Weak to Kinetic — dressed for a meeting, not a firefight. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Chrome. Stress-read optics. Knows which side of the table is about to move first.

Six slots. What it is carrying, and what comes off the body.

WeaponBasiliskLaser Assault · T2Delivers accurate medium-range energy fire with strong anti-device utility.
LoadoutArmor-Piercing AmmunitionAmmunition · T2Loaded. +1 effective Weapon Tier against Armor.
WornCorporate Security - HorizonSecurity Uniform · T2Provides credible access and protection for executive security.
HINEcho Mesh RelayRelay System · T2Extends crew communications, creates a local mesh, and restores service in dead zones.
KitEcho Contact LensDisguise · T1Alters visible eye details, displays covert prompts, and supports visual impersonation or observation.
SensorsBlueCom Encrypted RadioCommunications · T1Maintains secure short- and medium-range voice coordination when ordinary networks are unreliable.
Department Manager

Level 5 Operator Controller · Corporate · Tier 2 Armor · Rūḥ

Has the authority to end this and prefers to use it.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
14603015Medium (M) · 1 hex60On foot
POWREFLOGAWRPRE
+1+2+2+3+2

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses AWR +3.

Escalated (Main Action · Signature · free). One creature. Power Roll 2d10 + 3 (AWR).

10 or lower13 damage
11–1517 damage
16 or higher20 damage

Strike; the target is Slowed and Exposed.

Free Strike — 10 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 10 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 10 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

Zone Lockdown (Maneuver). Make a 3-hex area difficult for enemies; doors within it seal.

Reposition (Maneuver). Shift 2 hexes and Slide one adjacent enemy 2 hexes.

2 Heat — Herd Them. Slide every enemy within 5 hexes 3 hexes toward a point of this Competitor's choosing.

2 Heat — Rearrange. Slide every enemy within 8 hexes 2 hexes.

Trait. Doors and barriers within 10 hexes close at will.

Resistance. Resists Kinetic 3 — licensed plate, warrantied. Weak to EMP — the whole package reports upward and can be jammed. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Chrome. Corporate-issue efficiency suite. Warrantied, logged, and reporting upward.

Six slots. What it is carrying, and what comes off the body.

WeaponKestrelShotgun · T2Provides rapid close-range fire, breaching, and specialized ammunition support.
LoadoutEMP GrenadeGrenade · T2Main Action · thrown 8 hexes · burst 2. 9 EMP damage. Machines and anyone with Chrome are Jammed and Shocked 2, save ends.
WornSmart-Weave Travel CoatSmart-Weave · T2Supports discreet travel and rapid presentation changes.
HINPersonal HIN TerminalHIN Interface · T2Provides secure HIN access, field messaging, authentication, and local network interaction.
KitForensic and Environmental KitUtility · T2Studies forensic scenes and mythos environmental environments for testing and sample extraction
SensorsTerrain Mapping DroneReconnaissance · T1
Ghūl Matriarch

Level 5 Operator Controller · Nexus · Tier 2 Armor · Rūḥ

Older than the tunnels. The others were hers before they were anything.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
14603015Medium (M) · 1 hex60Climb at full Speed
POWREFLOGAWRPRE
+2+20+30

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses AWR +3.

Call the Warren (Main Action · Signature · free). One creature. Power Roll 2d10 + 3 (AWR).

10 or lower13 damage
11–1517 damage
16 or higher20 damage

Strike; a Ghūl Crew arrives adjacent.

Free Strike — 10 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 10 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 10 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

The Ground Objects (Maneuver). Make a 3-hex area difficult for enemies until the encounter ends.

Reposition (Maneuver). Shift 2 hexes and Slide one adjacent enemy 2 hexes.

2 Heat — Wear Their Face. Take the appearance of any operator it has struck; attacks against it take Bane until it acts.

2 Heat — Rearrange. Slide every enemy within 8 hexes 2 hexes.

Trait. Mythos. Ghūls within 10 hexes gain +2 damage. Weakness to Incendiary.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Gorgon Sister

Level 5 Operator Controller · Nexus · Tier 2 Armor · Rūḥ

Everyone in the room is looking at the floor and nobody decided to.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
14603015Medium (M) · 1 hex60On foot
POWREFLOGAWRPRE
+1+1+1+2+3

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses PRE +3.

Meet My Eyes (Main Action · Signature · free). One creature. Power Roll 2d10 + 3 (PRE).

10 or lower13 damage
11–1517 damage
16 or higher20 damage

Strike; the target is Immobilized, save ends.

Free Strike — 10 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 10 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 10 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

The Ground Objects (Maneuver). Make a 3-hex area difficult for enemies until the encounter ends.

Reposition (Maneuver). Shift 2 hexes and Slide one adjacent enemy 2 hexes.

2 Heat — The Full Regard. Every enemy that can see her saves or is Immobilized until the end of the encounter.

2 Heat — Rearrange. Slide every enemy within 8 hexes 2 hexes.

Trait. Mythos. Immune to Psychic. Weakness to Kinetic — a mirror works better than a gun.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Reef Siren

Level 5 Operator Controller · Nexus · Tier 2 Armor · Rūḥ

Four hulls on the rocks off Agami this year. All of them experienced crews.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
14603015Medium (M) · 1 hex60On foot
POWREFLOGAWRPRE
-1+1+1+2+3

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses PRE +3.

Come Closer (Main Action · Signature · free). One creature. Power Roll 2d10 + 3 (PRE).

10 or lower13 damage
11–1517 damage
16 or higher20 damage

Strike; the target must move toward her on its next turn, save ends.

Free Strike — 10 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 10 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 10 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

The Ground Objects (Maneuver). Make a 3-hex area difficult for enemies until the encounter ends.

Reposition (Maneuver). Shift 2 hexes and Slide one adjacent enemy 2 hexes.

2 Heat — All Together. Every enemy within 10 hexes loses its next Main Action.

2 Heat — Rearrange. Slide every enemy within 8 hexes 2 hexes.

Trait. Mythos. Immune to Sonic and Compelled. Weakness to Shock.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

SHAPER

Level 5 Specialist Controller · Any faction · Tier 2 Armor · Rūḥ

The room does what they tell it and nobody has explained how.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
281206030Medium (M) · 1 hex61On foot
POWREFLOGAWRPRE
+1+2+2+3+2

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses AWR +3.

Reshape (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 3 (AWR).

10 or lower14 damage
11–1518 damage
16 or higher21 damage

Strike; slide the target 3 hexes.

Free Strike — 11 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 11 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 11 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

Zone Lockdown (Maneuver). Make a 3-hex area difficult for enemies; doors within it seal.

Reposition (Maneuver). Shift 2 hexes and Slide one adjacent enemy 2 hexes.

2 Heat — Herd Them. Slide every enemy within 5 hexes 3 hexes toward a point of this Competitor's choosing.

2 Heat — Rearrange. Slide every enemy within 8 hexes 2 hexes.

Trait. Creates or removes one hex of cover as a Maneuver.

Resistance. Resists Kinetic 2 — whatever they could afford. Weak to EMP — everyone on this roster runs Chrome. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Chrome. Manipulator lattice under the skin of both palms. The room is a material to them.

Six slots. What it is carrying, and what comes off the body.

WeaponPraetorAssault Rifle · T2Provides stable high-volume fire and strong performance against protected targets.
LoadoutArmor-Piercing AmmunitionAmmunition · T2Loaded. +1 effective Weapon Tier against Armor.
WornCasual Jacket - Blue SkyCasual Outerwear · T2Works as everyday professional outerwear in warm cities.
HINGhost Authentication KeyAccess Device · T1Stores and presents approved credentials for HIN, facility, or device access.
KitAdaptive Voice ModulatorDisguise · T1Changes voice, accent, cadence, and vocal identity during speech.
SensorsSpectrum GlassesCommunications · T2Shows active signals, credential prompts, camera coverage, and nearby authentication systems.

Guard

Operations Supervisor

Level 5 Operator Guard · Corporate · Tier 2 Armor · Rūḥ

Twenty years on the same site and knows every corner of it.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
14804020Medium (M) · 1 hex53On foot
POWREFLOGAWRPRE
+3+10+2+1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +3.

Shift Change (Main Action · Signature · free). One creature. Power Roll 2d10 + 3 (POW).

10 or lower13 damage
11–1517 damage
16 or higher20 damage

Strike; the target is Immobilized, save ends.

Free Strike — 10 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 10 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 10 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

Interpose (Maneuver). Until its next turn, attacks against an adjacent ally target this Competitor instead.

Cover Them (Maneuver). One adjacent ally gains cover until its next turn.

2 Heat — Nobody Moves. Every enemy adjacent to the protected target is Immobilized, save ends.

2 Heat — Not Through Me. Until its next turn, every attack against an ally within 3 hexes targets it instead.

Trait. Corporate allies within 5 hexes take half damage from Chaff.

Resistance. Resists Kinetic 3 — licensed plate, warrantied. Weak to EMP — the whole package reports upward and can be jammed. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Chrome. Hardened spine and a site-wide comms link. Twenty years of approved upgrades.

Six slots. What it is carrying, and what comes off the body.

WeaponWASPLaser SMG · T2Provides sustained low-recoil energy fire against light targets and electronics.
WornCasual Jacket - Blue SkyCasual Outerwear · T2Works as everyday professional outerwear in warm cities.
SidearmAxeWeapon Accessory · T2Improves control and adapts a weapon to different users or armor profiles.
MedicalPortable Diagnostic ScannerMedical Electronics · T2Identifies injuries, disease, cybernetic damage, and biological abnormalities.
LoadoutGel RoundsAmmunition · T1Loaded. Damage is non-lethal: a target reduced to 0 is Disabled, not Dying.
KitRidgeLine Climbing SystemMobility · T1Allows safe climbing, descent, ravine crossing, and route stabilization.
Faith Network Liaison

Level 5 Operator Guard · Street · Tier 2 Armor · Rūḥ

The building has stood through three regimes and one Nexus.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
14804020Medium (M) · 1 hex53On foot
POWREFLOGAWRPRE
+3+10+2+1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +3.

Sanctuary (Main Action · Signature · free). One creature. Power Roll 2d10 + 3 (POW).

10 or lower13 damage
11–1517 damage
16 or higher20 damage

Strike; an ally cannot be targeted next round.

Free Strike — 10 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 10 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 10 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

Get Behind Me (Maneuver). Until its next turn, attacks against one adjacent ally hit this Competitor instead.

Cover Them (Maneuver). One adjacent ally gains cover until its next turn.

2 Heat — Nobody Moves. Every enemy adjacent to the protected target is Immobilized, save ends.

2 Heat — Not Through Me. Until its next turn, every attack against an ally within 3 hexes targets it instead.

Trait. Competitors of their own faction will not strike first.

Resistance. Resists Sonic 2 — grew up next to the flyover. Weak to Incendiary — scavenged layers, nothing fire-rated. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Chrome. None visible. Wears the absence deliberately.

Six slots. What it is carrying, and what comes off the body.

WeaponBasiliskLaser Assault · T2Delivers accurate medium-range energy fire with strong anti-device utility.
WornExplorer OutfitExpedition Apparel · T2Supports long-range travel and difficult fieldwork.
SidearmAxeWeapon Accessory · T2Improves control and adapts a weapon to different users or armor profiles.
MedicalPortable Diagnostic ScannerMedical Electronics · T2Identifies injuries, disease, cybernetic damage, and biological abnormalities.
LoadoutArmor-Piercing AmmunitionAmmunition · T2Loaded. +1 effective Weapon Tier against Armor.
KitAdaptive Voice ModulatorDisguise · T1Changes voice, accent, cadence, and vocal identity during speech.
Ptah SUV

Level 5 Operator Guard · Any faction · Tier 2 Armor · Énergeia

Armored SUV. Aerodyne build, Zine 1 Tier 2 gear.

EVÉnergeiaVulnerableCriticalSizeSpeedStabilityMovement
14603015Large (L) · 2×253Wheeled
POWREFLOGAWRPRE
+3+2+2+2-1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +3.

Ptah Shield the Cabin (Main Action · Signature · free). One creature. Power Roll 2d10 + 3 (POW).

10 or lower13 damage
11–1517 damage
16 or higher20 damage

Strike; occupants take no damage this round.

Free Strike — 10 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 10 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 10 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

Interpose (Maneuver). Until its next turn, attacks against an adjacent ally target this Competitor instead.

Cover Them (Maneuver). One adjacent ally gains cover until its next turn.

2 Heat — Nobody Moves. Every enemy adjacent to the protected target is Immobilized, save ends.

2 Heat — Not Through Me. Until its next turn, every attack against an ally within 3 hexes targets it instead.

Trait. Énergeia, not Rūḥ — rolls on the vehicle chart. Effects that restore Rūḥ do nothing for it.

Resistance. Resists Psychic entirely — there is nothing in there to frighten. Weak to EMP — +1 effective Weapon Tier against it, per Zine 2. Resist N reduces that damage type by N per hit. Weak means that type deals double.

One weapon, three systems. Passive is always on and needs no tracking. Option is a Maneuver it may take instead of its Role Maneuver — not as well as. Breakdown is what a Tier 3 Called Shot destroys.

WeaponKestrelShotgun · firing portIts only weapon. One per platform, of its own Tier and class.
PassiveSensor mastNobody within 15 hexes may be Hidden.
OptionRiot barrierDeploys 3 hexes of hard cover.
BreakdownArea denial launcherDestroy it and it can no longer shape ground.

Skirmisher

VEINRUNNER

Level 5 Specialist Skirmisher · Any faction · Tier 2 Armor · Rūḥ

Whatever is in them is working. That is the problem.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
281407035Medium (M) · 1 hex82On foot
POWREFLOGAWRPRE
+1+30+2+1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses REF +3.

Chem Burn (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 3 (REF).

10 or lower14 damage
11–1518 damage
16 or higher21 damage

Strike; shift 4 hexes before or after.

Free Strike — 11 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 11 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 11 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

Withdraw and Report (Maneuver). Shift 3 hexes without provoking; one ally may shift 1 hex with it.

Second Wind (Maneuver). Shift up to Speed. No opportunity strikes this turn.

2 Heat — Everywhere at Once. Shift up to Speed and strike a second target anywhere along the path.

2 Heat — Two Places at Once. Shift up to Speed, strike, then shift up to Speed again.

Trait. Cannot be Slowed or Immobilized. Takes 2 damage at the end of each of its turns.

Resistance. Resists Kinetic 2 — whatever they could afford. Weak to EMP — everyone on this roster runs Chrome. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Chrome. Chemical gland at the base of the skull, badly installed, running hot.

Six slots. What it is carrying, and what comes off the body.

WeaponLegateAssault Rifle · T2Acts as the standard professional rifle for security and military contracts.
WornSecurity VestProtective Equipment · T2Provides discreet protection beneath professional clothing.
SensorsMirage Signal CoinTracker · T2Tracks a person, package, or vehicle without maintaining a constant visible signal.
KitAdaptive Voice ModulatorDisguise · T1Changes voice, accent, cadence, and vocal identity during speech.
LoadoutGel RoundsAmmunition · T1Loaded. Damage is non-lethal: a target reduced to 0 is Disabled, not Dying.
SidearmHammerWeapon Accessory · T2Improves stability for rapid fire and hard-recoiling weapons.

Disruptor

Contract Arbitrator

Level 5 Operator Disruptor · Grey Fixer · Tier 2 Armor · Rūḥ

Nobody trusts them and everybody uses them.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
14603015Medium (M) · 1 hex60On foot
POWREFLOGAWRPRE
0+1+3+2+1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses LOG +3.

Terms Apply (Main Action · Signature · free). One creature. Power Roll 2d10 + 3 (LOG).

10 or lower13 damage
11–1517 damage
16 or higher20 damage

Strike; the target is Compelled, save ends.

Free Strike — 10 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 10 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 10 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

Ghost the Signal (Maneuver). One enemy’s next HIN or machine action fails. No roll.

Cut the Feed (Maneuver). One enemy within 10 hexes takes a Bane on its next roll.

2 Heat — Cut Them Off. Every enemy in a 3-hex burst is Jammed and Silenced, save ends.

2 Heat — Full Blackout. Every enemy within 8 hexes is Jammed and Silenced, save ends.

Trait. Any target that broke an agreement takes +3 damage.

Resistance. Resists Psychic 3 — lying is the job. Weak to Kinetic — dressed for a meeting, not a firefight. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Chrome. Voice modulation and a recording suite behind the ear. Everything said is kept.

Six slots. What it is carrying, and what comes off the body.

HINResonance NoisedeckNoisedeck · T2Supports entry-level Ghosting, local intrusion, credential use, and field network work.
WeaponChimeraSniper Rifle · T2Provides accurate long-range fire, observation, and target interdiction.
SocialCasual Social - Echo StudyCasual Collection · T1Builds credibility in universities, archives, and research settings.
SensorsMirage Signal CoinTracker · T2Tracks a person, package, or vehicle without maintaining a constant visible signal.
KitBiometric Spoof GloveDisguise · T1Defeats routine fingerprint, temperature, pulse, and hand-geometry checks.
LoadoutAdaptive Demolition KitDemolition · T2Maneuver to place · detonates on the next turn · burst 2. 9 damage and the hex it was placed in stops being cover. Breaches a wall or a door outright.
Identity Forger

Level 5 Operator Disruptor · Underworld · Tier 2 Armor · Rūḥ

Has been eleven people this year and remembers all of them.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
14603015Medium (M) · 1 hex60On foot
POWREFLOGAWRPRE
0+1+3+2+1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses LOG +3.

You Are Nobody (Main Action · Signature · free). One creature. Power Roll 2d10 + 3 (LOG).

10 or lower13 damage
11–1517 damage
16 or higher20 damage

Strike; the target is Jammed and Silenced.

Free Strike — 10 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 10 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 10 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

Ghost the Signal (Maneuver). One enemy’s next HIN or machine action fails. No roll.

Cut the Feed (Maneuver). One enemy within 10 hexes takes a Bane on its next roll.

2 Heat — Cut Them Off. Every enemy in a 3-hex burst is Jammed and Silenced, save ends.

2 Heat — Full Blackout. Every enemy within 8 hexes is Jammed and Silenced, save ends.

Trait. Cannot be identified or tracked by any system.

Resistance. Resists Psychic 2 — too paranoid to be read. Weak to EMP — good chrome, illegal chrome, unshielded chrome. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Chrome. Face is partly synthetic and has been eleven other faces this year.

Six slots. What it is carrying, and what comes off the body.

HINPersonal HIN TerminalHIN Interface · T2Provides secure HIN access, field messaging, authentication, and local network interaction.
WeaponStarSMG · T2Offers high firepower in a small package for vehicle crews and close protection.
WornSmart-Weave Travel CoatSmart-Weave · T2Supports discreet travel and rapid presentation changes.
SensorsSmart CufflinksCovert Cameras · T1Records meetings, captures evidence, and observes targets without obvious equipment.
KitBiometric Spoof GloveDisguise · T1Defeats routine fingerprint, temperature, pulse, and hand-geometry checks.
LoadoutIncendiary AmmunitionAmmunition · T2Loaded. Adds Burning 2 on any hit.
Ledger Broker

Level 5 Operator Disruptor · Grey Fixer · Tier 2 Armor · Rūḥ

Knows what everyone in the room owes and to whom.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
14603015Medium (M) · 1 hex60On foot
POWREFLOGAWRPRE
0+1+3+2+1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses LOG +3.

We Know (Main Action · Signature · free). One creature. Power Roll 2d10 + 3 (LOG).

10 or lower13 damage
11–1517 damage
16 or higher20 damage

Strike; the target is Dazed and Marked.

Free Strike — 10 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 10 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 10 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

Ghost the Signal (Maneuver). One enemy’s next HIN or machine action fails. No roll.

Cut the Feed (Maneuver). One enemy within 10 hexes takes a Bane on its next roll.

2 Heat — Cut Them Off. Every enemy in a 3-hex burst is Jammed and Silenced, save ends.

2 Heat — Full Blackout. Every enemy within 8 hexes is Jammed and Silenced, save ends.

Trait. Edge against any target that has already been struck this round.

Resistance. Resists Psychic 3 — lying is the job. Weak to Kinetic — dressed for a meeting, not a firefight. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Chrome. Total-recall implant. Remembers every debt in the district and who thinks it is forgiven.

Six slots. What it is carrying, and what comes off the body.

HINEcho Mesh RelayRelay System · T2Extends crew communications, creates a local mesh, and restores service in dead zones.
WeaponChimeraSniper Rifle · T2Provides accurate long-range fire, observation, and target interdiction.
SocialCorporate Executive - Open WaterExecutive Collection · T2Supports negotiations, executive travel, and board authority.
SensorsSmart CufflinksCovert Cameras · T1Records meetings, captures evidence, and observes targets without obvious equipment.
KitBiometric Spoof GloveDisguise · T1Defeats routine fingerprint, temperature, pulse, and hand-geometry checks.
LoadoutIncendiary AmmunitionAmmunition · T2Loaded. Adds Burning 2 on any hit.
Cyberware Engineer

Level 5 Operator Disruptor · Corporate · Tier 2 Armor · Rūḥ

Put half the augments in this district into people.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
14603015Medium (M) · 1 hex60On foot
POWREFLOGAWRPRE
0+1+3+2+1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses LOG +3.

Reject the Graft (Main Action · Signature · free). One creature. Power Roll 2d10 + 3 (LOG).

10 or lower13 damage
11–1517 damage
16 or higher20 damage

Strike; the target is Shocked 3.

Free Strike — 10 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 10 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 10 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

Revoke Access (Maneuver). One enemy loses the benefit of one carried device until the end of the round.

Cut the Feed (Maneuver). One enemy within 10 hexes takes a Bane on its next roll.

2 Heat — Cut Them Off. Every enemy in a 3-hex burst is Jammed and Silenced, save ends.

2 Heat — Full Blackout. Every enemy within 8 hexes is Jammed and Silenced, save ends.

Trait. Edge against any target with cyberware.

Resistance. Resists Kinetic 3 — licensed plate, warrantied. Weak to EMP — the whole package reports upward and can be jammed. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Chrome. Every piece is a prototype and half of it is not licensed.

Six slots. What it is carrying, and what comes off the body.

HINNoise Intrusion AmplifierCyberdeck Module · T2Boosts a cyberdeck during difficult Ghosting and high-security intrusion operations.
WeaponBasiliskLaser Assault · T2Delivers accurate medium-range energy fire with strong anti-device utility.
SocialCasual Social - AtlasCasual Collection · T1Provides credible everyday style across city districts.
SensorsTerrain Mapping DroneReconnaissance · T1
KitRidgeLine Climbing SystemMobility · T1Allows safe climbing, descent, ravine crossing, and route stabilization.
LoadoutArmor-Piercing AmmunitionAmmunition · T2Loaded. +1 effective Weapon Tier against Armor.
Elder Satyr

Level 5 Operator Disruptor · Nexus · Tier 2 Armor · Rūḥ

Old enough to remember the first time a city thought it had outgrown this.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
14603015Medium (M) · 1 hex60Climb at full Speed
POWREFLOGAWRPRE
+1+30+1+2

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses REF +3.

Three Days of Wine (Main Action · Signature · free). One creature. Power Roll 2d10 + 3 (REF).

10 or lower13 damage
11–1517 damage
16 or higher20 damage

Strike; the target is Dazed and Slowed, save ends.

Free Strike — 10 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 10 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 10 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

It Speaks Over You (Maneuver). One enemy is Silenced until the end of its next turn. No roll.

Cut the Feed (Maneuver). One enemy within 10 hexes takes a Bane on its next roll.

2 Heat — Three Days of Wine. Every enemy within 5 hexes is Dazed and Slowed, save ends.

2 Heat — Full Blackout. Every enemy within 8 hexes is Jammed and Silenced, save ends.

Trait. Mythos. Immune to Poison. Weakness to Incendiary.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Empusa Handmaid

Level 5 Operator Disruptor · Nexus · Tier 2 Armor · Rūḥ

The contact who set up the meeting has not been that contact since Tuesday.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
14603015Medium (M) · 1 hex60Climb at full Speed
POWREFLOGAWRPRE
+1+2+1+2+3

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses PRE +3.

You Invited Me (Main Action · Signature · free). One creature. Power Roll 2d10 + 3 (PRE).

10 or lower13 damage
11–1517 damage
16 or higher20 damage

Strike; the target is Compelled, save ends.

Free Strike — 10 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 10 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 10 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

It Speaks Over You (Maneuver). One enemy is Silenced until the end of its next turn. No roll.

Cut the Feed (Maneuver). One enemy within 10 hexes takes a Bane on its next roll.

2 Heat — Three Faces. Become indistinguishable from an operator until it strikes; attacks against it fail.

2 Heat — Full Blackout. Every enemy within 8 hexes is Jammed and Silenced, save ends.

Trait. Mythos. Immune to Psychic. Weakness to Incendiary.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Lesser Sphinx

Level 5 Operator Disruptor · Nexus · Tier 2 Armor · Rūḥ

It wants to know why the crew is here and it will keep asking.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
14603015Large (L) · 2×260On foot
POWREFLOGAWRPRE
+10+3+3+2

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses LOG +3.

Answer Me (Main Action · Signature · free). One creature. Power Roll 2d10 + 3 (LOG).

10 or lower13 damage
11–1517 damage
16 or higher20 damage

Strike; the target is Silenced and Dazed, save ends.

Free Strike — 10 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 10 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 10 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

It Speaks Over You (Maneuver). One enemy is Silenced until the end of its next turn. No roll.

Cut the Feed (Maneuver). One enemy within 10 hexes takes a Bane on its next roll.

2 Heat — Ask Again. One operator loses its entire turn and cannot act until it answers.

2 Heat — Full Blackout. Every enemy within 8 hexes is Jammed and Silenced, save ends.

Trait. Mythos. Immune to Psychic. Weakness to Kinetic.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

ORACLE

Level 5 Specialist Disruptor · Any faction · Tier 2 Armor · Rūḥ

Answers a question you have not asked yet, correctly.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
281206030Medium (M) · 1 hex61On foot
POWREFLOGAWRPRE
0+1+3+2+1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses LOG +3.

Already Knew (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 3 (LOG).

10 or lower14 damage
11–1518 damage
16 or higher21 damage

Strike; the target is Dazed, save ends.

Free Strike — 11 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 11 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 11 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

Revoke Access (Maneuver). One enemy loses the benefit of one carried device until the end of the round.

Cut the Feed (Maneuver). One enemy within 10 hexes takes a Bane on its next roll.

2 Heat — Cut Them Off. Every enemy in a 3-hex burst is Jammed and Silenced, save ends.

2 Heat — Full Blackout. Every enemy within 8 hexes is Jammed and Silenced, save ends.

Trait. Once per round, negate Edge on one attack against an ally.

Resistance. Resists Kinetic 2 — whatever they could afford. Weak to EMP — everyone on this roster runs Chrome. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Chrome. Predictive co-processor wired to the optic nerve. They see four seconds ahead and it shows.

Six slots. What it is carrying, and what comes off the body.

HINResonance NoisedeckNoisedeck · T2Supports entry-level Ghosting, local intrusion, credential use, and field network work.
WeaponWASPLaser SMG · T2Provides sustained low-recoil energy fire against light targets and electronics.
WornSmart-Weave Chameleon ThetaAdaptive Apparel · T2Supports infiltration, identity shifts, and reduced recognition.
SensorsSmart CufflinksCovert Cameras · T1Records meetings, captures evidence, and observes targets without obvious equipment.
KitAdaptive Voice ModulatorDisguise · T1Changes voice, accent, cadence, and vocal identity during speech.
LoadoutAdaptive Demolition KitDemolition · T2Maneuver to place · detonates on the next turn · burst 2. 9 damage and the hex it was placed in stops being cover. Breaches a wall or a door outright.
GHOST

Level 5 Specialist Disruptor · Any faction · Tier 2 Armor · Rūḥ

Somewhere in the Noise, wearing a body as a formality.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
281206030Medium (M) · 1 hex61On foot
POWREFLOGAWRPRE
0+1+3+2+1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses LOG +3.

Cut the Line (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 3 (LOG).

10 or lower14 damage
11–1518 damage
16 or higher21 damage

Strike; the target is Jammed and Silenced.

Free Strike — 11 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 11 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 11 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

Revoke Access (Maneuver). One enemy loses the benefit of one carried device until the end of the round.

Cut the Feed (Maneuver). One enemy within 10 hexes takes a Bane on its next roll.

2 Heat — Cut Them Off. Every enemy in a 3-hex burst is Jammed and Silenced, save ends.

2 Heat — Full Blackout. Every enemy within 8 hexes is Jammed and Silenced, save ends.

Trait. Cannot be located by HIN tracking. Immune to Jammed.

Resistance. Resists Kinetic 2 — whatever they could afford. Weak to EMP — everyone on this roster runs Chrome. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Chrome. Almost nothing visible. Everything that matters is in the skull and it is not theirs any more.

Six slots. What it is carrying, and what comes off the body.

HINSpectrum SpooferElectronic Warfare · T2Creates false traffic, misleading signatures, and temporary communication confusion.
WeaponBasiliskLaser Assault · T2Delivers accurate medium-range energy fire with strong anti-device utility.
WornExplorer OutfitExpedition Apparel · T2Supports long-range travel and difficult fieldwork.
SensorsTerrain Mapping DroneReconnaissance · T1
KitBiometric Spoof GloveDisguise · T1Defeats routine fingerprint, temperature, pulse, and hand-geometry checks.
LoadoutFlash GrenadeGrenade · T1Main Action · thrown 8 hexes · burst 2. No damage. Everything in the burst is Blinded and Dazed, save ends.

Driver

Horus Bike

Level 5 Crew Driver · Any faction · Tier 2 Armor · Énergeia

Motorcycle. Aerodyne build, Zine 1 Tier 2 gear.

EVÉnergeiaVulnerableCriticalSizeSpeedStabilityMovement
730157Medium (M) · 1 hex92Wheeled
POWREFLOGAWRPRE
+3+2+2+2-1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +3.

Horus Ride By (Main Action · Signature · free). One creature. Power Roll 2d10 + 3 (POW).

10 or lower8 damage
11–1510 damage
16 or higher12 damage

Strike; the rider shifts 5 hexes.

Free Strike — 5 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 5 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 5 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

Line It Up (Maneuver). The next strike from this Competitor or its passenger gains Edge and +2 hexes of reach.

Kick the Door (Maneuver). A passenger boards or disembarks without spending its own Movement.

2 Heat — Full Throttle. Move up to twice Speed through occupied hexes; everything passed is Prone and takes the Tier 1 result.

2 Heat — Ram. Move up to Speed into one target: it takes the Tier 2 result, is Prone and Pushed 3 hexes.

Trait. Énergeia, not Rūḥ — rolls on the vehicle chart. Effects that restore Rūḥ do nothing for it.

Resistance. Resists Psychic entirely — there is nothing in there to frighten. Weak to EMP — +1 effective Weapon Tier against it, per Zine 2. Resist N reduces that damage type by N per hit. Weak means that type deals double.

One weapon, three systems. Passive is always on and needs no tracking. Option is a Maneuver it may take instead of its Role Maneuver — not as well as. Breakdown is what a Tier 3 Called Shot destroys.

WeaponLegateAssault Rifle · pintle mount, fired by a passengerIts only weapon. One per platform, of its own Tier and class.
PassiveRun-flat driveIgnores the first Wheel or Track consequence result.
OptionBoost cellsDoubles Speed for one round.
BreakdownDrivetrainDestroy it and Speed is halved permanently.
Bastet Buggy

Level 5 Crew Driver · Any faction · Tier 2 Armor · Énergeia

Light Buggy. Aerodyne build, Zine 1 Tier 2 gear.

EVÉnergeiaVulnerableCriticalSizeSpeedStabilityMovement
730157Large (L) · 2×292Wheeled
POWREFLOGAWRPRE
+3+2+2+2-1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +3.

Bastet Cut Across (Main Action · Signature · free). One creature. Power Roll 2d10 + 3 (POW).

10 or lower8 damage
11–1510 damage
16 or higher12 damage

Strike; ignore difficult terrain this turn.

Free Strike — 5 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 5 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 5 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

Line It Up (Maneuver). The next strike from this Competitor or its passenger gains Edge and +2 hexes of reach.

Kick the Door (Maneuver). A passenger boards or disembarks without spending its own Movement.

2 Heat — Full Throttle. Move up to twice Speed through occupied hexes; everything passed is Prone and takes the Tier 1 result.

2 Heat — Ram. Move up to Speed into one target: it takes the Tier 2 result, is Prone and Pushed 3 hexes.

Trait. Énergeia, not Rūḥ — rolls on the vehicle chart. Effects that restore Rūḥ do nothing for it.

Resistance. Resists Psychic entirely — there is nothing in there to frighten. Weak to EMP — +1 effective Weapon Tier against it, per Zine 2. Resist N reduces that damage type by N per hit. Weak means that type deals double.

One weapon, three systems. Passive is always on and needs no tracking. Option is a Maneuver it may take instead of its Role Maneuver — not as well as. Breakdown is what a Tier 3 Called Shot destroys.

WeaponLegateAssault Rifle · pintle mount, fired by a passengerIts only weapon. One per platform, of its own Tier and class.
PassiveRun-flat driveIgnores the first Wheel or Track consequence result.
OptionBoost cellsDoubles Speed for one round.
BreakdownDrivetrainDestroy it and Speed is halved permanently.
Route Broker

Level 5 Operator Driver · Grey Fixer · Tier 2 Armor · Rūḥ

Sold the crew this route. Sold it twice.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
14703517Medium (M) · 1 hex92On foot
POWREFLOGAWRPRE
+1+3+1+20

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses REF +3.

Bad Directions (Main Action · Signature · free). One creature. Power Roll 2d10 + 3 (REF).

10 or lower13 damage
11–1517 damage
16 or higher20 damage

Strike; the target is Slowed and Marked.

Free Strike — 10 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 10 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 10 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

Wheelman (Maneuver). Shift the vehicle 3 hexes; a passenger may act as if it had not moved.

Hard Turn (Maneuver). Shift 3 hexes; passengers act as if they had not moved.

2 Heat — Full Throttle. Move up to twice Speed through occupied hexes; everything passed is Prone and takes the Tier 1 result.

2 Heat — Ram. Move up to Speed into one target: it takes the Tier 2 result, is Prone and Pushed 3 hexes.

Trait. Allies ignore difficult terrain. Enemies treat open ground as difficult.

Resistance. Resists Psychic 3 — lying is the job. Weak to Kinetic — dressed for a meeting, not a firefight. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Chrome. Mapping lattice. Has never needed directions and never given honest ones.

Six slots. What it is carrying, and what comes off the body.

PlatformAmun RotorUtility Rotorcraft · T2Deploys vehicles, squads, or emergency infrastructure into difficult locations.
WeaponStarSMG · T2Offers high firepower in a small package for vehicle crews and close protection.
WornNight Armor SandrunnerTactical Apparel · T2Combines protection and stealth for arid night operations.
KitChameleon Face MaskDisguise · T2Creates a convincing alternate face for short-term infiltration and protected movement.
LoadoutArmor-Piercing AmmunitionAmmunition · T2Loaded. +1 effective Weapon Tier against Armor.
SensorsMirage Signal CoinTracker · T2Tracks a person, package, or vehicle without maintaining a constant visible signal.
STEELJACK

Level 5 Specialist Driver · Any faction · Tier 2 Armor · Rūḥ

Fights this room through something else's eyes.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
281407035Medium (M) · 1 hex93On foot
POWREFLOGAWRPRE
+1+3+1+20

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses REF +3.

Uplink Strike (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 3 (REF).

10 or lower14 damage
11–1518 damage
16 or higher21 damage

Strike; a linked machine strikes the same target.

Free Strike — 11 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 11 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 11 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

Line It Up (Maneuver). The next strike from this Competitor or its passenger gains Edge and +2 hexes of reach.

Hard Turn (Maneuver). Shift 3 hexes; passengers act as if they had not moved.

2 Heat — Full Throttle. Move up to twice Speed through occupied hexes; everything passed is Prone and takes the Tier 1 result.

2 Heat — Ram. Move up to Speed into one target: it takes the Tier 2 result, is Prone and Pushed 3 hexes.

Trait. Controls one Tier 2 drone. Both share this turn.

Resistance. Resists Kinetic 2 — whatever they could afford. Weak to EMP — everyone on this roster runs Chrome. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Chrome. Uplink spine and a rigging port at the base of the neck, currently occupied.

Six slots. What it is carrying, and what comes off the body.

PlatformNotus BuggySecurity Buggy · T2Provides rapid patrol, scouting, pursuit, and escort across streets or rough terrain.
WeaponBasiliskLaser Assault · T2Delivers accurate medium-range energy fire with strong anti-device utility.
WornExplorer OutfitExpedition Apparel · T2Supports long-range travel and difficult fieldwork.
KitBiometric Spoof GloveDisguise · T1Defeats routine fingerprint, temperature, pulse, and hand-geometry checks.
LoadoutIncendiary AmmunitionAmmunition · T2Loaded. Adds Burning 2 on any hit.
SensorsSmart CufflinksCovert Cameras · T1Records meetings, captures evidence, and observes targets without obvious equipment.

Support

Logistics Manager

Level 5 Operator Support · Grey Fixer · Tier 2 Armor · Rūḥ

Knows where every crate in the district is and when it moves.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
14703517Medium (M) · 1 hex61On foot
POWREFLOGAWRPRE
0+1+2+2+3

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses PRE +3.

Reassign (Main Action · Signature · free). One creature. Power Roll 2d10 + 3 (PRE).

10 or lower13 damage
11–1517 damage
16 or higher20 damage

Strike; two allies swap positions.

Free Strike — 10 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 10 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 10 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

Worth Keeping (Maneuver). One ally within 5 hexes clears one condition and gains Edge on its next roll.

Field Work (Maneuver). One ally within 10 hexes clears one condition.

2 Heat — Hold the Line. Every ally within 5 hexes clears one condition and gains Edge until the end of the round.

2 Heat — Everyone Up. Every ally within 10 hexes ends one condition and regains 5.

Trait. One Tier 2 vehicle arrives on round three.

Resistance. Resists Psychic 3 — lying is the job. Weak to Kinetic — dressed for a meeting, not a firefight. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Chrome. Inventory co-processor. Can tell you where every crate in the district slept last night.

Six slots. What it is carrying, and what comes off the body.

MedicalDetox Purification KitMedical Kit · T1Reduces poisons, toxins, and environmental contaminants affecting a patient.
HINNoise Intrusion AmplifierCyberdeck Module · T2Boosts a cyberdeck during difficult Ghosting and high-security intrusion operations.
SocialCasual Social - BreakwaterCasual Collection · T2Supports upscale waterfront and resort access.
WeaponHarrierShotgun · T2Excels in tight spaces and allows rapid ammunition selection.
KitChameleon Face MaskDisguise · T2Creates a convincing alternate face for short-term infiltration and protected movement.
SensorsGhostKey Electronic KitInfiltration · T2Bypasses common electronic locks, access panels, and low-security identity terminals.
Financial Launderer

Level 5 Operator Support · Underworld · Tier 2 Armor · Rūḥ

Makes things disappear that were never physical.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
14703517Medium (M) · 1 hex61On foot
POWREFLOGAWRPRE
0+1+2+2+3

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses PRE +3.

Written Off (Main Action · Signature · free). One creature. Power Roll 2d10 + 3 (PRE).

10 or lower13 damage
11–1517 damage
16 or higher20 damage

Strike; an ally becomes untargetable until end of round.

Free Strike — 10 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 10 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 10 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

Worth Keeping (Maneuver). One ally within 5 hexes clears one condition and gains Edge on its next roll.

Field Work (Maneuver). One ally within 10 hexes clears one condition.

2 Heat — Hold the Line. Every ally within 5 hexes clears one condition and gains Edge until the end of the round.

2 Heat — Everyone Up. Every ally within 10 hexes ends one condition and regains 5.

Trait. Once per encounter, negate one Critical result on an ally.

Resistance. Resists Psychic 2 — too paranoid to be read. Weak to EMP — good chrome, illegal chrome, unshielded chrome. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Chrome. Encrypted skull vault. The accounts do not exist anywhere else.

Six slots. What it is carrying, and what comes off the body.

MedicalField Trauma MedkitMedical Kit · T1Stabilizes injured allies and treats common battlefield wounds during an operation.
HINEcho Mesh RelayRelay System · T2Extends crew communications, creates a local mesh, and restores service in dead zones.
WornCasual Jacket - Blue SkyCasual Outerwear · T2Works as everyday professional outerwear in warm cities.
WeaponBasiliskLaser Assault · T2Delivers accurate medium-range energy fire with strong anti-device utility.
KitChameleon Face MaskDisguise · T2Creates a convincing alternate face for short-term infiltration and protected movement.
SensorsGhostKey Electronic KitInfiltration · T2Bypasses common electronic locks, access panels, and low-security identity terminals.
Subculture Organizer

Level 5 Operator Support · Street · Tier 2 Armor · Rūḥ

Can put two hundred people on a street with one message.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
14703517Medium (M) · 1 hex61On foot
POWREFLOGAWRPRE
0+1+2+2+3

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses PRE +3.

Turn Them Out (Main Action · Signature · free). One creature. Power Roll 2d10 + 3 (PRE).

10 or lower13 damage
11–1517 damage
16 or higher20 damage

Strike; a Chaff squad arrives.

Free Strike — 10 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 10 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 10 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

Patch and Move (Maneuver). One ally within 5 hexes shifts 3 hexes and clears one condition.

Field Work (Maneuver). One ally within 10 hexes clears one condition.

2 Heat — Hold the Line. Every ally within 5 hexes clears one condition and gains Edge until the end of the round.

2 Heat — Everyone Up. Every ally within 10 hexes ends one condition and regains 5.

Trait. Any crowd within 10 hexes acts as cover for allies.

Resistance. Resists Sonic 2 — grew up next to the flyover. Weak to Incendiary — scavenged layers, nothing fire-rated. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Chrome. Broadcast mods and a face that reads as whatever the crowd needs.

Six slots. What it is carrying, and what comes off the body.

MedicalCombat Trauma InjectorPharmaceutical · T1Rapidly restores or stabilizes an injured ally during combat.
HINPersonal HIN TerminalHIN Interface · T2Provides secure HIN access, field messaging, authentication, and local network interaction.
WornSmart-Weave Archive LineSmart-Weave · T2Reconfigures between prepared professional and social identities.
WeaponHarrierShotgun · T2Excels in tight spaces and allows rapid ammunition selection.
KitEcho Contact LensDisguise · T1Alters visible eye details, displays covert prompts, and supports visual impersonation or observation.
SensorsSpectrum GlassesCommunications · T2Shows active signals, credential prompts, camera coverage, and nearby authentication systems.
SHEPARD

Level 5 Specialist Support · Any faction · Tier 2 Armor · Rūḥ

Keeps everyone else upright and has never once asked for help.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
281407035Medium (M) · 1 hex62On foot
POWREFLOGAWRPRE
0+1+2+2+3

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses PRE +3.

Hold On (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 3 (PRE).

10 or lower14 damage
11–1518 damage
16 or higher21 damage

Strike; one ally clears a condition or gains Edge.

Free Strike — 11 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 11 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 11 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

Asset Recovery (Maneuver). One ally within 5 hexes shifts 3 hexes toward this Competitor and clears one condition.

Field Work (Maneuver). One ally within 10 hexes clears one condition.

2 Heat — Hold the Line. Every ally within 5 hexes clears one condition and gains Edge until the end of the round.

2 Heat — Everyone Up. Every ally within 10 hexes ends one condition and regains 5.

Trait. Once per encounter, restore one ally to half.

Resistance. Resists Kinetic 2 — whatever they could afford. Weak to EMP — everyone on this roster runs Chrome. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Chrome. Diagnostic fingertips and a pharmacy in the left forearm.

Six slots. What it is carrying, and what comes off the body.

MedicalField Trauma MedkitMedical Kit · T1Stabilizes injured allies and treats common battlefield wounds during an operation.
HINResonance NoisedeckNoisedeck · T2Supports entry-level Ghosting, local intrusion, credential use, and field network work.
WornCorporate Security - HorizonSecurity Uniform · T2Provides credible access and protection for executive security.
WeaponStarSMG · T2Offers high firepower in a small package for vehicle crews and close protection.
KitAdaptive Voice ModulatorDisguise · T1Changes voice, accent, cadence, and vocal identity during speech.
SensorsSpectrum GlassesCommunications · T2Shows active signals, credential prompts, camera coverage, and nearby authentication systems.

Handler and Apex — no Role; villain actions instead

Lieutenant or Capo

Level 5 Handler · Underworld · Tier 2 Armor · Rūḥ

Runs personnel for someone who does not attend meetings.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
281608040Medium (M) · 1 hex73On foot
POWREFLOGAWRPRE
+3+2+3+3+4

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses PRE +4.

Sort It Out (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 4 (PRE).

10 or lower15 damage
11–1519 damage
16 or higher22 damage

Strike two targets; an ally shifts and strikes.

Free Strike — 11 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 11 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 11 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

Handle It (Maneuver). Two allies within 10 hexes immediately shift up to their Speed.

Take Command (Maneuver). Two allies within 10 hexes each clear one condition.

4 Heat — Concentrate Fire. Name one enemy. Every ally within 10 hexes that can see it makes a Free Strike against it.

4 Heat — Redirect. One ally within 10 hexes immediately takes its whole turn, out of order.

Trait. Villain: Debts Called — a Crew arrives. / Nothing Personal — an ally takes the hit. / Close the Books — all allies gain Edge.

Resistance. Resists Psychic 2 — too paranoid to be read. Weak to EMP — good chrome, illegal chrome, unshielded chrome. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Chrome. Good work, quietly done. Dermal weave, reinforced hands, a ledger in the skull.

Six slots. What it is carrying, and what comes off the body.

WeaponLegateAssault Rifle · T2Acts as the standard professional rifle for security and military contracts.
WornSmart-Weave Hijab EnsembleSmart-Weave · T2Supports professional, diplomatic, and social presentation while preserving modesty.
HINNoise Intrusion AmplifierCyberdeck Module · T2Boosts a cyberdeck during difficult Ghosting and high-security intrusion operations.
SensorsBlueCom Encrypted RadioCommunications · T1Maintains secure short- and medium-range voice coordination when ordinary networks are unreliable.
MedicalCombat Trauma InjectorPharmaceutical · T1Rapidly restores or stabilizes an injured ally during combat.
KitBiometric Spoof GloveDisguise · T1Defeats routine fingerprint, temperature, pulse, and hand-geometry checks.
COMPETITORS

LEVEL 6

The top of the second echelon. Crews are competent and have not yet met anything that ignores them. 17 Competitors.

Hunter

Vrykolakas

Level 6 Operator Hunter · Nexus · Tier 2 Armor · Rūḥ

Was buried properly. The ground disagreed.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
16804020Medium (M) · 1 hex71On foot
POWREFLOGAWRPRE
+2+2+1+1+3

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses PRE +3.

Open the Throat (Main Action · Signature · free). One creature. Power Roll 2d10 + 3 (PRE).

10 or lower15 damage
11–1519 damage
16 or higher22 damage

Strike; Bleeding 3, and regain half the damage dealt.

Free Strike — 12 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 12 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 12 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

It Has Your Scent (Maneuver). Name one enemy. It cannot break line of sight from this Competitor this round.

Read the Wind (Maneuver). Its next strike this round ignores Concealment.

2 Heat — Exsanguinate. Deal Tier 3 damage to every Bleeding enemy and regain all of it.

2 Heat — Finish It. Against a target in the Critical Zone, its next strike this round deals double damage.

Trait. Mythos. Regenerates 5 at the start of its turn unless Burning. Weakness to Incendiary.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Chimera Whelp

Level 6 Operator Hunter · Nexus · Tier 2 Armor · Rūḥ

Small, for what it is. It will not be small long.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
16804020Large (L) · 2×271On foot
POWREFLOGAWRPRE
+3+2-1+20

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +3.

Three Bites (Main Action · Signature · free). One creature. Power Roll 2d10 + 3 (POW).

10 or lower15 damage
11–1519 damage
16 or higher22 damage

Strike; Bleeding 2 and Burning 2.

Free Strike — 12 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 12 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 12 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

It Has Your Scent (Maneuver). Name one enemy. It cannot break line of sight from this Competitor this round.

Read the Wind (Maneuver). Its next strike this round ignores Concealment.

2 Heat — All Three at Once. One target takes Bleeding 4, Burning 4 and Dazed at once, save ends the Dazed.

2 Heat — Finish It. Against a target in the Critical Zone, its next strike this round deals double damage.

Trait. Mythos. Immune to Incendiary. Weakness to Shock.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Storm Harpy

Level 6 Specialist Hunter · Nexus · Tier 2 Armor · Rūḥ

It drops what it takes from a height that makes the point.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
321608040Large (L) · 2×272Fly at full Speed
POWREFLOGAWRPRE
+1+3-1+20

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses REF +3.

Carried Off (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 3 (REF).

10 or lower16 damage
11–1520 damage
16 or higher23 damage

Strike two targets; one is Grabbed and lifted 5 hexes up.

Free Strike — 13 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 13 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 13 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

It Has Your Scent (Maneuver). Name one enemy. It cannot break line of sight from this Competitor this round.

Read the Wind (Maneuver). Its next strike this round ignores Concealment.

2 Heat — Carried Off. One target is Grabbed, lifted 6 hexes and dropped for Tier 2 damage.

2 Heat — Finish It. Against a target in the Critical Zone, its next strike this round deals double damage.

Trait. Mythos. Flies. Immune to Shock. Weakness to Kinetic.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Gunner

Jude

Level 6 Chaff Gunner · Any faction · Tier 2 Armor · Énergeia

Small Drone. Sentinel build, Zine 1 Tier 2 gear.

EVÉnergeiaVulnerableCriticalSizeSpeedStabilityMovement
8 per four15 each73Small (S) · 1 hex60Fly
POWREFLOGAWRPRE
0+3+2+3-1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses REF +3.

Jude Burst (Main Action · Signature · free). One creature. Power Roll 2d10 + 3 (REF).

10 or lower6 damage
11–158 damage
16 or higher10 damage

Strike at 10 hexes.

Free Strike — 6 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 6 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 6 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

Range Card (Maneuver). Ignore the Bane for firing beyond Ideal range until the end of the round.

Duck Down (Maneuver). Gain cover until its next turn if it does not move.

2 Heat — Walk the Rounds. The strike becomes a 3-hex line; everything in it takes the Tier 2 result.

2 Heat — Suppressing Fire. A 5-hex line becomes difficult ground; anything crossing it is Slowed, save ends.

Trait. Énergeia, not Rūḥ — rolls on the mech and synth chart. Effects that restore Rūḥ do nothing for it.

Resistance. Resists Psychic entirely — there is nothing in there to frighten. Weak to EMP — +1 effective Weapon Tier against it, per Zine 2. Resist N reduces that damage type by N per hit. Weak means that type deals double.

One weapon, three systems. Passive is always on and needs no tracking. Option is a Maneuver it may take instead of its Role Maneuver — not as well as. Breakdown is what a Tier 3 Called Shot destroys.

WeaponShock SpikeContact Taser · drone mountIts only weapon. One per platform, of its own Tier and class.
PassiveTargeting computerIgnores Concealment.
OptionSmoke launchersConcealment in a 3-hex burst.
BreakdownAmmunition hoistDestroy it and it must reload every other round.
Pet

Level 6 Chaff Gunner · Any faction · Tier 2 Armor · Énergeia

Small Drone. Sentinel build, Zine 1 Tier 2 gear.

EVÉnergeiaVulnerableCriticalSizeSpeedStabilityMovement
8 per four15 each73Small (S) · 1 hex60Fly
POWREFLOGAWRPRE
0+3+2+3-1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses REF +3.

Pet Burst (Main Action · Signature · free). One creature. Power Roll 2d10 + 3 (REF).

10 or lower6 damage
11–158 damage
16 or higher10 damage

Strike at 10 hexes.

Free Strike — 6 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 6 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 6 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

Range Card (Maneuver). Ignore the Bane for firing beyond Ideal range until the end of the round.

Duck Down (Maneuver). Gain cover until its next turn if it does not move.

2 Heat — Walk the Rounds. The strike becomes a 3-hex line; everything in it takes the Tier 2 result.

2 Heat — Suppressing Fire. A 5-hex line becomes difficult ground; anything crossing it is Slowed, save ends.

Trait. Énergeia, not Rūḥ — rolls on the mech and synth chart. Effects that restore Rūḥ do nothing for it.

Resistance. Resists Psychic entirely — there is nothing in there to frighten. Weak to EMP — +1 effective Weapon Tier against it, per Zine 2. Resist N reduces that damage type by N per hit. Weak means that type deals double.

One weapon, three systems. Passive is always on and needs no tracking. Option is a Maneuver it may take instead of its Role Maneuver — not as well as. Breakdown is what a Tier 3 Called Shot destroys.

WeaponShock SpikeContact Taser · drone mountIts only weapon. One per platform, of its own Tier and class.
PassiveTargeting computerIgnores Concealment.
OptionSmoke launchersConcealment in a 3-hex burst.
BreakdownAmmunition hoistDestroy it and it must reload every other round.
Notus Buggy

Level 6 Crew Gunner · Any faction · Tier 2 Armor · Énergeia

Security Buggy. Ironhalo build, Zine 1 Tier 2 gear.

EVÉnergeiaVulnerableCriticalSizeSpeedStabilityMovement
8402010Large (L) · 2×260Wheeled
POWREFLOGAWRPRE
+3+2+2+2-1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +3.

Notus Pintle Mount (Main Action · Signature · free). One creature. Power Roll 2d10 + 3 (POW).

10 or lower9 damage
11–1511 damage
16 or higher13 damage

Strike at 12 hexes.

Free Strike — 6 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 6 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 6 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

Range Card (Maneuver). Ignore the Bane for firing beyond Ideal range until the end of the round.

Duck Down (Maneuver). Gain cover until its next turn if it does not move.

2 Heat — Walk the Rounds. The strike becomes a 3-hex line; everything in it takes the Tier 2 result.

2 Heat — Suppressing Fire. A 5-hex line becomes difficult ground; anything crossing it is Slowed, save ends.

Trait. Énergeia, not Rūḥ — rolls on the vehicle chart. Effects that restore Rūḥ do nothing for it.

Resistance. Resists Psychic entirely — there is nothing in there to frighten. Weak to EMP — +1 effective Weapon Tier against it, per Zine 2. Resist N reduces that damage type by N per hit. Weak means that type deals double.

One weapon, three systems. Passive is always on and needs no tracking. Option is a Maneuver it may take instead of its Role Maneuver — not as well as. Breakdown is what a Tier 3 Called Shot destroys.

WeaponLegateAssault Rifle · pintle mount, fired by a passengerIts only weapon. One per platform, of its own Tier and class.
PassiveTargeting computerIgnores Concealment.
OptionSmoke launchersConcealment in a 3-hex burst.
BreakdownAmmunition hoistDestroy it and it must reload every other round.

Heavy

Hydra Spawn

Level 6 Crew Heavy · Nexus · Tier 2 Armor · Rūḥ

Killing it made two. Somebody should have read the story.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
8452211Large (L) · 2×253Swim at full Speed
POWREFLOGAWRPRE
+3+1-1+10

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +3.

Two Bites (Main Action · Signature · free). One creature. Power Roll 2d10 + 3 (POW).

10 or lower9 damage
11–1511 damage
16 or higher13 damage

Strike; Bleeding 3, save ends.

Free Strike — 6 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 6 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 6 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

It Simply Does Not Move (Maneuver). Ignore forced movement entirely this round, whatever the source.

Shake It Off (Maneuver). End one condition on itself. No roll, no Save.

2 Heat — Regrow. Regain 40 and clear every condition; if killed this round it splits instead.

2 Heat — Bull Rush. Move up to Speed in a line; everything passed is Pushed 2 hexes and Prone.

Trait. Mythos. When reduced to 0, splits into two Chaff unless killed by Incendiary. Weakness to Incendiary.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Ammit Whelp

Level 6 Operator Heavy · Nexus · Tier 2 Armor · Rūḥ

It waits by water and it is extremely patient.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
16904522Large (L) · 2×253Swim at full Speed
POWREFLOGAWRPRE
+3+10+2+1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +3.

Jaws (Main Action · Signature · free). One creature. Power Roll 2d10 + 3 (POW).

10 or lower15 damage
11–1519 damage
16 or higher22 damage

Strike; the target is Grabbed.

Free Strike — 12 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 12 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 12 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

It Simply Does Not Move (Maneuver). Ignore forced movement entirely this round, whatever the source.

Set and Hold (Maneuver). Halve the damage it takes until its next turn if it does not move.

2 Heat — Judgement. Every Grabbed enemy takes Tier 3 damage; any at Critical is swallowed.

2 Heat — Bull Rush. Move up to Speed in a line; everything passed is Pushed 2 hexes and Prone.

Trait. Mythos. Immune to Bleeding. Weakness to Sonic.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Minotaur

Level 6 Specialist Heavy · Nexus · Tier 2 Armor · Rūḥ

It has never been lost in a building in its life.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
321809045Large (L) · 2×254Never lost indoors
POWREFLOGAWRPRE
+3+10+2+1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +3.

Gore (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 3 (POW).

10 or lower16 damage
11–1520 damage
16 or higher23 damage

Strike two targets; each Prone and Bleeding 3.

Free Strike — 13 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 13 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 13 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

It Simply Does Not Move (Maneuver). Ignore forced movement entirely this round, whatever the source.

Set and Hold (Maneuver). Halve the damage it takes until its next turn if it does not move.

2 Heat — Reroute. Every exit on the map changes position; no enemy may leave this round.

2 Heat — Bull Rush. Move up to Speed in a line; everything passed is Pushed 2 hexes and Prone.

Trait. Mythos. Immune to Prone and Grabbed. Always knows the way out. Weakness to Sonic.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Controller

Great Pan's Get

Level 6 Specialist Controller · Nexus · Tier 2 Armor · Rūḥ

Livestock in three districts died of fright in the same minute.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
321407035Large (L) · 2×261Climb at full Speed
POWREFLOGAWRPRE
+1+20+2+3

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses PRE +3.

The Noon Terror (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 3 (PRE).

10 or lower15 damage
11–1519 damage
16 or higher22 damage

Strike two targets; every enemy within 10 hexes is Slowed and Silenced, save ends.

Free Strike — 12 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 12 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 12 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

The Ground Objects (Maneuver). Make a 3-hex area difficult for enemies until the encounter ends.

Reposition (Maneuver). Shift 2 hexes and Slide one adjacent enemy 2 hexes.

2 Heat — The Noon Terror. Every enemy within 10 hexes moves its full Speed away and is Silenced.

2 Heat — Rearrange. Slide every enemy within 8 hexes 2 hexes.

Trait. Mythos. Immune to fear, Psychic and Compelled. Weakness to Cold Iron.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Guard

Hound of the Threshold

Level 6 Operator Guard · Nexus · Tier 2 Armor · Rūḥ

It is sitting in the only doorway and it has not blinked.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
16904522Large (L) · 2×253Tracks by scent
POWREFLOGAWRPRE
+2+3-1+30

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses REF +3.

Nobody Leaves (Main Action · Signature · free). One creature. Power Roll 2d10 + 3 (REF).

10 or lower14 damage
11–1518 damage
16 or higher21 damage

Strike; the target is Immobilized, save ends.

Free Strike — 11 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 11 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 11 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

Nothing Gets Past (Maneuver). Until its next turn, no enemy may move through a hex adjacent to it.

Cover Them (Maneuver). One adjacent ally gains cover until its next turn.

2 Heat — Seal the Threshold. Every exit closes; nobody leaves the map for the rest of the encounter.

2 Heat — Not Through Me. Until its next turn, every attack against an ally within 3 hexes targets it instead.

Trait. Mythos. No enemy may leave the map while it stands. Weakness to Incendiary.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Skirmisher

Cyclops

Level 6 Chaff Skirmisher · Any faction · Tier 2 Armor · Énergeia

Tiny Drone. Sentinel build, Zine 1 Tier 2 gear.

EVÉnergeiaVulnerableCriticalSizeSpeedStabilityMovement
8 per four15 each73Tiny (T) · 1 hex81Fly
POWREFLOGAWRPRE
0+3+2+3-1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses REF +3.

Cyclops Buzz (Main Action · Signature · free). One creature. Power Roll 2d10 + 3 (REF).

10 or lower6 damage
11–158 damage
16 or higher9 damage

Strike; the target is Marked.

Free Strike — 6 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 6 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 6 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

Withdraw and Report (Maneuver). Shift 3 hexes without provoking; one ally may shift 1 hex with it.

Keep Moving (Maneuver). Shift 2 hexes. It cannot be targeted by opportunity strikes this turn.

2 Heat — Everywhere at Once. Shift up to Speed and strike a second target anywhere along the path.

2 Heat — Two Places at Once. Shift up to Speed, strike, then shift up to Speed again.

Trait. Énergeia, not Rūḥ — rolls on the mech and synth chart. Effects that restore Rūḥ do nothing for it.

Resistance. Resists Psychic entirely — there is nothing in there to frighten. Weak to EMP — +1 effective Weapon Tier against it, per Zine 2. Resist N reduces that damage type by N per hit. Weak means that type deals double.

One weapon, three systems. Passive is always on and needs no tracking. Option is a Maneuver it may take instead of its Role Maneuver — not as well as. Breakdown is what a Tier 3 Called Shot destroys.

WeaponShock SpikeContact Taser · drone mountIts only weapon. One per platform, of its own Tier and class.
PassiveRun-flat driveIgnores the first Wheel or Track consequence result.
OptionBoost cellsDoubles Speed for one round.
BreakdownSensor mastDestroy it and Hidden enemies stay hidden.

Disruptor

Basilisk

Level 6 Operator Disruptor · Nexus · Tier 2 Armor · Rūḥ

Everything it has walked past this week is dying in order.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
16703517Medium (M) · 1 hex60Climb at full Speed
POWREFLOGAWRPRE
0+10+3+2

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses AWR +3.

The Gaze (Main Action · Signature · free). One creature. Power Roll 2d10 + 3 (AWR).

10 or lower14 damage
11–1518 damage
16 or higher21 damage

Strike; the target is Blinded and Slowed, save ends.

Free Strike — 11 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 11 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 11 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

It Speaks Over You (Maneuver). One enemy is Silenced until the end of its next turn. No roll.

Cut the Feed (Maneuver). One enemy within 10 hexes takes a Bane on its next roll.

2 Heat — Everything It Touches. Every hex within 3 becomes lethal ground, Tier 1 damage on entry.

2 Heat — Full Blackout. Every enemy within 8 hexes is Jammed and Silenced, save ends.

Trait. Mythos. Ground within 3 hexes becomes difficult terrain permanently. Weakness to Sonic.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Driver

Set Bike

Level 6 Crew Driver · Any faction · Tier 2 Armor · Énergeia

Assault Motorcycle. Aerodyne build, Zine 1 Tier 2 gear.

EVÉnergeiaVulnerableCriticalSizeSpeedStabilityMovement
8402010Medium (M) · 1 hex92Wheeled
POWREFLOGAWRPRE
+3+2+2+2-1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +3.

Set Run Down (Main Action · Signature · free). One creature. Power Roll 2d10 + 3 (POW).

10 or lower9 damage
11–1511 damage
16 or higher12 damage

Strike; Prone on Tier 2 or better.

Free Strike — 6 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 6 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 6 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

Line It Up (Maneuver). The next strike from this Competitor or its passenger gains Edge and +2 hexes of reach.

Kick the Door (Maneuver). A passenger boards or disembarks without spending its own Movement.

2 Heat — Full Throttle. Move up to twice Speed through occupied hexes; everything passed is Prone and takes the Tier 1 result.

2 Heat — Ram. Move up to Speed into one target: it takes the Tier 2 result, is Prone and Pushed 3 hexes.

Trait. Énergeia, not Rūḥ — rolls on the vehicle chart. Effects that restore Rūḥ do nothing for it.

Resistance. Resists Psychic entirely — there is nothing in there to frighten. Weak to EMP — +1 effective Weapon Tier against it, per Zine 2. Resist N reduces that damage type by N per hit. Weak means that type deals double.

One weapon, three systems. Passive is always on and needs no tracking. Option is a Maneuver it may take instead of its Role Maneuver — not as well as. Breakdown is what a Tier 3 Called Shot destroys.

WeaponLegateAssault Rifle · pintle mount, fired by a passengerIts only weapon. One per platform, of its own Tier and class.
PassiveRun-flat driveIgnores the first Wheel or Track consequence result.
OptionBoost cellsDoubles Speed for one round.
BreakdownDrivetrainDestroy it and Speed is halved permanently.
Isis Hover Car

Level 6 Crew Driver · Any faction · Tier 2 Armor · Énergeia

Executive Hover Vehicle. Aerodyne build, Zine 1 Tier 2 gear.

EVÉnergeiaVulnerableCriticalSizeSpeedStabilityMovement
8402010Large (L) · 2×292Hover — ignores ground terrain
POWREFLOGAWRPRE
+3+2+2+2-1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +3.

Isis Lift (Main Action · Signature · free). One creature. Power Roll 2d10 + 3 (POW).

10 or lower9 damage
11–1511 damage
16 or higher12 damage

Strike; ignores ground terrain entirely.

Free Strike — 6 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 6 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 6 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

Line It Up (Maneuver). The next strike from this Competitor or its passenger gains Edge and +2 hexes of reach.

Kick the Door (Maneuver). A passenger boards or disembarks without spending its own Movement.

2 Heat — Full Throttle. Move up to twice Speed through occupied hexes; everything passed is Prone and takes the Tier 1 result.

2 Heat — Ram. Move up to Speed into one target: it takes the Tier 2 result, is Prone and Pushed 3 hexes.

Trait. Énergeia, not Rūḥ — rolls on the vehicle chart. Effects that restore Rūḥ do nothing for it.

Resistance. Resists Psychic entirely — there is nothing in there to frighten. Weak to EMP — +1 effective Weapon Tier against it, per Zine 2. Resist N reduces that damage type by N per hit. Weak means that type deals double.

One weapon, three systems. Passive is always on and needs no tracking. Option is a Maneuver it may take instead of its Role Maneuver — not as well as. Breakdown is what a Tier 3 Called Shot destroys.

WeaponLegateAssault Rifle · pintle mount, fired by a passengerIts only weapon. One per platform, of its own Tier and class.
PassiveRun-flat driveIgnores the first Wheel or Track consequence result.
OptionBoost cellsDoubles Speed for one round.
BreakdownDrivetrainDestroy it and Speed is halved permanently.
Osiris Sports Car

Level 6 Crew Driver · Any faction · Tier 2 Armor · Énergeia

Performance Car. Aerodyne build, Zine 1 Tier 2 gear.

EVÉnergeiaVulnerableCriticalSizeSpeedStabilityMovement
8402010Large (L) · 2×292Wheeled
POWREFLOGAWRPRE
+3+2+2+2-1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +3.

Osiris Outrun (Main Action · Signature · free). One creature. Power Roll 2d10 + 3 (POW).

10 or lower9 damage
11–1511 damage
16 or higher12 damage

Strike; shift 8 hexes.

Free Strike — 6 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 6 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 6 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

Line It Up (Maneuver). The next strike from this Competitor or its passenger gains Edge and +2 hexes of reach.

Kick the Door (Maneuver). A passenger boards or disembarks without spending its own Movement.

2 Heat — Full Throttle. Move up to twice Speed through occupied hexes; everything passed is Prone and takes the Tier 1 result.

2 Heat — Ram. Move up to Speed into one target: it takes the Tier 2 result, is Prone and Pushed 3 hexes.

Trait. Énergeia, not Rūḥ — rolls on the vehicle chart. Effects that restore Rūḥ do nothing for it.

Resistance. Resists Psychic entirely — there is nothing in there to frighten. Weak to EMP — +1 effective Weapon Tier against it, per Zine 2. Resist N reduces that damage type by N per hit. Weak means that type deals double.

One weapon, three systems. Passive is always on and needs no tracking. Option is a Maneuver it may take instead of its Role Maneuver — not as well as. Breakdown is what a Tier 3 Called Shot destroys.

WeaponLegateAssault Rifle · pintle mount, fired by a passengerIts only weapon. One per platform, of its own Tier and class.
PassiveRun-flat driveIgnores the first Wheel or Track consequence result.
OptionBoost cellsDoubles Speed for one round.
BreakdownDrivetrainDestroy it and Speed is halved permanently.

Support

Surgical Drone Assistant

Level 6 Chaff Support · Any faction · Tier 2 Armor · Énergeia

Medical Drone. Khepri build, Zine 1 Tier 2 gear.

EVÉnergeiaVulnerableCriticalSizeSpeedStabilityMovement
8 per four15 each73Small (S) · 1 hex61Fly
POWREFLOGAWRPRE
0+3+2+3-1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses REF +3.

Surgical Triage (Main Action · Signature · free). One creature. Power Roll 2d10 + 3 (REF).

10 or lower6 damage
11–158 damage
16 or higher9 damage

Strike; one ally clears a condition.

Free Strike — 6 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 6 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 6 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

Asset Recovery (Maneuver). One ally within 5 hexes shifts 3 hexes toward this Competitor and clears one condition.

Call It (Maneuver). One ally within 10 hexes may immediately use its own Maneuver.

2 Heat — Hold the Line. Every ally within 5 hexes clears one condition and gains Edge until the end of the round.

2 Heat — Everyone Up. Every ally within 10 hexes ends one condition and regains 5.

Trait. Énergeia, not Rūḥ — rolls on the mech and synth chart. Effects that restore Rūḥ do nothing for it.

Resistance. Resists Psychic entirely — there is nothing in there to frighten. Weak to EMP — +1 effective Weapon Tier against it, per Zine 2. Resist N reduces that damage type by N per hit. Weak means that type deals double.

One weapon, three systems. Passive is always on and needs no tracking. Option is a Maneuver it may take instead of its Role Maneuver — not as well as. Breakdown is what a Tier 3 Called Shot destroys.

WeaponUnarmed. No hardpoint at this Tier. It watches, carries, repairs or gets in the way — and still has a Free Strike, because it can ram.
PassiveRepair armsAdjacent machines regain 5 Énergeia at the start of its turn.
OptionSupply racksOne ally reloads or clears Jammed.
BreakdownMedical bayDestroy it and it can no longer restore allies.
COMPETITORS

LEVEL 7

Weapon Tier 3. Mechs stop being unkillable and start being a bad afternoon. 14 Competitors.

Hunter

Scyllan Spawn

Level 7 Specialist Hunter · Nexus · Tier 3 Armor · Rūḥ

Something took two people off the deck and nobody saw what.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
361809045Huge (H) · 2×272Swim at full Speed
POWREFLOGAWRPRE
+4+3+1+3+2

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +4.

Reach From the Water (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 4 (POW).

10 or lower21 damage
11–1525 damage
16 or higher29 damage

Strike two targets at 8 hexes; each Grabbed.

Free Strike — 17 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 17 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 17 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

It Has Your Scent (Maneuver). Name one enemy. It cannot break line of sight from this Competitor this round.

Read the Wind (Maneuver). Its next strike this round ignores Concealment.

3 Heat — Take One Each. Grab every adjacent enemy at once and drag each 3 hexes.

2 Heat — Finish It. Against a target in the Critical Zone, its next strike this round deals double damage.

Trait. Mythos. Immune to Bleeding. Weakness to Shock.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Gunner

Scarface

Level 7 Crew Gunner · Corporate · Tier 3 Armor · Énergeia

Medium Drone. Sentinel build, Zine 1 Tier 3 gear.

EVÉnergeiaVulnerableCriticalSizeSpeedStabilityMovement
935178Small (S) · 1 hex60Fly
POWREFLOGAWRPRE
+1+4+3+40

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses REF +4.

Scarface Sustained Fire (Main Action · Signature · free). One creature. Power Roll 2d10 + 4 (REF).

10 or lower12 damage
11–1514 damage
16 or higher16 damage

Strike at 15 hexes; the target is Slowed.

Free Strike — 8 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 8 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 8 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

Range Card (Maneuver). Ignore the Bane for firing beyond Ideal range until the end of the round.

Duck Down (Maneuver). Gain cover until its next turn if it does not move.

3 Heat — Walk the Rounds. The strike becomes a 3-hex line; everything in it takes the Tier 2 result.

2 Heat — Suppressing Fire. A 5-hex line becomes difficult ground; anything crossing it is Slowed, save ends.

Trait. Énergeia, not Rūḥ — rolls on the mech and synth chart. Effects that restore Rūḥ do nothing for it.

Resistance. Resists Psychic entirely — there is nothing in there to frighten. Weak to EMP — +1 effective Weapon Tier against it, per Zine 2. Resist N reduces that damage type by N per hit. Weak means that type deals double.

One weapon, three systems. Passive is always on and needs no tracking. Option is a Maneuver it may take instead of its Role Maneuver — not as well as. Breakdown is what a Tier 3 Called Shot destroys.

WeaponLongspear Anti-Drone CannonFlak Cannon · drone mountIts only weapon. One per platform, of its own Tier and class.
PassiveTargeting computerIgnores Concealment.
OptionSmoke launchersConcealment in a 3-hex burst.
BreakdownAmmunition hoistDestroy it and it must reload every other round.
Black Knight

Level 7 Crew Gunner · Corporate · Tier 3 Armor · Énergeia

Medium Drone. Sentinel build, Zine 1 Tier 3 gear.

EVÉnergeiaVulnerableCriticalSizeSpeedStabilityMovement
935178Small (S) · 1 hex60Fly
POWREFLOGAWRPRE
+1+4+3+40

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses REF +4.

Black Sustained Fire (Main Action · Signature · free). One creature. Power Roll 2d10 + 4 (REF).

10 or lower12 damage
11–1514 damage
16 or higher16 damage

Strike at 15 hexes; the target is Slowed.

Free Strike — 8 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 8 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 8 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

Range Card (Maneuver). Ignore the Bane for firing beyond Ideal range until the end of the round.

Duck Down (Maneuver). Gain cover until its next turn if it does not move.

3 Heat — Walk the Rounds. The strike becomes a 3-hex line; everything in it takes the Tier 2 result.

2 Heat — Suppressing Fire. A 5-hex line becomes difficult ground; anything crossing it is Slowed, save ends.

Trait. Énergeia, not Rūḥ — rolls on the mech and synth chart. Effects that restore Rūḥ do nothing for it.

Resistance. Resists Psychic entirely — there is nothing in there to frighten. Weak to EMP — +1 effective Weapon Tier against it, per Zine 2. Resist N reduces that damage type by N per hit. Weak means that type deals double.

One weapon, three systems. Passive is always on and needs no tracking. Option is a Maneuver it may take instead of its Role Maneuver — not as well as. Breakdown is what a Tier 3 Called Shot destroys.

WeaponLongspear Anti-Drone CannonFlak Cannon · drone mountIts only weapon. One per platform, of its own Tier and class.
PassiveTargeting computerIgnores Concealment.
OptionSmoke launchersConcealment in a 3-hex burst.
BreakdownAmmunition hoistDestroy it and it must reload every other round.
Amun Heavy Rotor

Level 7 Operator Gunner · Corporate · Tier 3 Armor · Énergeia

Heavy Rotorcraft. Aerodyne build, Zine 1 Tier 3 gear.

EVÉnergeiaVulnerableCriticalSizeSpeedStabilityMovement
18804020Gargantuan (G) · 3×360Fly
POWREFLOGAWRPRE
+4+3+3+30

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +4.

Amun Door Gun (Main Action · Signature · free). One creature. Power Roll 2d10 + 4 (POW).

10 or lower20 damage
11–1524 damage
16 or higher28 damage

Strike two targets at 18 hexes.

Free Strike — 16 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 16 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 16 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

Range Card (Maneuver). Ignore the Bane for firing beyond Ideal range until the end of the round.

Reload and Reposition (Maneuver). Shift 2 hexes and clear Jammed or Overheated.

3 Heat — Walk the Rounds. The strike becomes a 3-hex line; everything in it takes the Tier 2 result.

2 Heat — Suppressing Fire. A 5-hex line becomes difficult ground; anything crossing it is Slowed, save ends.

Trait. Énergeia, not Rūḥ — rolls on the vehicle chart. Effects that restore Rūḥ do nothing for it.

Resistance. Resists Psychic entirely — there is nothing in there to frighten. Weak to EMP — +1 effective Weapon Tier against it, per Zine 2. Resist N reduces that damage type by N per hit. Weak means that type deals double.

One weapon, three systems. Passive is always on and needs no tracking. Option is a Maneuver it may take instead of its Role Maneuver — not as well as. Breakdown is what a Tier 3 Called Shot destroys.

WeaponIronjack Machine GunHeavy Machine Gun · ring mountIts only weapon. One per platform, of its own Tier and class.
PassiveTargeting computerIgnores Concealment.
OptionSmoke launchersConcealment in a 3-hex burst.
BreakdownAmmunition hoistDestroy it and it must reload every other round.
Manticore

Level 7 Specialist Gunner · Nexus · Tier 3 Armor · Rūḥ

It talks while it shoots and the talking is worse.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
361608040Large (L) · 2×261On foot
POWREFLOGAWRPRE
+3+4+2+3+3

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses REF +4.

Volley (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 4 (REF).

10 or lower21 damage
11–1525 damage
16 or higher29 damage

Strike two targets at 15 hexes; each Bleeding 3 and Slowed, save ends.

Free Strike — 17 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 17 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 17 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

It Does Not Miss Twice (Maneuver). Ignore the range Bane against anyone it struck last round.

Reload and Reposition (Maneuver). Shift 2 hexes and clear Jammed or Overheated.

3 Heat — Spine Storm. Burst 4, Bleeding 4 to everything in it.

2 Heat — Suppressing Fire. A 5-hex line becomes difficult ground; anything crossing it is Slowed, save ends.

Trait. Mythos. Immune to Poison and Bleeding. Weakness to Shock.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Heavy

Centaur Chieftain

Level 7 Specialist Heavy · Nexus · Tier 3 Armor · Rūḥ

It remembers a treaty nobody alive signed and expects it honoured.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
3620010050Large (L) · 2×254Ignores difficult ground
POWREFLOGAWRPRE
+4+4+1+3+2

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +4.

Break the Line (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 4 (POW).

10 or lower21 damage
11–1525 damage
16 or higher29 damage

Strike two targets; each Prone and pushed 3 hexes.

Free Strike — 17 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 17 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 17 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

It Simply Does Not Move (Maneuver). Ignore forced movement entirely this round, whatever the source.

Set and Hold (Maneuver). Halve the damage it takes until its next turn if it does not move.

3 Heat — Break the Line. Move full Speed through occupied hexes; everything passed is Prone.

2 Heat — Bull Rush. Move up to Speed in a line; everything passed is Pushed 2 hexes and Prone.

Trait. Mythos. Immune to Prone. Weakness to Sonic.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Cyclops Smith

Level 7 Specialist Heavy · Nexus · Tier 3 Armor · Rūḥ

Whatever it is making is not finished and is already worse than this.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
3620010050Huge (H) · 2×254Climb at full Speed
POWREFLOGAWRPRE
+4+1+2+1+2

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +4.

Hammer Fall (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 4 (POW).

10 or lower21 damage
11–1525 damage
16 or higher29 damage

Strike two targets; each Prone, and light cover in a 3-hex burst is destroyed.

Free Strike — 17 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 17 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 17 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

It Simply Does Not Move (Maneuver). Ignore forced movement entirely this round, whatever the source.

Set and Hold (Maneuver). Halve the damage it takes until its next turn if it does not move.

3 Heat — Bring the Roof. Burst 3, Tier 2 damage, and all cover in it is destroyed.

2 Heat — Bull Rush. Move up to Speed in a line; everything passed is Pushed 2 hexes and Prone.

Trait. Mythos. Immune to Incendiary — it works in a forge. Weakness to Shock.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Typhonic Coil

Level 7 Specialist Heavy · Nexus · Tier 3 Armor · Rūḥ

One arm of something with a great many arms, and it is only reaching.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
3620010050Huge (H) · 2×254Burrow at full Speed
POWREFLOGAWRPRE
+4+2+1+2+3

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +4.

Hundred Heads (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 4 (POW).

10 or lower21 damage
11–1525 damage
16 or higher29 damage

Strike two targets; each Grabbed and Burning 3.

Free Strike — 17 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 17 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 17 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

It Simply Does Not Move (Maneuver). Ignore forced movement entirely this round, whatever the source.

Set and Hold (Maneuver). Halve the damage it takes until its next turn if it does not move.

3 Heat — He Wakes. Every Competitor on the map gains Edge and +10 damage until the end of the round.

2 Heat — Bull Rush. Move up to Speed in a line; everything passed is Pushed 2 hexes and Prone.

Trait. Mythos. Immune to Incendiary and Prone. Weakness to Shock.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Controller

Harbour Mother

Level 7 Specialist Controller · Nexus · Tier 3 Armor · Rūḥ

Tripoli harbour has a mother now. Nobody has told the Port Authority.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
361608040Large (L) · 2×261Swim at full Speed
POWREFLOGAWRPRE
+2+3+2+4+3

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses AWR +4.

The Water Rises (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 4 (AWR).

10 or lower20 damage
11–1524 damage
16 or higher28 damage

Strike two targets; the map floods one hex per round from her position.

Free Strike — 16 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 16 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 16 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

The Ground Objects (Maneuver). Make a 3-hex area difficult for enemies until the encounter ends.

Reposition (Maneuver). Shift 2 hexes and Slide one adjacent enemy 2 hexes.

3 Heat — The Water Rises. The map floods one hex per round from this Competitor; flooded hexes are difficult terrain.

2 Heat — Rearrange. Slide every enemy within 8 hexes 2 hexes.

Trait. Mythos. Immune to Poison and Bleeding. Weakness to Shock.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Lamia

Level 7 Specialist Controller · Nexus · Tier 3 Armor · Rūḥ

She asks after your family by name and she is not guessing.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
361608040Large (L) · 2×261On foot
POWREFLOGAWRPRE
+2+2+3+2+4

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses PRE +4.

Nothing to Fear (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 4 (PRE).

10 or lower20 damage
11–1524 damage
16 or higher28 damage

Strike two targets; each Compelled to approach, save ends.

Free Strike — 16 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 16 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 16 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

The Ground Objects (Maneuver). Make a 3-hex area difficult for enemies until the encounter ends.

Reposition (Maneuver). Shift 2 hexes and Slide one adjacent enemy 2 hexes.

3 Heat — Mother's Voice. Every enemy that can hear her is Compelled to approach, save ends.

2 Heat — Rearrange. Slide every enemy within 8 hexes 2 hexes.

Trait. Mythos. Immune to Psychic and Compelled. Weakness to Sonic.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Gorgon

Level 7 Specialist Controller · Nexus · Tier 3 Armor · Rūḥ

The courtyard statues are too detailed and too recent.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
361608040Large (L) · 2×261On foot
POWREFLOGAWRPRE
+2+2+2+3+4

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses PRE +4.

Stone (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 4 (PRE).

10 or lower20 damage
11–1524 damage
16 or higher28 damage

Strike two targets; each Immobilized and Blinded, save ends.

Free Strike — 16 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 16 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 16 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

The Ground Objects (Maneuver). Make a 3-hex area difficult for enemies until the encounter ends.

Reposition (Maneuver). Shift 2 hexes and Slide one adjacent enemy 2 hexes.

3 Heat — The Full Regard. Every enemy that can see her saves or is Immobilized until the end of the encounter.

2 Heat — Rearrange. Slide every enemy within 8 hexes 2 hexes.

Trait. Mythos. Immune to Psychic and Blinded. Weakness to Kinetic.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Djinn of the Waste

Level 7 Specialist Controller · Nexus · Tier 3 Armor · Rūḥ

The Fezzan has always had these. The Nexus only made them visible.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
361608040Large (L) · 2×261Fly at full Speed
POWREFLOGAWRPRE
+2+3+4+3+4

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses LOG +4.

Sandstorm (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 4 (LOG).

10 or lower20 damage
11–1524 damage
16 or higher28 damage

Strike two targets; every enemy within 8 hexes is Blinded, save ends.

Free Strike — 16 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 16 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 16 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

The Ground Objects (Maneuver). Make a 3-hex area difficult for enemies until the encounter ends.

Reposition (Maneuver). Shift 2 hexes and Slide one adjacent enemy 2 hexes.

3 Heat — Terms Accepted. One operator fights for the Djinn until the end of the round.

2 Heat — Rearrange. Slide every enemy within 8 hexes 2 hexes.

Trait. Mythos. Immune to Kinetic and Blinded. Weakness to Cold Iron.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Support

Thoth Van

Level 7 Operator Support · Corporate · Tier 3 Armor · Énergeia

Command Van. Aerodyne build, Zine 1 Tier 3 gear.

EVÉnergeiaVulnerableCriticalSizeSpeedStabilityMovement
18804020Large (L) · 2×261Wheeled
POWREFLOGAWRPRE
+4+3+3+30

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +4.

Thoth Coordinate (Main Action · Signature · free). One creature. Power Roll 2d10 + 4 (POW).

10 or lower19 damage
11–1523 damage
16 or higher27 damage

Strike; all allies gain Edge this round.

Free Strike — 15 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 15 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 15 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

Asset Recovery (Maneuver). One ally within 5 hexes shifts 3 hexes toward this Competitor and clears one condition.

Field Work (Maneuver). One ally within 10 hexes clears one condition.

3 Heat — Hold the Line. Every ally within 5 hexes clears one condition and gains Edge until the end of the round.

2 Heat — Everyone Up. Every ally within 10 hexes ends one condition and regains 5.

Trait. Énergeia, not Rūḥ — rolls on the vehicle chart. Effects that restore Rūḥ do nothing for it.

Resistance. Resists Psychic entirely — there is nothing in there to frighten. Weak to EMP — +1 effective Weapon Tier against it, per Zine 2. Resist N reduces that damage type by N per hit. Weak means that type deals double.

One weapon, three systems. Passive is always on and needs no tracking. Option is a Maneuver it may take instead of its Role Maneuver — not as well as. Breakdown is what a Tier 3 Called Shot destroys.

WeaponIronjack Machine GunHeavy Machine Gun · ring mountIts only weapon. One per platform, of its own Tier and class.
PassiveRepair armsAdjacent machines regain 5 Énergeia at the start of its turn.
OptionSupply racksOne ally reloads or clears Jammed.
BreakdownMedical bayDestroy it and it can no longer restore allies.
Ra Aircraft

Level 7 Operator Support · Corporate · Tier 3 Armor · Énergeia

Cargo Aircraft. Aerodyne build, Zine 1 Tier 3 gear.

EVÉnergeiaVulnerableCriticalSizeSpeedStabilityMovement
18804020Gargantuan (G) · 3×361Fly
POWREFLOGAWRPRE
+4+3+3+30

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +4.

Ra Airdrop (Main Action · Signature · free). One creature. Power Roll 2d10 + 4 (POW).

10 or lower19 damage
11–1523 damage
16 or higher27 damage

Strike; a Crew arrives anywhere on the map.

Free Strike — 15 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 15 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 15 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

Asset Recovery (Maneuver). One ally within 5 hexes shifts 3 hexes toward this Competitor and clears one condition.

Field Work (Maneuver). One ally within 10 hexes clears one condition.

3 Heat — Hold the Line. Every ally within 5 hexes clears one condition and gains Edge until the end of the round.

2 Heat — Everyone Up. Every ally within 10 hexes ends one condition and regains 5.

Trait. Énergeia, not Rūḥ — rolls on the vehicle chart. Effects that restore Rūḥ do nothing for it.

Resistance. Resists Psychic entirely — there is nothing in there to frighten. Weak to EMP — +1 effective Weapon Tier against it, per Zine 2. Resist N reduces that damage type by N per hit. Weak means that type deals double.

One weapon, three systems. Passive is always on and needs no tracking. Option is a Maneuver it may take instead of its Role Maneuver — not as well as. Breakdown is what a Tier 3 Called Shot destroys.

WeaponIronjack Machine GunHeavy Machine Gun · ring mountIts only weapon. One per platform, of its own Tier and class.
PassiveRepair armsAdjacent machines regain 5 Énergeia at the start of its turn.
OptionSupply racksOne ally reloads or clears Jammed.
BreakdownMedical bayDestroy it and it can no longer restore allies.
COMPETITORS

LEVEL 8

Corporate and Government fight the crew on even terms now. Everything below is Chaff to them. 21 Competitors.

Hunter

National Security Analyst

Level 8 Specialist Hunter · Government · Tier 3 Armor · Rūḥ

Read the crew's file before the crew arrived.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
4020010050Medium (M) · 1 hex72On foot
POWREFLOGAWRPRE
+3+4+1+3+1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses REF +4.

Pattern Match (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 4 (REF).

10 or lower22 damage
11–1526 damage
16 or higher30 damage

Strike two targets; Edge against anyone struck before.

Free Strike — 18 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 18 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 18 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

Designated (Maneuver). Name one enemy. It is Marked, and it cannot become Hidden while Marked.

Read the Wind (Maneuver). Its next strike this round ignores Concealment.

3 Heat — Run It Down. The target is Grabbed and cannot shift away until it escapes; this Competitor gains Edge against it for the rest of the encounter.

2 Heat — Finish It. Against a target in the Critical Zone, its next strike this round deals double damage.

Trait. Nobody may be Hidden while this Competitor can see.

Resistance. Resists Kinetic 3 and Incendiary 2 — military issue. Weak to Sonic — sealed helmets carry the pressure inward. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Chrome. Pattern-recognition co-processor. Has already placed you somewhere.

Six slots. What it is carrying, and what comes off the body.

WeaponWarden Laser ShotgunBreach Laser · T3Delivers short-range anti-personnel, anti-drone, and structural breaching power.
WornCasual Jacket - Blue SkyCasual Outerwear · T2Works as everyday professional outerwear in warm cities.
SensorsPathfinder Navigation BeaconNavigation · T2Marks safe routes, guides teams, assists extraction, and creates navigation corridors.
LoadoutSmart AmmunitionGuided Ammunition · T3Loaded. +2 to the Power Roll and it ignores Cover, though not Concealment.
KitForensic and Environmental KitUtility · T2Studies forensic scenes and mythos environmental environments for testing and sample extraction
KitStormhaven Emergency ShelterShelter · T2Provides immediate protection from harsh weather, contamination, and dangerous environments.
Empusa of Hecate

Level 8 Specialist Hunter · Nexus · Tier 3 Armor · Rūḥ

It serves something at a crossroads and the crossroads is this street.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
4020010050Medium (M) · 1 hex72Climb at full Speed
POWREFLOGAWRPRE
+2+3+2+3+4

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses PRE +4.

Three Faces (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 4 (PRE).

10 or lower22 damage
11–1526 damage
16 or higher30 damage

Strike two targets; each Blinded and Compelled, save ends.

Free Strike — 18 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 18 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 18 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

It Has Your Scent (Maneuver). Name one enemy. It cannot break line of sight from this Competitor this round.

Read the Wind (Maneuver). Its next strike this round ignores Concealment.

3 Heat — Three Faces. Become indistinguishable from an operator until it strikes; attacks against it fail.

2 Heat — Finish It. Against a target in the Critical Zone, its next strike this round deals double damage.

Trait. Mythos. Immune to Psychic and Compelled. Weakness to Cold Iron.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Sha of the Red Land

Level 8 Specialist Hunter · Nexus · Tier 3 Armor · Rūḥ

Where it walks stops being a city and starts being the Red Land.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
4020010050Large (L) · 2×272Burrow at full Speed
POWREFLOGAWRPRE
+3+4+1+3+2

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses REF +4.

Storm and Sand (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 4 (REF).

10 or lower22 damage
11–1526 damage
16 or higher30 damage

Strike two targets; each Blinded and Marked, save ends.

Free Strike — 18 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 18 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 18 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

It Has Your Scent (Maneuver). Name one enemy. It cannot break line of sight from this Competitor this round.

Read the Wind (Maneuver). Its next strike this round ignores Concealment.

3 Heat — The Red Land. Terrain within 8 hexes becomes desert; allies ignore it, enemies are Slowed in it.

2 Heat — Finish It. Against a target in the Critical Zone, its next strike this round deals double damage.

Trait. Mythos. Immune to Psychic. Terrain within 5 hexes becomes desert. Weakness to Shock.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Gunner

Corporate Security Contractor

Level 8 Specialist Gunner · Corporate · Tier 3 Armor · Rūḥ

Bills by the hour and has never once run over.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
401809045Medium (M) · 1 hex61On foot
POWREFLOGAWRPRE
+2+4+2+3+1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses REF +4.

Deploy (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 4 (REF).

10 or lower22 damage
11–1526 damage
16 or higher30 damage

Strike two targets at 15 hexes; each Marked.

Free Strike — 18 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 18 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 18 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

Range Card (Maneuver). Ignore the Bane for firing beyond Ideal range until the end of the round.

Reload and Reposition (Maneuver). Shift 2 hexes and clear Jammed or Overheated.

3 Heat — Walk the Rounds. The strike becomes a 3-hex line; everything in it takes the Tier 2 result.

2 Heat — Suppressing Fire. A 5-hex line becomes difficult ground; anything crossing it is Slowed, save ends.

Trait. Ignores Cover. Two Corporate Chaff arrive on round two.

Resistance. Resists Kinetic 3 — licensed plate, warrantied. Weak to EMP — the whole package reports upward and can be jammed. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Chrome. Military surplus fitted by a corporate shop. Loud and effective.

Six slots. What it is carrying, and what comes off the body.

WeaponPathfinder Laser ThrowerDirected-Energy Weapon · T3Delivers precision fire against sensors, exposed components, and lightly armored targets.
LoadoutDirect ChargeDemolition · T3Maneuver to place · detonates on the next turn · burst 2. 12 damage, doubled against structures and Tier 3–4 Armor. Opens a reinforced door.
WornNight Armor SandrunnerTactical Apparel · T2Combines protection and stealth for arid night operations.
SensorsPathfinder Navigation BeaconNavigation · T2Marks safe routes, guides teams, assists extraction, and creates navigation corridors.
KitStormhaven Emergency ShelterShelter · T2Provides immediate protection from harsh weather, contamination, and dangerous environments.
MedicalCombat Medic BackpackMedical Equipment · T2Allows one medic to manage several casualties during an extended operation.

Heavy

Chimera

Level 8 Specialist Heavy · Nexus · Tier 3 Armor · Rūḥ

Three heads and one appetite between them.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
4022011055Huge (H) · 2×254On foot
POWREFLOGAWRPRE
+4+30+3+1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +4.

Firebreath (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 4 (POW).

10 or lower22 damage
11–1526 damage
16 or higher30 damage

Strike two targets in a 4-hex line; Burning 4.

Free Strike — 18 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 18 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 18 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

It Simply Does Not Move (Maneuver). Ignore forced movement entirely this round, whatever the source.

Set and Hold (Maneuver). Halve the damage it takes until its next turn if it does not move.

3 Heat — All Three at Once. One target takes Bleeding 4, Burning 4 and Dazed at once, save ends the Dazed.

2 Heat — Bull Rush. Move up to Speed in a line; everything passed is Pushed 2 hexes and Prone.

Trait. Mythos. Immune to Incendiary and Poison. Weakness to Shock.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Lernaean Hydra

Level 8 Specialist Heavy · Nexus · Tier 3 Armor · Rūḥ

The marsh under the desalination plant has been wrong for two years.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
4022011055Huge (H) · 2×254Swim at full Speed
POWREFLOGAWRPRE
+4+20+2+1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +4.

Many Heads (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 4 (POW).

10 or lower22 damage
11–1526 damage
16 or higher30 damage

Strike two targets; each Bleeding 3 and Slowed, save ends.

Free Strike — 18 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 18 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 18 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

It Simply Does Not Move (Maneuver). Ignore forced movement entirely this round, whatever the source.

Set and Hold (Maneuver). Halve the damage it takes until its next turn if it does not move.

3 Heat — Regrow. Regain 40 and clear every condition; if killed this round it splits instead.

2 Heat — Bull Rush. Move up to Speed in a line; everything passed is Pushed 2 hexes and Prone.

Trait. Mythos. Regains 10 at the start of its turn unless Burning. Weakness to Incendiary.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Ifrit

Level 8 Specialist Heavy · Nexus · Tier 3 Armor · Rūḥ

It burned a caravan route in 1911 and has not been sorry since.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
4022011055Large (L) · 2×254Fly at full Speed
POWREFLOGAWRPRE
+4+3+3+2+3

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +4.

Pillar of Fire (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 4 (POW).

10 or lower22 damage
11–1526 damage
16 or higher30 damage

Strike two targets; a 3-hex line ignites, Burning 4.

Free Strike — 18 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 18 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 18 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

It Simply Does Not Move (Maneuver). Ignore forced movement entirely this round, whatever the source.

Set and Hold (Maneuver). Halve the damage it takes until its next turn if it does not move.

3 Heat — Everything Burns. Burst 3, Burning 5, and every existing fire on the map spreads 2 hexes.

2 Heat — Bull Rush. Move up to Speed in a line; everything passed is Pushed 2 hexes and Prone.

Trait. Mythos. Immune to Incendiary and Poison. Weakness to Shock.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Labyrinth Minotaur

Level 8 Apex Heavy · Nexus · Tier 3 Armor · Rūḥ

The building has more corridors than the plans show, and it built them.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
120550275137Huge (H) · 2×265Never lost indoors
POWREFLOGAWRPRE
+5+3+2+4+3

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +5.

This Is My Floor Plan (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 5 (POW).

10 or lower23 damage
11–1527 damage
16 or higher31 damage

Strike two targets; walls within 5 hexes move at its choosing.

Free Strike — 18 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 18 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 18 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

It Simply Does Not Move (Maneuver). Ignore forced movement entirely this round, whatever the source.

Second Wind (Maneuver). End one condition and regain 5.

5 Heat — Reroute. Every exit on the map changes position; no enemy may leave this round.

3 Heat — Bull Rush. Move up to Speed in a line; everything passed is Pushed 2 hexes and Prone.

Trait. Villain: Reroute — the map's exits change. / Charge — move full Speed, strike everything passed. / The Centre — Tier 3 damage to every operator not adjacent to an ally.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Controller

Corporate Middle Manager

Level 8 Specialist Controller · Corporate · Tier 3 Armor · Rūḥ

Approves the budget that decides who is standing here.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
401809045Medium (M) · 1 hex61On foot
POWREFLOGAWRPRE
+2+3+3+4+3

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses AWR +4.

Restructure (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 4 (AWR).

10 or lower21 damage
11–1525 damage
16 or higher29 damage

Strike two targets; each Slowed and Marked.

Free Strike — 17 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 17 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 17 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

Zone Lockdown (Maneuver). Make a 3-hex area difficult for enemies; doors within it seal.

Reposition (Maneuver). Shift 2 hexes and Slide one adjacent enemy 2 hexes.

3 Heat — Herd Them. Slide every enemy within 5 hexes 3 hexes toward a point of this Competitor's choosing.

2 Heat — Rearrange. Slide every enemy within 8 hexes 2 hexes.

Trait. Once per encounter, an Operator-tier ally arrives.

Resistance. Resists Kinetic 3 — licensed plate, warrantied. Weak to EMP — the whole package reports upward and can be jammed. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Chrome. Full Sentinel package, expensed. Reflexes they have never once needed.

Six slots. What it is carrying, and what comes off the body.

WeaponStormbreaker Laser GatlingRotary Laser · T3Provides sustained energy fire against infantry, drones, and exposed machine systems.
LoadoutArmor-Piercing AmmunitionAmmunition · T2Loaded. +1 effective Weapon Tier against Armor.
WornCasual Jacket - Blue SkyCasual Outerwear · T2Works as everyday professional outerwear in warm cities.
HINStrategic Relay NodeNetwork System · T3Establishes regional communications, sovereign command links, or a high-capacity field network.
KitSurvey Beacon ArrayExploration Infrastructure · T3Creates a long-range monitoring grid, maps Mythic Veins, and tracks expedition movement.
SensorsPathfinder Navigation BeaconNavigation · T2Marks safe routes, guides teams, assists extraction, and creates navigation corridors.
Border Control Coordinator

Level 8 Specialist Controller · Government · Tier 3 Armor · Rūḥ

Decides what gets looked at and what simply passes.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
401809045Medium (M) · 1 hex61On foot
POWREFLOGAWRPRE
+2+3+3+4+3

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses AWR +4.

Redirected (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 4 (AWR).

10 or lower21 damage
11–1525 damage
16 or higher29 damage

Strike two targets; slide each 4 hexes.

Free Strike — 17 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 17 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 17 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

Establish Cordon (Maneuver). Make a 3-hex area difficult for enemies; nobody may leave it without a Save.

Reposition (Maneuver). Shift 2 hexes and Slide one adjacent enemy 2 hexes.

3 Heat — Herd Them. Slide every enemy within 5 hexes 3 hexes toward a point of this Competitor's choosing.

2 Heat — Rearrange. Slide every enemy within 8 hexes 2 hexes.

Trait. No operator may leave the map while this Competitor stands.

Resistance. Resists Kinetic 3 and Incendiary 2 — military issue. Weak to Sonic — sealed helmets carry the pressure inward. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Chrome. Biometric suite, government issue, running a watch list at all times.

Six slots. What it is carrying, and what comes off the body.

WeaponPilgrim Rocket LauncherMulti-Role Launcher · T3Provides anti-vehicle, anti-fortification, or area attack depending on loaded rockets.
LoadoutDirect ChargeDemolition · T3Maneuver to place · detonates on the next turn · burst 2. 12 damage, doubled against structures and Tier 3–4 Armor. Opens a reinforced door.
WornCasual Jacket - MirageCasual Outerwear · T2Combines executive travel utility with rapid visual change.
HINDigital Credential PrinterAuthentication · T3Produces forged or emergency credentials with coherent visual and digital verification.
KitSurvey Beacon ArrayExploration Infrastructure · T3Creates a long-range monitoring grid, maps Mythic Veins, and tracks expedition movement.
SensorsPathfinder Navigation BeaconNavigation · T2Marks safe routes, guides teams, assists extraction, and creates navigation corridors.
Mythos Researcher

Level 8 Specialist Controller · Government · Tier 3 Armor · Rūḥ

Has been near enough Nexus sites to have stopped sleeping.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
401809045Medium (M) · 1 hex61On foot
POWREFLOGAWRPRE
+2+3+3+4+3

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses AWR +4.

Containment (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 4 (AWR).

10 or lower21 damage
11–1525 damage
16 or higher29 damage

Strike two targets; each Immobilized, save ends.

Free Strike — 17 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 17 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 17 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

Establish Cordon (Maneuver). Make a 3-hex area difficult for enemies; nobody may leave it without a Save.

Reposition (Maneuver). Shift 2 hexes and Slide one adjacent enemy 2 hexes.

3 Heat — Herd Them. Slide every enemy within 5 hexes 3 hexes toward a point of this Competitor's choosing.

2 Heat — Rearrange. Slide every enemy within 8 hexes 2 hexes.

Trait. Immune to Mythos conditions. Knows every Nexus in the region.

Resistance. Resists Kinetic 3 and Incendiary 2 — military issue. Weak to Sonic — sealed helmets carry the pressure inward. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Chrome. Shielded skull and Nexus-hardened optics. The shielding is scorched.

Six slots. What it is carrying, and what comes off the body.

WeaponPilgrim Rocket LauncherMulti-Role Launcher · T3Provides anti-vehicle, anti-fortification, or area attack depending on loaded rockets.
LoadoutSpiritbreaker AmmunitionMythos Ammunition · T3Loaded. +1 effective Weapon Tier against Mythos targets. Damage becomes Psychic.
WornExplorer OutfitExpedition Apparel · T2Supports long-range travel and difficult fieldwork.
HINStrategic Relay NodeNetwork System · T3Establishes regional communications, sovereign command links, or a high-capacity field network.
KitSurvey Beacon ArrayExploration Infrastructure · T3Creates a long-range monitoring grid, maps Mythic Veins, and tracks expedition movement.
SensorsPathfinder Navigation BeaconNavigation · T2Marks safe routes, guides teams, assists extraction, and creates navigation corridors.
Siren Chorus

Level 8 Specialist Controller · Nexus · Tier 3 Armor · Rūḥ

Three of them and one song, and the song knows your name.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
401809045Medium (M) · 1 hex61On foot
POWREFLOGAWRPRE
0+2+2+3+4

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses PRE +4.

All Together (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 4 (PRE).

10 or lower21 damage
11–1525 damage
16 or higher29 damage

Strike two targets; every enemy within 10 hexes is Compelled, save ends.

Free Strike — 17 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 17 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 17 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

The Ground Objects (Maneuver). Make a 3-hex area difficult for enemies until the encounter ends.

Reposition (Maneuver). Shift 2 hexes and Slide one adjacent enemy 2 hexes.

3 Heat — All Together. Every enemy within 10 hexes loses its next Main Action.

2 Heat — Rearrange. Slide every enemy within 8 hexes 2 hexes.

Trait. Mythos. Immune to Sonic. Weakness to Shock.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Guard

Port Authority Inspector

Level 8 Specialist Guard · Government · Tier 3 Armor · Rūḥ

One clipboard, and the harbour does what it says.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
4022011055Medium (M) · 1 hex54On foot
POWREFLOGAWRPRE
+4+2+1+3+2

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +4.

Held for Inspection (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 4 (POW).

10 or lower21 damage
11–1525 damage
16 or higher29 damage

Strike two targets; each Immobilized, save ends.

Free Strike — 17 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 17 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 17 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

Shield Wall (Maneuver). Until its next turn, every adjacent ally gains cover against ranged attacks.

Cover Them (Maneuver). One adjacent ally gains cover until its next turn.

3 Heat — Nobody Moves. Every enemy adjacent to the protected target is Immobilized, save ends.

2 Heat — Not Through Me. Until its next turn, every attack against an ally within 3 hexes targets it instead.

Trait. Seals one exit permanently each round.

Resistance. Resists Kinetic 3 and Incendiary 2 — military issue. Weak to Sonic — sealed helmets carry the pressure inward. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Chrome. Manifest reader in the palm. Knows what is in a container before it opens.

Six slots. What it is carrying, and what comes off the body.

WeaponWarden Laser ShotgunBreach Laser · T3Delivers short-range anti-personnel, anti-drone, and structural breaching power.
WornExplorer OutfitExpedition Apparel · T2Supports long-range travel and difficult fieldwork.
MedicalSynthetic Organ Preservation CaseMedical Logistics · T3Safely transports replacement organs and sensitive biological material over long distances.
LoadoutSpiritbreaker AmmunitionMythos Ammunition · T3Loaded. +1 effective Weapon Tier against Mythos targets. Damage becomes Psychic.
KitForensic and Environmental KitUtility · T2Studies forensic scenes and mythos environmental environments for testing and sample extraction
KitStormhaven Emergency ShelterShelter · T2Provides immediate protection from harsh weather, contamination, and dangerous environments.

Skirmisher

Investigative Reporter

Level 8 Operator Skirmisher · Grey Fixer · Tier 3 Armor · Rūḥ

Not armed. Considerably more dangerous than most people here.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
201005025Medium (M) · 1 hex81On foot
POWREFLOGAWRPRE
+2+4+1+3+2

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses REF +4.

On the Record (Main Action · Signature · free). One creature. Power Roll 2d10 + 4 (REF).

10 or lower20 damage
11–1524 damage
16 or higher28 damage

Strike; the target is Exposed.

Free Strike — 16 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 16 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 16 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

Break Contact (Maneuver). Shift 3 hexes without provoking, then become Concealed until it attacks.

Second Wind (Maneuver). Shift up to Speed. No opportunity strikes this turn.

3 Heat — Everywhere at Once. Shift up to Speed and strike a second target anywhere along the path.

2 Heat — Two Places at Once. Shift up to Speed, strike, then shift up to Speed again.

Trait. Everything this Competitor witnesses is public within a week.

Resistance. Resists Psychic 3 — lying is the job. Weak to Kinetic — dressed for a meeting, not a firefight. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Chrome. Recording optics and a dead-man archive. Killing them publishes everything.

Six slots. What it is carrying, and what comes off the body.

WeaponLongspear Anti-Drone CannonFlak Cannon · T3Destroys drones, missiles, and fast light targets while controlling low airspace.
WornNight Armor SandrunnerTactical Apparel · T2Combines protection and stealth for arid night operations.
SensorsTrace KitInvestigation · T3Recovers, validates, or challenges physical and digital evidence from a scene.
KitIcarus Personal Flight SystemMobility · T3Provides short burst movement across gaps, rooftops, walls, and restricted approaches rather than sustained flight.
LoadoutAdaptive Demolition KitDemolition · T2Maneuver to place · detonates on the next turn · burst 2. 9 damage and the hex it was placed in stops being cover. Breaches a wall or a door outright.
KitChameleon Face MaskDisguise · T2Creates a convincing alternate face for short-term infiltration and protected movement.

Disruptor

Civil Registry Official

Level 8 Specialist Disruptor · Government · Tier 3 Armor · Rūḥ

Can make you never have existed, on paper, by Thursday.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
401809045Medium (M) · 1 hex61On foot
POWREFLOGAWRPRE
+1+2+4+3+2

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses LOG +4.

Records Amended (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 4 (LOG).

10 or lower21 damage
11–1525 damage
16 or higher29 damage

Strike two targets; each Silenced and Jammed.

Free Strike — 17 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 17 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 17 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

Spoof the Net (Maneuver). One enemy’s next HIN or machine action fails. No roll.

Cut the Feed (Maneuver). One enemy within 10 hexes takes a Bane on its next roll.

3 Heat — Cut Them Off. Every enemy in a 3-hex burst is Jammed and Silenced, save ends.

2 Heat — Full Blackout. Every enemy within 8 hexes is Jammed and Silenced, save ends.

Trait. Crew Contacts cannot be used while this Competitor lives.

Resistance. Resists Kinetic 3 and Incendiary 2 — military issue. Weak to Sonic — sealed helmets carry the pressure inward. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Chrome. Registry link grafted to the optic nerve. Looks at you and sees your file.

Six slots. What it is carrying, and what comes off the body.

HINPersonal HIN TerminalHIN Interface · T2Provides secure HIN access, field messaging, authentication, and local network interaction.
WeaponPilgrim Rocket LauncherMulti-Role Launcher · T3Provides anti-vehicle, anti-fortification, or area attack depending on loaded rockets.
WornSecurity VestProtective Equipment · T2Provides discreet protection beneath professional clothing.
SensorsPathfinder Navigation BeaconNavigation · T2Marks safe routes, guides teams, assists extraction, and creates navigation corridors.
KitFrontier Operations HubExpedition Base · T3Establishes a full long-term base supporting expeditions and remote operations.
LoadoutSpiritbreaker AmmunitionMythos Ammunition · T3Loaded. +1 effective Weapon Tier against Mythos targets. Damage becomes Psychic.
Infrastructure Oversight Agent

Level 8 Specialist Disruptor · Government · Tier 3 Armor · Rūḥ

Can turn off a neighbourhood and call it maintenance.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
401809045Medium (M) · 1 hex61On foot
POWREFLOGAWRPRE
+1+2+4+3+2

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses LOG +4.

District Fault (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 4 (LOG).

10 or lower21 damage
11–1525 damage
16 or higher29 damage

Strike two targets; each Blinded, save ends.

Free Strike — 17 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 17 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 17 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

Spoof the Net (Maneuver). One enemy’s next HIN or machine action fails. No roll.

Cut the Feed (Maneuver). One enemy within 10 hexes takes a Bane on its next roll.

3 Heat — Cut Them Off. Every enemy in a 3-hex burst is Jammed and Silenced, save ends.

2 Heat — Full Blackout. Every enemy within 8 hexes is Jammed and Silenced, save ends.

Trait. Kills power, transit or comms across the map as a Maneuver.

Resistance. Resists Kinetic 3 and Incendiary 2 — military issue. Weak to Sonic — sealed helmets carry the pressure inward. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Chrome. Grid-command implant. The district answers to their left hand.

Six slots. What it is carrying, and what comes off the body.

HINNoise Intrusion AmplifierCyberdeck Module · T2Boosts a cyberdeck during difficult Ghosting and high-security intrusion operations.
WeaponPilgrim Rocket LauncherMulti-Role Launcher · T3Provides anti-vehicle, anti-fortification, or area attack depending on loaded rockets.
WornExplorer OutfitExpedition Apparel · T2Supports long-range travel and difficult fieldwork.
SensorsPathfinder Navigation BeaconNavigation · T2Marks safe routes, guides teams, assists extraction, and creates navigation corridors.
KitFrontier Operations HubExpedition Base · T3Establishes a full long-term base supporting expeditions and remote operations.
LoadoutAdaptive Demolition KitDemolition · T2Maneuver to place · detonates on the next turn · burst 2. 9 damage and the hex it was placed in stops being cover. Breaches a wall or a door outright.
Corporate R&D Director

Level 8 Specialist Disruptor · Corporate · Tier 3 Armor · Rūḥ

Signed off on something that is now walking around.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
401809045Medium (M) · 1 hex61On foot
POWREFLOGAWRPRE
+1+2+4+3+2

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses LOG +4.

Prototype Field Test (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 4 (LOG).

10 or lower21 damage
11–1525 damage
16 or higher29 damage

Strike two targets; each Shocked 4.

Free Strike — 17 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 17 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 17 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

Revoke Access (Maneuver). One enemy loses the benefit of one carried device until the end of the round.

Cut the Feed (Maneuver). One enemy within 10 hexes takes a Bane on its next roll.

3 Heat — Cut Them Off. Every enemy in a 3-hex burst is Jammed and Silenced, save ends.

2 Heat — Full Blackout. Every enemy within 8 hexes is Jammed and Silenced, save ends.

Trait. Immune to Shocked. Weakness to EMP.

Resistance. Resists Kinetic 3 — licensed plate, warrantied. Weak to EMP — the whole package reports upward and can be jammed. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Chrome. Wearing the prototype. It is not finished and they know that.

Six slots. What it is carrying, and what comes off the body.

HINEcho Mesh RelayRelay System · T2Extends crew communications, creates a local mesh, and restores service in dead zones.
WeaponStormbreaker Laser GatlingRotary Laser · T3Provides sustained energy fire against infantry, drones, and exposed machine systems.
SocialCasual Social - AfterburnCasual Collection · T2Fits elite clubs and exclusive urban venues.
SensorsPathfinder Navigation BeaconNavigation · T2Marks safe routes, guides teams, assists extraction, and creates navigation corridors.
KitForensic and Environmental KitUtility · T2Studies forensic scenes and mythos environmental environments for testing and sample extraction
LoadoutArmor-Piercing AmmunitionAmmunition · T2Loaded. +1 effective Weapon Tier against Armor.
Sphinx

Level 8 Specialist Disruptor · Nexus · Tier 3 Armor · Rūḥ

It has been guarding the same doorway since before the doorway.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
401809045Huge (H) · 2×261On foot
POWREFLOGAWRPRE
+2+1+4+4+3

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses LOG +4.

The Riddle (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 4 (LOG).

10 or lower21 damage
11–1525 damage
16 or higher29 damage

Strike two targets; each Compelled to answer and loses its next Main Action, save ends.

Free Strike — 17 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 17 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 17 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

It Speaks Over You (Maneuver). One enemy is Silenced until the end of its next turn. No roll.

Cut the Feed (Maneuver). One enemy within 10 hexes takes a Bane on its next roll.

3 Heat — Ask Again. One operator loses its entire turn and cannot act until it answers.

2 Heat — Full Blackout. Every enemy within 8 hexes is Jammed and Silenced, save ends.

Trait. Mythos. Immune to Psychic and Compelled. Weakness to Cold Iron.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Basilisk Elder

Level 8 Specialist Disruptor · Nexus · Tier 3 Armor · Rūḥ

The block has been evacuated and the evacuation did not help.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
401809045Large (L) · 2×261Climb at full Speed
POWREFLOGAWRPRE
+1+2+1+4+3

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses AWR +4.

Everything It Touches (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 4 (AWR).

10 or lower21 damage
11–1525 damage
16 or higher29 damage

Strike two targets; each Blinded and Bleeding 3, save ends.

Free Strike — 17 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 17 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 17 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

It Speaks Over You (Maneuver). One enemy is Silenced until the end of its next turn. No roll.

Cut the Feed (Maneuver). One enemy within 10 hexes takes a Bane on its next roll.

3 Heat — Everything It Touches. Every hex within 3 becomes lethal ground, Tier 1 damage on entry.

2 Heat — Full Blackout. Every enemy within 8 hexes is Jammed and Silenced, save ends.

Trait. Mythos. Immune to Poison and Blinded. Weakness to Kinetic — mirrors.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Support

Public Narrative Officer

Level 8 Specialist Support · Corporate · Tier 3 Armor · Rūḥ

This will be an accident by the time it reaches print.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
4020010050Medium (M) · 1 hex62On foot
POWREFLOGAWRPRE
+1+2+3+3+4

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses PRE +4.

Spin (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 4 (PRE).

10 or lower21 damage
11–1525 damage
16 or higher29 damage

Strike two targets; two allies gain Edge.

Free Strike — 17 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 17 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 17 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

Asset Recovery (Maneuver). One ally within 5 hexes shifts 3 hexes toward this Competitor and clears one condition.

Field Work (Maneuver). One ally within 10 hexes clears one condition.

3 Heat — Hold the Line. Every ally within 5 hexes clears one condition and gains Edge until the end of the round.

2 Heat — Everyone Up. Every ally within 10 hexes ends one condition and regains 5.

Trait. The crew's Exposure increases each round this Competitor survives.

Resistance. Resists Kinetic 3 — licensed plate, warrantied. Weak to EMP — the whole package reports upward and can be jammed. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Chrome. Sentiment-read optics and a voice tuned for broadcast.

Six slots. What it is carrying, and what comes off the body.

MedicalRegenerative Tissue PrinterBiotechnology · T3Produces replacement tissue for advanced recovery, grafting, and reconstructive treatment.
HINStrategic Relay NodeNetwork System · T3Establishes regional communications, sovereign command links, or a high-capacity field network.
SocialCasual Social - Neon TideCasual Collection · T2Supports high-fashion venues and public nightlife.
WeaponLongspear Anti-Drone CannonFlak Cannon · T3Destroys drones, missiles, and fast light targets while controlling low airspace.
KitCybernetic Repair ToolkitEngineering Kit · T2Repairs damaged cyberware and maintains implanted mechanical systems.
SensorsPathfinder Navigation BeaconNavigation · T2Marks safe routes, guides teams, assists extraction, and creates navigation corridors.

Handler and Apex — no Role; villain actions instead

Local Crime Boss

Level 8 Handler · Underworld · Tier 3 Armor · Rūḥ

Can halt, redirect or escalate anything Gray in this city.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
4022011055Medium (M) · 1 hex73On foot
POWREFLOGAWRPRE
+4+3+4+4+5

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses PRE +5.

Handle Them (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 5 (PRE).

10 or lower22 damage
11–1526 damage
16 or higher30 damage

Strike two targets; two allies shift and strike.

Free Strike — 17 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 17 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 17 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

Handle It (Maneuver). Two allies within 10 hexes immediately shift up to their Speed.

Take Command (Maneuver). Two allies within 10 hexes each clear one condition.

4 Heat — Hold Them There. Every enemy within 5 hexes is Immobilized, save ends.

4 Heat — Redirect. One ally within 10 hexes immediately takes its whole turn, out of order.

Trait. Villain: Everyone Owes — a Specialist arrives. / Not Tonight — negate a Critical. / Collect — damage doubled against Vulnerable targets.

Resistance. Resists Psychic 2 — too paranoid to be read. Weak to EMP — good chrome, illegal chrome, unshielded chrome. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Chrome. Old chrome, expensive when it was new, maintained by someone who owes them.

Six slots. What it is carrying, and what comes off the body.

WeaponLongspear Anti-Drone CannonFlak Cannon · T3Destroys drones, missiles, and fast light targets while controlling low airspace.
WornSecurity VestProtective Equipment · T2Provides discreet protection beneath professional clothing.
HINPersonal HIN TerminalHIN Interface · T2Provides secure HIN access, field messaging, authentication, and local network interaction.
SensorsTrace KitInvestigation · T3Recovers, validates, or challenges physical and digital evidence from a scene.
MedicalSynthetic Organ Preservation CaseMedical Logistics · T3Safely transports replacement organs and sensitive biological material over long distances.
KitIcarus Personal Flight SystemMobility · T3Provides short burst movement across gaps, rooftops, walls, and restricted approaches rather than sustained flight.
COMPETITORS

LEVEL 9

The last Level before the ceiling. Apex Competitors here are meant to end a campaign arc. 17 Competitors.

Hunter

Apollo

Level 9 Crew Hunter · Corporate · Tier 3 Armor · Énergeia

Android. Sentinel build, Zine 1 Tier 3 gear.

EVÉnergeiaVulnerableCriticalSizeSpeedStabilityMovement
11552713Medium (M) · 1 hex71Walker
POWREFLOGAWRPRE
+4+3+3+30

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +4.

Apollo Passes for Human (Main Action · Signature · free). One creature. Power Roll 2d10 + 4 (POW).

10 or lower13 damage
11–1515 damage
16 or higher17 damage

Strike with Edge if it has not been identified.

Free Strike — 9 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 9 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 9 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

Priority Target (Maneuver). Name one enemy. It is Marked, and allies may fire through cover at it.

Go Still (Maneuver). Become Concealed until it attacks.

3 Heat — Run It Down. The target is Grabbed and cannot shift away until it escapes; this Competitor gains Edge against it for the rest of the encounter.

2 Heat — Finish It. Against a target in the Critical Zone, its next strike this round deals double damage.

Trait. Énergeia, not Rūḥ — rolls on the mech and synth chart. Effects that restore Rūḥ do nothing for it.

Resistance. Resists Psychic entirely — there is nothing in there to frighten. Weak to EMP — +1 effective Weapon Tier against it, per Zine 2. Resist N reduces that damage type by N per hit. Weak means that type deals double.

One weapon, three systems. Passive is always on and needs no tracking. Option is a Maneuver it may take instead of its Role Maneuver — not as well as. Breakdown is what a Tier 3 Called Shot destroys.

WeaponLegateAssault Rifle · carried in its handsIts only weapon. One per platform, of its own Tier and class.
PassiveThermal opticsIgnores Concealment and darkness.
OptionSound-dampened driveMove without breaking Hidden.
BreakdownMarksman mountDestroy it and it loses its range advantage.
Hera

Level 9 Crew Hunter · Corporate · Tier 3 Armor · Énergeia

Android. Sentinel build, Zine 1 Tier 3 gear.

EVÉnergeiaVulnerableCriticalSizeSpeedStabilityMovement
11552713Medium (M) · 1 hex71Walker
POWREFLOGAWRPRE
+4+3+3+30

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +4.

Hera Passes for Human (Main Action · Signature · free). One creature. Power Roll 2d10 + 4 (POW).

10 or lower13 damage
11–1515 damage
16 or higher17 damage

Strike with Edge if it has not been identified.

Free Strike — 9 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 9 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 9 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

Priority Target (Maneuver). Name one enemy. It is Marked, and allies may fire through cover at it.

Go Still (Maneuver). Become Concealed until it attacks.

3 Heat — Run It Down. The target is Grabbed and cannot shift away until it escapes; this Competitor gains Edge against it for the rest of the encounter.

2 Heat — Finish It. Against a target in the Critical Zone, its next strike this round deals double damage.

Trait. Énergeia, not Rūḥ — rolls on the mech and synth chart. Effects that restore Rūḥ do nothing for it.

Resistance. Resists Psychic entirely — there is nothing in there to frighten. Weak to EMP — +1 effective Weapon Tier against it, per Zine 2. Resist N reduces that damage type by N per hit. Weak means that type deals double.

One weapon, three systems. Passive is always on and needs no tracking. Option is a Maneuver it may take instead of its Role Maneuver — not as well as. Breakdown is what a Tier 3 Called Shot destroys.

WeaponLegateAssault Rifle · carried in its handsIts only weapon. One per platform, of its own Tier and class.
PassiveThermal opticsIgnores Concealment and darkness.
OptionSound-dampened driveMove without breaking Hidden.
BreakdownMarksman mountDestroy it and it loses its range advantage.
Ares Light Mech

Level 9 Operator Hunter · Corporate · Tier 3 Armor · Énergeia

Assault Light Mech. Ironhalo build, Zine 1 Tier 3 gear.

EVÉnergeiaVulnerableCriticalSizeSpeedStabilityMovement
221206030Large (L) · 2×271Walker — ignores rubble
POWREFLOGAWRPRE
+4+3+3+30

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +4.

Ares Close Assault (Main Action · Signature · free). One creature. Power Roll 2d10 + 4 (POW).

10 or lower22 damage
11–1526 damage
16 or higher30 damage

Strike two targets; Prone on Tier 3.

Free Strike — 18 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 18 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 18 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

Priority Target (Maneuver). Name one enemy. It is Marked, and allies may fire through cover at it.

Read the Wind (Maneuver). Its next strike this round ignores Concealment.

3 Heat — Run It Down. The target is Grabbed and cannot shift away until it escapes; this Competitor gains Edge against it for the rest of the encounter.

2 Heat — Finish It. Against a target in the Critical Zone, its next strike this round deals double damage.

Trait. Énergeia, not Rūḥ — rolls on the vehicle chart. Effects that restore Rūḥ do nothing for it.

Resistance. Resists Psychic entirely — there is nothing in there to frighten. Weak to EMP — +1 effective Weapon Tier against it, per Zine 2. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Four hardpoints. A mech is a weapons platform, not a rifleman. The primary fires free every turn; the other three cost Heat from your pool. A Tier 3 Called Shot destroys one hardpoint and whatever is bolted to it.

PrimaryStormbreaker Laser GatlingRotary Laser · T3Free. Strike two targets at 12 hexes.
2 HeatPathfinder Laser ThrowerDirected-Energy Weapon · T3Line 5. Burning 3 to everything in it.
3 HeatPilgrim Rocket LauncherMulti-Role Launcher · T3Burst 3 at 20 hexes. Everything in it is Pushed 2 hexes.
1 HeatIronjack Machine GunHeavy Machine Gun · T3Suppress a 3-hex line. Anything crossing it is Slowed, save ends.
Vrykolakas Elder

Level 9 Apex Hunter · Nexus · Tier 3 Armor · Rūḥ

Ruled a county before there was a country. Still collects.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
132600300150Medium (M) · 1 hex83On foot
POWREFLOGAWRPRE
+4+4+3+3+5

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses PRE +5.

Three Hundred Years of Practice (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 5 (PRE).

10 or lower24 damage
11–1528 damage
16 or higher32 damage

Strike two targets; each Bleeding 5 and Grabbed.

Free Strike — 19 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 19 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 19 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

It Has Your Scent (Maneuver). Name one enemy. It cannot break line of sight from this Competitor this round.

Patient (Maneuver). If it does not move this round, its next strike gains Edge.

5 Heat — Exsanguinate. Deal Tier 3 damage to every Bleeding enemy and regain all of it.

3 Heat — Finish It. Against a target in the Critical Zone, its next strike this round deals double damage.

Trait. Villain: Mist — untargetable and repositions. / Dominate — one operator attacks an ally. / Exsanguinate — Tier 3 damage to every Bleeding target and regain all of it.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Scylla

Level 9 Apex Hunter · Nexus · Tier 3 Armor · Rūḥ

The narrows off Janzur have a toll and it is not paid in Credits.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
132600300150Gargantuan (G) · 3×383Swim at full Speed
POWREFLOGAWRPRE
+5+4+2+4+3

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +5.

Six at Once (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 5 (POW).

10 or lower24 damage
11–1528 damage
16 or higher32 damage

Strike two targets; each Grabbed and dragged 4 hexes toward the water.

Free Strike — 19 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 19 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 19 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

It Has Your Scent (Maneuver). Name one enemy. It cannot break line of sight from this Competitor this round.

Patient (Maneuver). If it does not move this round, its next strike gains Edge.

5 Heat — Take One Each. Grab every adjacent enemy at once and drag each 3 hexes.

3 Heat — Finish It. Against a target in the Critical Zone, its next strike this round deals double damage.

Trait. Villain: Take One Each — Grab every adjacent operator. / Drag Under — Tier 3 damage to Grabbed targets. / The Strait Narrows — the map loses two hexes of ground per round.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Gunner

Gaia Patrol Boat

Level 9 Operator Gunner · Corporate · Tier 3 Armor · Énergeia

Armored Patrol Boat. Ironhalo build, Zine 1 Tier 3 gear.

EVÉnergeiaVulnerableCriticalSizeSpeedStabilityMovement
221105527Gargantuan (G) · 3×360Swim
POWREFLOGAWRPRE
+4+3+3+30

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +4.

Gaia Deck Gun (Main Action · Signature · free). One creature. Power Roll 2d10 + 4 (POW).

10 or lower22 damage
11–1526 damage
16 or higher30 damage

Strike two targets at 20 hexes.

Free Strike — 18 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 18 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 18 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

Range Card (Maneuver). Ignore the Bane for firing beyond Ideal range until the end of the round.

Reload and Reposition (Maneuver). Shift 2 hexes and clear Jammed or Overheated.

3 Heat — Walk the Rounds. The strike becomes a 3-hex line; everything in it takes the Tier 2 result.

2 Heat — Suppressing Fire. A 5-hex line becomes difficult ground; anything crossing it is Slowed, save ends.

Trait. Énergeia, not Rūḥ — rolls on the vehicle chart. Effects that restore Rūḥ do nothing for it.

Resistance. Resists Psychic entirely — there is nothing in there to frighten. Weak to EMP — +1 effective Weapon Tier against it, per Zine 2. Resist N reduces that damage type by N per hit. Weak means that type deals double.

One weapon, three systems. Passive is always on and needs no tracking. Option is a Maneuver it may take instead of its Role Maneuver — not as well as. Breakdown is what a Tier 3 Called Shot destroys.

WeaponIronjack Machine GunHeavy Machine Gun · ring mountIts only weapon. One per platform, of its own Tier and class.
PassiveTargeting computerIgnores Concealment.
OptionSmoke launchersConcealment in a 3-hex burst.
BreakdownAmmunition hoistDestroy it and it must reload every other round.
Manticore Prime

Level 9 Apex Gunner · Nexus · Tier 3 Armor · Rūḥ

It has eaten people who were better armed than the crew.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
132600300150Huge (H) · 2×272On foot
POWREFLOGAWRPRE
+4+5+3+4+4

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses REF +5.

Full Quiver (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 5 (REF).

10 or lower24 damage
11–1528 damage
16 or higher32 damage

Strike two targets; every enemy within 12 hexes takes the Tier 1 result and is Bleeding 4.

Free Strike — 19 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 19 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 19 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

It Does Not Miss Twice (Maneuver). Ignore the range Bane against anyone it struck last round.

Cycle the Belt (Maneuver). Clear Jammed and Overheated, and gain Edge next round.

5 Heat — Spine Storm. Burst 4, Bleeding 4 to everything in it.

3 Heat — Suppressing Fire. A 5-hex line becomes difficult ground; anything crossing it is Slowed, save ends.

Trait. Villain: Pounce — move and strike with Edge. / Spine Storm — burst 4, Bleeding 4. / Devour — Tier 3 damage to a Grabbed target and regain half.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Heavy

Achilles Light Mech

Level 9 Operator Heavy · Corporate · Tier 3 Armor · Énergeia

Light Combat Mech. Ironhalo build, Zine 1 Tier 3 gear.

EVÉnergeiaVulnerableCriticalSizeSpeedStabilityMovement
221105527Large (L) · 2×253Walker — ignores rubble
POWREFLOGAWRPRE
+4+3+3+30

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +4.

Achilles Hardpoint Volley (Main Action · Signature · free). One creature. Power Roll 2d10 + 4 (POW).

10 or lower22 damage
11–1526 damage
16 or higher30 damage

Strike two targets at 15 hexes.

Free Strike — 18 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 18 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 18 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

Brace Position (Maneuver). Gain +2 Stability and ignore the first instance of forced movement each round.

Set and Hold (Maneuver). Halve the damage it takes until its next turn if it does not move.

3 Heat — Through the Wall. Move up to Speed in a straight line, destroying light cover, and strike everything passed.

2 Heat — Bull Rush. Move up to Speed in a line; everything passed is Pushed 2 hexes and Prone.

Trait. Énergeia, not Rūḥ — rolls on the vehicle chart. Effects that restore Rūḥ do nothing for it.

Resistance. Resists Psychic entirely — there is nothing in there to frighten. Weak to EMP — +1 effective Weapon Tier against it, per Zine 2. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Four hardpoints. A mech is a weapons platform, not a rifleman. The primary fires free every turn; the other three cost Heat from your pool. A Tier 3 Called Shot destroys one hardpoint and whatever is bolted to it.

PrimaryIronjack Machine GunHeavy Machine Gun · T3Free. Strike one target at 15 hexes.
2 HeatLongspear Anti-Drone CannonFlak Cannon · T3Burst 2 at 12 hexes. Anything flying in it is Prone on the ground.
3 HeatPilgrim Rocket LauncherMulti-Role Launcher · T3Burst 3 at 20 hexes. Everything in it is Pushed 2 hexes.
2 HeatWarden Laser ShotgunBreach Laser · T3Cone 3. Destroys cover, and everything behind it is Exposed.
Sobek Semi Truck

Level 9 Operator Heavy · Corporate · Tier 3 Armor · Énergeia

Heavy Cargo Truck. Aerodyne build, Zine 1 Tier 3 gear.

EVÉnergeiaVulnerableCriticalSizeSpeedStabilityMovement
221005025Gargantuan (G) · 3×353Wheeled — roads and open ground
POWREFLOGAWRPRE
+4+3+3+30

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +4.

Sobek Ram (Main Action · Signature · free). One creature. Power Roll 2d10 + 4 (POW).

10 or lower22 damage
11–1526 damage
16 or higher30 damage

Strike; Prone and pushed 3 hexes.

Free Strike — 18 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 18 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 18 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

Brace Position (Maneuver). Gain +2 Stability and ignore the first instance of forced movement each round.

Set and Hold (Maneuver). Halve the damage it takes until its next turn if it does not move.

3 Heat — Through the Wall. Move up to Speed in a straight line, destroying light cover, and strike everything passed.

2 Heat — Bull Rush. Move up to Speed in a line; everything passed is Pushed 2 hexes and Prone.

Trait. Énergeia, not Rūḥ — rolls on the vehicle chart. Effects that restore Rūḥ do nothing for it.

Resistance. Resists Psychic entirely — there is nothing in there to frighten. Weak to EMP — +1 effective Weapon Tier against it, per Zine 2. Resist N reduces that damage type by N per hit. Weak means that type deals double.

One weapon, three systems. Passive is always on and needs no tracking. Option is a Maneuver it may take instead of its Role Maneuver — not as well as. Breakdown is what a Tier 3 Called Shot destroys.

WeaponIronjack Machine GunHeavy Machine Gun · ring mountIts only weapon. One per platform, of its own Tier and class.
PassiveRam plateCharges through light cover without slowing.
OptionBoost cellsDoubles Speed for one round.
BreakdownCoolant reservoirDestroy it and the platform is Overheated after any round it attacks.
Ammit

Level 9 Specialist Heavy · Nexus · Tier 3 Armor · Rūḥ

The Devourer has an office in the Delta now, in a manner of speaking.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
4424012060Huge (H) · 2×254Swim at full Speed
POWREFLOGAWRPRE
+4+2+1+3+2

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +4.

Weigh Them (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 4 (POW).

10 or lower23 damage
11–1527 damage
16 or higher31 damage

Strike two targets; each Grabbed and Bleeding 4.

Free Strike — 19 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 19 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 19 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

It Simply Does Not Move (Maneuver). Ignore forced movement entirely this round, whatever the source.

Set and Hold (Maneuver). Halve the damage it takes until its next turn if it does not move.

3 Heat — Judgement. Every Grabbed enemy takes Tier 3 damage; any at Critical is swallowed.

2 Heat — Bull Rush. Move up to Speed in a line; everything passed is Pushed 2 hexes and Prone.

Trait. Mythos. Immune to Bleeding and Poison. Deals double damage to Critical targets. Weakness to Shock.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Elder Cyclops

Level 9 Apex Heavy · Nexus · Tier 3 Armor · Rūḥ

It was quarrying this hill before the city had a name.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
132600300150Gargantuan (G) · 3×365Climb at full Speed
POWREFLOGAWRPRE
+5+2+3+2+3

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +5.

Ruin (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 5 (POW).

10 or lower24 damage
11–1528 damage
16 or higher32 damage

Strike two targets; burst 3 destroys all cover and everything in it is Prone, pushed 2 hexes.

Free Strike — 19 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 19 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 19 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

It Simply Does Not Move (Maneuver). Ignore forced movement entirely this round, whatever the source.

Second Wind (Maneuver). End one condition and regain 5.

5 Heat — Bring the Roof. Burst 3, Tier 2 damage, and all cover in it is destroyed.

3 Heat — Bull Rush. Move up to Speed in a line; everything passed is Pushed 2 hexes and Prone.

Trait. Villain: Seize — an operator is Grabbed and held overhead. / Throw — hurl a Grabbed operator 8 hexes. / Bring the Roof — Tier 3 damage to everyone indoors.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Controller

Elder Gorgon

Level 9 Apex Controller · Nexus · Tier 3 Armor · Rūḥ

She has been redecorating this atrium for ninety years.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
132600300150Large (L) · 2×272On foot
POWREFLOGAWRPRE
+3+3+3+4+5

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses PRE +5.

The Full Regard (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 5 (PRE).

10 or lower24 damage
11–1528 damage
16 or higher32 damage

Strike two targets; anyone who can see her is Immobilized, save ends.

Free Strike — 19 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 19 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 19 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

The Ground Objects (Maneuver). Make a 3-hex area difficult for enemies until the encounter ends.

Redraw the Room (Maneuver). Slide every adjacent enemy 2 hexes.

5 Heat — The Full Regard. Every enemy that can see her saves or is Immobilized until the end of the encounter.

3 Heat — Rearrange. Slide every enemy within 8 hexes 2 hexes.

Trait. Villain: Look Up — every operator saves or is Immobilized. / Coil — move and strike everything passed. / Finish the Set — an Immobilized target at Critical is petrified permanently.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Guard

Echo

Level 9 Crew Guard · Corporate · Tier 3 Armor · Énergeia

Security Droid. Sentinel build, Zine 1 Tier 3 gear.

EVÉnergeiaVulnerableCriticalSizeSpeedStabilityMovement
11552713Medium (M) · 1 hex53Walker
POWREFLOGAWRPRE
+4+3+3+30

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +4.

Echo Deny (Main Action · Signature · free). One creature. Power Roll 2d10 + 4 (POW).

10 or lower13 damage
11–1515 damage
16 or higher17 damage

Strike; the target is Immobilized, save ends.

Free Strike — 9 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 9 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 9 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

Interpose (Maneuver). Until its next turn, attacks against an adjacent ally target this Competitor instead.

Brace (Maneuver). Halve the damage it takes until its next turn if it does not move.

3 Heat — Nobody Moves. Every enemy adjacent to the protected target is Immobilized, save ends.

2 Heat — Not Through Me. Until its next turn, every attack against an ally within 3 hexes targets it instead.

Trait. Énergeia, not Rūḥ — rolls on the mech and synth chart. Effects that restore Rūḥ do nothing for it.

Resistance. Resists Psychic entirely — there is nothing in there to frighten. Weak to EMP — +1 effective Weapon Tier against it, per Zine 2. Resist N reduces that damage type by N per hit. Weak means that type deals double.

One weapon, three systems. Passive is always on and needs no tracking. Option is a Maneuver it may take instead of its Role Maneuver — not as well as. Breakdown is what a Tier 3 Called Shot destroys.

WeaponLegateAssault Rifle · carried in its handsIts only weapon. One per platform, of its own Tier and class.
PassiveSensor mastNobody within 15 hexes may be Hidden.
OptionRiot barrierDeploys 3 hexes of hard cover.
BreakdownArea denial launcherDestroy it and it can no longer shape ground.
Hyperion Truck

Level 9 Operator Guard · Corporate · Tier 3 Armor · Énergeia

Heavy Tactical Truck. Ironhalo build, Zine 1 Tier 3 gear.

EVÉnergeiaVulnerableCriticalSizeSpeedStabilityMovement
221105527Huge (H) · 2×253Wheeled — roads and open ground
POWREFLOGAWRPRE
+4+3+3+30

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +4.

Hyperion Deploy (Main Action · Signature · free). One creature. Power Roll 2d10 + 4 (POW).

10 or lower21 damage
11–1525 damage
16 or higher29 damage

Strike; a Crew disembarks and acts.

Free Strike — 17 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 17 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 17 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

Interpose (Maneuver). Until its next turn, attacks against an adjacent ally target this Competitor instead.

Cover Them (Maneuver). One adjacent ally gains cover until its next turn.

3 Heat — Nobody Moves. Every enemy adjacent to the protected target is Immobilized, save ends.

2 Heat — Not Through Me. Until its next turn, every attack against an ally within 3 hexes targets it instead.

Trait. Énergeia, not Rūḥ — rolls on the vehicle chart. Effects that restore Rūḥ do nothing for it.

Resistance. Resists Psychic entirely — there is nothing in there to frighten. Weak to EMP — +1 effective Weapon Tier against it, per Zine 2. Resist N reduces that damage type by N per hit. Weak means that type deals double.

One weapon, three systems. Passive is always on and needs no tracking. Option is a Maneuver it may take instead of its Role Maneuver — not as well as. Breakdown is what a Tier 3 Called Shot destroys.

WeaponLongspear Anti-Drone CannonFlak Cannon · ring mountIts only weapon. One per platform, of its own Tier and class.
PassiveSensor mastNobody within 15 hexes may be Hidden.
OptionRiot barrierDeploys 3 hexes of hard cover.
BreakdownArea denial launcherDestroy it and it can no longer shape ground.
Helios Truck

Level 9 Operator Guard · Corporate · Tier 3 Armor · Énergeia

Armored Utility Truck. Ironhalo build, Zine 1 Tier 3 gear.

EVÉnergeiaVulnerableCriticalSizeSpeedStabilityMovement
221005025Huge (H) · 2×253Wheeled — roads and open ground
POWREFLOGAWRPRE
+4+3+3+30

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +4.

Helios Rolling Cover (Main Action · Signature · free). One creature. Power Roll 2d10 + 4 (POW).

10 or lower21 damage
11–1525 damage
16 or higher29 damage

Strike; allies behind it cannot be targeted.

Free Strike — 17 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 17 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 17 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

Interpose (Maneuver). Until its next turn, attacks against an adjacent ally target this Competitor instead.

Cover Them (Maneuver). One adjacent ally gains cover until its next turn.

3 Heat — Nobody Moves. Every enemy adjacent to the protected target is Immobilized, save ends.

2 Heat — Not Through Me. Until its next turn, every attack against an ally within 3 hexes targets it instead.

Trait. Énergeia, not Rūḥ — rolls on the vehicle chart. Effects that restore Rūḥ do nothing for it.

Resistance. Resists Psychic entirely — there is nothing in there to frighten. Weak to EMP — +1 effective Weapon Tier against it, per Zine 2. Resist N reduces that damage type by N per hit. Weak means that type deals double.

One weapon, three systems. Passive is always on and needs no tracking. Option is a Maneuver it may take instead of its Role Maneuver — not as well as. Breakdown is what a Tier 3 Called Shot destroys.

WeaponLongspear Anti-Drone CannonFlak Cannon · ring mountIts only weapon. One per platform, of its own Tier and class.
PassiveSensor mastNobody within 15 hexes may be Hidden.
OptionRiot barrierDeploys 3 hexes of hard cover.
BreakdownArea denial launcherDestroy it and it can no longer shape ground.
Cerberan

Level 9 Apex Guard · Nexus · Tier 3 Armor · Rūḥ

Something under the necropolis is paying it, and it is not the crew.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
132600300150Huge (H) · 2×265Tracks by scent
POWREFLOGAWRPRE
+4+5+1+5+2

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses REF +5.

Three Throats (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 5 (REF).

10 or lower24 damage
11–1528 damage
16 or higher32 damage

Strike two targets; each Grabbed and Bleeding 4.

Free Strike — 19 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 19 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 19 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

Nothing Gets Past (Maneuver). Until its next turn, no enemy may move through a hex adjacent to it.

Hold the Door (Maneuver). No enemy may shift past it until its next turn.

5 Heat — Seal the Threshold. Every exit closes; nobody leaves the map for the rest of the encounter.

3 Heat — Not Through Me. Until its next turn, every attack against an ally within 3 hexes targets it instead.

Trait. Villain: Bay — all operators Dazed. / Seal — every exit closes. / Drag Under — a Grabbed target takes Tier 3 damage and is pulled below.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Support

Starlight

Level 9 Crew Support · Corporate · Tier 3 Armor · Énergeia

Luxury Boat. Aerodyne build, Zine 1 Tier 3 gear.

EVÉnergeiaVulnerableCriticalSizeSpeedStabilityMovement
11653216Gargantuan (G) · 3×361Swim
POWREFLOGAWRPRE
+4+3+3+30

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +4.

Starlight Safe Harbour (Main Action · Signature · free). One creature. Power Roll 2d10 + 4 (POW).

10 or lower13 damage
11–1515 damage
16 or higher17 damage

Strike; occupants clear one condition.

Free Strike — 9 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 9 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 9 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

Asset Recovery (Maneuver). One ally within 5 hexes shifts 3 hexes toward this Competitor and clears one condition.

Call It (Maneuver). One ally within 10 hexes may immediately use its own Maneuver.

3 Heat — Hold the Line. Every ally within 5 hexes clears one condition and gains Edge until the end of the round.

2 Heat — Everyone Up. Every ally within 10 hexes ends one condition and regains 5.

Trait. Énergeia, not Rūḥ — rolls on the vehicle chart. Effects that restore Rūḥ do nothing for it.

Resistance. Resists Psychic entirely — there is nothing in there to frighten. Weak to EMP — +1 effective Weapon Tier against it, per Zine 2. Resist N reduces that damage type by N per hit. Weak means that type deals double.

One weapon, three systems. Passive is always on and needs no tracking. Option is a Maneuver it may take instead of its Role Maneuver — not as well as. Breakdown is what a Tier 3 Called Shot destroys.

WeaponUnarmed. No hardpoint at this Tier. It watches, carries, repairs or gets in the way — and still has a Free Strike, because it can ram.
PassiveRepair armsAdjacent machines regain 5 Énergeia at the start of its turn.
OptionSupply racksOne ally reloads or clears Jammed.
BreakdownMedical bayDestroy it and it can no longer restore allies.
COMPETITORS

LEVEL 10

Weapon Tier 4. Everything in the setting is on the table, and Tier 4 armor still takes Bane. 30 Competitors.

Gunner

Black Talon Fighter Jet

Level 10 Operator Gunner · Government · Tier 4 Armor · Énergeia

Fighter Aircraft. Ironhalo build, Zine 1 Tier 4 gear.

EVÉnergeiaVulnerableCriticalSizeSpeedStabilityMovement
241407035Gargantuan (G) · 3×360Fly
POWREFLOGAWRPRE
+5+4+4+4+1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +5.

Black Strafing Run (Main Action · Signature · free). One creature. Power Roll 2d10 + 5 (POW).

10 or lower26 damage
11–1531 damage
16 or higher37 damage

Strike everything in a 6-hex line; Burning 4.

Free Strike — 21 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 21 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 21 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

Fire Discipline (Maneuver). Ignore the range Bane, and ignore Concealment, until the end of the round.

Reload and Reposition (Maneuver). Shift 2 hexes and clear Jammed or Overheated.

3 Heat — Walk the Rounds. The strike becomes a 3-hex line; everything in it takes the Tier 2 result.

2 Heat — Suppressing Fire. A 5-hex line becomes difficult ground; anything crossing it is Slowed, save ends.

Trait. Énergeia, not Rūḥ — rolls on the vehicle chart. Effects that restore Rūḥ do nothing for it.

Resistance. Resists Psychic entirely — there is nothing in there to frighten. Weak to EMP — +1 effective Weapon Tier against it, per Zine 2. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Four hardpoints. A mech is a weapons platform, not a rifleman. The primary fires free every turn; the other three cost Heat from your pool. A Tier 3 Called Shot destroys one hardpoint and whatever is bolted to it.

PrimaryOverwatch Laser GatlingHeavy Energy Turret · T4Free. Strafe a 6-hex line.
3 HeatRogue Short-Range MissilesMissile Rack · T4Burst 3 at 25 hexes. Prone and Pushed 3 hexes.
3 HeatHigh-Explosive SRMMissile Ammunition · T4Burst 3. Double damage against vehicles and fortifications.
4 HeatRanger Rail GunElectromagnetic Cannon · T4Line 8 from altitude, through cover and through walls.
Nova

Level 10 Operator Gunner · Government · Tier 4 Armor · Énergeia

Military Droid. Sentinel build, Zine 1 Tier 4 gear.

EVÉnergeiaVulnerableCriticalSizeSpeedStabilityMovement
241055226Medium (M) · 1 hex60Walker
POWREFLOGAWRPRE
+5+4+4+4+1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +5.

Nova Fire Discipline (Main Action · Signature · free). One creature. Power Roll 2d10 + 5 (POW).

10 or lower26 damage
11–1531 damage
16 or higher37 damage

Strike two targets at 20 hexes.

Free Strike — 21 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 21 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 21 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

Fire Discipline (Maneuver). Ignore the range Bane, and ignore Concealment, until the end of the round.

Reload and Reposition (Maneuver). Shift 2 hexes and clear Jammed or Overheated.

3 Heat — Walk the Rounds. The strike becomes a 3-hex line; everything in it takes the Tier 2 result.

2 Heat — Suppressing Fire. A 5-hex line becomes difficult ground; anything crossing it is Slowed, save ends.

Trait. Énergeia, not Rūḥ — rolls on the mech and synth chart. Effects that restore Rūḥ do nothing for it.

Resistance. Resists Psychic entirely — there is nothing in there to frighten. Weak to EMP — +1 effective Weapon Tier against it, per Zine 2. Resist N reduces that damage type by N per hit. Weak means that type deals double.

One weapon, three systems. Passive is always on and needs no tracking. Option is a Maneuver it may take instead of its Role Maneuver — not as well as. Breakdown is what a Tier 3 Called Shot destroys.

WeaponIronjack Machine GunHeavy Machine Gun · carried in its handsIts only weapon. One per platform, of its own Tier and class.
PassiveTargeting computerIgnores Concealment.
OptionSmoke launchersConcealment in a 3-hex burst.
BreakdownAmmunition hoistDestroy it and it must reload every other round.
Vecta

Level 10 Operator Gunner · Government · Tier 4 Armor · Énergeia

Military Droid. Sentinel build, Zine 1 Tier 4 gear.

EVÉnergeiaVulnerableCriticalSizeSpeedStabilityMovement
241055226Medium (M) · 1 hex60Walker
POWREFLOGAWRPRE
+5+4+4+4+1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +5.

Vecta Fire Discipline (Main Action · Signature · free). One creature. Power Roll 2d10 + 5 (POW).

10 or lower26 damage
11–1531 damage
16 or higher37 damage

Strike two targets at 20 hexes.

Free Strike — 21 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 21 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 21 damage, then Push or Pull it 1 hex. No weapon needed — it always has hands, teeth, a stock or a bumper.

Fire Discipline (Maneuver). Ignore the range Bane, and ignore Concealment, until the end of the round.

Reload and Reposition (Maneuver). Shift 2 hexes and clear Jammed or Overheated.

3 Heat — Walk the Rounds. The strike becomes a 3-hex line; everything in it takes the Tier 2 result.

2 Heat — Suppressing Fire. A 5-hex line becomes difficult ground; anything crossing it is Slowed, save ends.

Trait. Énergeia, not Rūḥ — rolls on the mech and synth chart. Effects that restore Rūḥ do nothing for it.

Resistance. Resists Psychic entirely — there is nothing in there to frighten. Weak to EMP — +1 effective Weapon Tier against it, per Zine 2. Resist N reduces that damage type by N per hit. Weak means that type deals double.

One weapon, three systems. Passive is always on and needs no tracking. Option is a Maneuver it may take instead of its Role Maneuver — not as well as. Breakdown is what a Tier 3 Called Shot destroys.

WeaponIronjack Machine GunHeavy Machine Gun · carried in its handsIts only weapon. One per platform, of its own Tier and class.
PassiveTargeting computerIgnores Concealment.
OptionSmoke launchersConcealment in a 3-hex burst.
BreakdownAmmunition hoistDestroy it and it must reload every other round.
Zeus Heavy Mech

Level 10 Specialist Gunner · Government · Tier 4 Armor · Énergeia

Strategic Heavy Mech. Ironhalo build, Zine 1 Tier 4 gear.

EVÉnergeiaVulnerableCriticalSizeSpeedStabilityMovement
4824512261Gargantuan (G) · 3×361Walker — ignores rubble
POWREFLOGAWRPRE
+5+4+4+4+1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +5.

Zeus Overwhelm (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 5 (POW).

10 or lower27 damage
11–1532 damage
16 or higher38 damage

Strike every operator on the map.

Free Strike — 22 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 22 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 22 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

Fire Discipline (Maneuver). Ignore the range Bane, and ignore Concealment, until the end of the round.

Reload and Reposition (Maneuver). Shift 2 hexes and clear Jammed or Overheated.

3 Heat — Walk the Rounds. The strike becomes a 3-hex line; everything in it takes the Tier 2 result.

2 Heat — Suppressing Fire. A 5-hex line becomes difficult ground; anything crossing it is Slowed, save ends.

Trait. Énergeia, not Rūḥ — rolls on the vehicle chart. Effects that restore Rūḥ do nothing for it.

Resistance. Resists Psychic entirely — there is nothing in there to frighten. Weak to EMP — +1 effective Weapon Tier against it, per Zine 2. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Four hardpoints. A mech is a weapons platform, not a rifleman. The primary fires free every turn; the other three cost Heat from your pool. A Tier 3 Called Shot destroys one hardpoint and whatever is bolted to it.

PrimaryRanger Rail GunElectromagnetic Cannon · T4Free. Line 8, through cover and through walls.
2 HeatOverwatch Laser GatlingHeavy Energy Turret · T4Strike two targets at 18 hexes.
3 HeatRogue Short-Range MissilesMissile Rack · T4Burst 3 at 15 hexes. Prone and Pushed 3 hexes.
5 HeatStrategic Demolition SystemDemolition · T4Burst 4. Levels a city block. Everything in it takes the Tier 3 result.
Athena Heavy Mech

Level 10 Specialist Gunner · Government · Tier 4 Armor · Énergeia

Tactical Heavy Mech. Ironhalo build, Zine 1 Tier 4 gear.

EVÉnergeiaVulnerableCriticalSizeSpeedStabilityMovement
4821010552Huge (H) · 2×261Walker — ignores rubble
POWREFLOGAWRPRE
+5+4+4+4+1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +5.

Athena Fire Mission (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 5 (POW).

10 or lower27 damage
11–1532 damage
16 or higher38 damage

Strike two targets at 25 hexes; burst 2.

Free Strike — 22 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 22 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 22 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

Fire Discipline (Maneuver). Ignore the range Bane, and ignore Concealment, until the end of the round.

Reload and Reposition (Maneuver). Shift 2 hexes and clear Jammed or Overheated.

3 Heat — Walk the Rounds. The strike becomes a 3-hex line; everything in it takes the Tier 2 result.

2 Heat — Suppressing Fire. A 5-hex line becomes difficult ground; anything crossing it is Slowed, save ends.

Trait. Énergeia, not Rūḥ — rolls on the vehicle chart. Effects that restore Rūḥ do nothing for it.

Resistance. Resists Psychic entirely — there is nothing in there to frighten. Weak to EMP — +1 effective Weapon Tier against it, per Zine 2. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Four hardpoints. A mech is a weapons platform, not a rifleman. The primary fires free every turn; the other three cost Heat from your pool. A Tier 3 Called Shot destroys one hardpoint and whatever is bolted to it.

PrimaryOverwatch Laser GatlingHeavy Energy Turret · T4Free. Strike two targets at 18 hexes.
3 HeatRanger Rail GunElectromagnetic Cannon · T4Line 8, through cover and through walls. Double damage against Tier 4 Armor.
3 HeatRogue Short-Range MissilesMissile Rack · T4Burst 3 at 15 hexes. Prone and Pushed 3 hexes.
2 HeatLongspear Anti-Drone CannonFlak Cannon · T3Burst 2 at 12 hexes. Anything flying in it is brought down.

Heavy

Hades Heavy Mech

Level 10 Specialist Heavy · Government · Tier 4 Armor · Énergeia

Siege Heavy Mech. Ironhalo build, Zine 1 Tier 4 gear.

EVÉnergeiaVulnerableCriticalSizeSpeedStabilityMovement
4824512261Gargantuan (G) · 3×354Walker — ignores rubble
POWREFLOGAWRPRE
+5+4+4+4+1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +5.

Hades Levelling Fire (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 5 (POW).

10 or lower27 damage
11–1532 damage
16 or higher38 damage

Strike two targets; burst 3, destroys cover.

Free Strike — 22 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 22 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 22 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

Anchor the Line (Maneuver). Gain +2 Stability; allies adjacent to it also ignore Push and Pull.

Set and Hold (Maneuver). Halve the damage it takes until its next turn if it does not move.

3 Heat — Through the Wall. Move up to Speed in a straight line, destroying light cover, and strike everything passed.

2 Heat — Bull Rush. Move up to Speed in a line; everything passed is Pushed 2 hexes and Prone.

Trait. Énergeia, not Rūḥ — rolls on the vehicle chart. Effects that restore Rūḥ do nothing for it.

Resistance. Resists Psychic entirely — there is nothing in there to frighten. Weak to EMP — +1 effective Weapon Tier against it, per Zine 2. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Four hardpoints. A mech is a weapons platform, not a rifleman. The primary fires free every turn; the other three cost Heat from your pool. A Tier 3 Called Shot destroys one hardpoint and whatever is bolted to it.

PrimaryRanger Rail GunElectromagnetic Cannon · T4Free. Line 8, through cover and through walls.
3 HeatRogue Short-Range MissilesMissile Rack · T4Burst 3 at 15 hexes. Prone and Pushed 3 hexes.
4 HeatStrategic Demolition SystemDemolition · T4Burst 4. Destroys the structure it is aimed at; everything inside is Prone and Exposed.
2 HeatOverwatch Laser GatlingHeavy Energy Turret · T4Strike two targets at 18 hexes.
Poseidon Heavy Mech

Level 10 Specialist Heavy · Government · Tier 4 Armor · Énergeia

Amphibious Heavy Mech. Ironhalo build, Zine 1 Tier 4 gear.

EVÉnergeiaVulnerableCriticalSizeSpeedStabilityMovement
4821010552Huge (H) · 2×254Walker — ignores rubble
POWREFLOGAWRPRE
+5+4+4+4+1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +5.

Poseidon Breach the Line (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 5 (POW).

10 or lower27 damage
11–1532 damage
16 or higher38 damage

Strike two targets; ignores water and terrain.

Free Strike — 22 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 22 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 22 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

Anchor the Line (Maneuver). Gain +2 Stability; allies adjacent to it also ignore Push and Pull.

Set and Hold (Maneuver). Halve the damage it takes until its next turn if it does not move.

3 Heat — Through the Wall. Move up to Speed in a straight line, destroying light cover, and strike everything passed.

2 Heat — Bull Rush. Move up to Speed in a line; everything passed is Pushed 2 hexes and Prone.

Trait. Énergeia, not Rūḥ — rolls on the vehicle chart. Effects that restore Rūḥ do nothing for it.

Resistance. Resists Psychic entirely — there is nothing in there to frighten. Weak to EMP — +1 effective Weapon Tier against it, per Zine 2. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Four hardpoints. A mech is a weapons platform, not a rifleman. The primary fires free every turn; the other three cost Heat from your pool. A Tier 3 Called Shot destroys one hardpoint and whatever is bolted to it.

PrimaryOverwatch Laser GatlingHeavy Energy Turret · T4Free. Strike two targets at 18 hexes.
3 HeatHigh-Explosive SRMMissile Ammunition · T4Burst 3. Double damage against vehicles and fortifications.
2 HeatWarden Laser ShotgunBreach Laser · T3Cone 3. Destroys cover, and everything behind it is Exposed.
2 HeatPilgrim Rocket LauncherMulti-Role Launcher · T3Burst 3 at 20 hexes. Everything in it is Pushed 2 hexes.
Chimera Prime

Level 10 Apex Heavy · Nexus · Tier 4 Armor · Rūḥ

Bellerophon needed a flying horse and a lead-tipped spear. The crew has neither.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
144650325162Gargantuan (G) · 3×365On foot
POWREFLOGAWRPRE
+6+5+2+5+3

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +6.

All Three at Once (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 6 (POW).

10 or lower28 damage
11–1533 damage
16 or higher39 damage

Strike two targets; Bleeding 4, Burning 4 and Dazed, save ends.

Free Strike — 22 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 22 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 22 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

It Simply Does Not Move (Maneuver). Ignore forced movement entirely this round, whatever the source.

Second Wind (Maneuver). End one condition and regain 5.

5 Heat — All Three at Once. One target takes Bleeding 4, Burning 4 and Dazed at once, save ends the Dazed.

3 Heat — Bull Rush. Move up to Speed in a line; everything passed is Pushed 2 hexes and Prone.

Trait. Villain: Serpent — the tail strikes a third target. / Goat — charge, everything Prone. / Lion — Tier 3 damage to one target and regain half.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Hydra Ancient

Level 10 Apex Heavy · Nexus · Tier 4 Armor · Rūḥ

You need fire and you need somebody holding it while you cut. The crew has one of those.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
144650325162Gargantuan (G) · 3×365Swim at full Speed
POWREFLOGAWRPRE
+6+4+2+4+3

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +6.

Nine at Once (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 6 (POW).

10 or lower28 damage
11–1533 damage
16 or higher39 damage

Strike two targets; every enemy within 3 hexes is Bleeding 3, save ends.

Free Strike — 22 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 22 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 22 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

It Simply Does Not Move (Maneuver). Ignore forced movement entirely this round, whatever the source.

Second Wind (Maneuver). End one condition and regain 5.

5 Heat — Regrow. Regain 40 and clear every condition; if killed this round it splits instead.

3 Heat — Bull Rush. Move up to Speed in a line; everything passed is Pushed 2 hexes and Prone.

Trait. Villain: Regrow — regain 40 and clear all conditions. / Encircle — strike every adjacent enemy. / Immortal Head — cannot drop below 1 this round.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Ifrit Sultan

Level 10 Apex Heavy · Nexus · Tier 4 Armor · Rūḥ

It rules something out in the Fezzan and has decided the coast is also its.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
144650325162Huge (H) · 2×265Fly at full Speed
POWREFLOGAWRPRE
+6+5+5+4+5

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +6.

Everything Burns (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 6 (POW).

10 or lower28 damage
11–1533 damage
16 or higher39 damage

Strike two targets; burst 3, Burning 5.

Free Strike — 22 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 22 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 22 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

It Simply Does Not Move (Maneuver). Ignore forced movement entirely this round, whatever the source.

Second Wind (Maneuver). End one condition and regain 5.

5 Heat — Everything Burns. Burst 3, Burning 5, and every existing fire on the map spreads 2 hexes.

3 Heat — Bull Rush. Move up to Speed in a line; everything passed is Pushed 2 hexes and Prone.

Trait. Villain: Wall of Flame — a line of fire divides the map. / Consume — Tier 3 to every Burning target. / Rise — regain 50 and every fire on the map spreads.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Ammit Devourer

Level 10 Apex Heavy · Nexus · Tier 4 Armor · Rūḥ

It eats the part of you that would have been remembered.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
144650325162Gargantuan (G) · 3×365Swim at full Speed
POWREFLOGAWRPRE
+6+4+3+5+4

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +6.

The Scales (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 6 (POW).

10 or lower28 damage
11–1533 damage
16 or higher39 damage

Strike two targets; a target at Critical is swallowed.

Free Strike — 22 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 22 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 22 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

It Simply Does Not Move (Maneuver). Ignore forced movement entirely this round, whatever the source.

Second Wind (Maneuver). End one condition and regain 5.

5 Heat — Judgement. Every Grabbed enemy takes Tier 3 damage; any at Critical is swallowed.

3 Heat — Bull Rush. Move up to Speed in a line; everything passed is Pushed 2 hexes and Prone.

Trait. Villain: Open Wide — Grab every adjacent operator. / Judgement — Tier 3 to every Grabbed target. / Devour — a swallowed operator cannot be recovered without cutting it open.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Typhon's Get

Level 10 Apex Heavy · Nexus · Tier 4 Armor · Rūḥ

The mountain has been quiet for a long time. Quiet is not the same as empty.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
144650325162Massive (V) · 4×465Burrow at full Speed
POWREFLOGAWRPRE
+6+4+3+4+5

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +6.

The Father Stirs (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 6 (POW).

10 or lower28 damage
11–1533 damage
16 or higher39 damage

Strike two targets; burst 4, Burning 5 and Prone.

Free Strike — 22 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 22 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 22 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

It Simply Does Not Move (Maneuver). Ignore forced movement entirely this round, whatever the source.

Second Wind (Maneuver). End one condition and regain 5.

5 Heat — He Wakes. Every Competitor on the map gains Edge and +10 damage until the end of the round.

3 Heat — Bull Rush. Move up to Speed in a line; everything passed is Pushed 2 hexes and Prone.

Trait. Villain: Eruption — the map takes Tier 2 damage. / Coil — Grab every adjacent operator. / He Wakes — every Competitor on the map gains Edge and +10 damage.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Controller

International Syndicate Leader

Level 10 Apex Controller · Underworld · Tier 4 Armor · Rūḥ

Present in nine countries and this room.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
144650325162Medium (M) · 1 hex72On foot
POWREFLOGAWRPRE
+4+5+5+6+5

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses AWR +6.

Reach (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 6 (AWR).

10 or lower28 damage
11–1533 damage
16 or higher39 damage

Strike two targets; slide each 5 hexes.

Free Strike — 22 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 22 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 22 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

Close the Alley (Maneuver). Make a 3-hex area difficult for enemies and clear for allies.

Redraw the Room (Maneuver). Slide every adjacent enemy 2 hexes.

5 Heat — Nothing Touches Me. Until its next turn, the first attack from each enemy misses entirely.

3 Heat — Rearrange. Slide every enemy within 8 hexes 2 hexes.

Trait. Villain: Called In — turn one Competitor to their side. / Contracted — an Underworld Specialist arrives. / Settled — one operator's Contact is now hostile.

Resistance. Resists Psychic 2 — too paranoid to be read. Weak to EMP — good chrome, illegal chrome, unshielded chrome. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Chrome. Nine countries of upgrades layered over each other, none of them legal.

Six slots. What it is carrying, and what comes off the body.

WeaponOverwatch Laser GatlingHeavy Energy Turret · T4Provides anti-air, anti-drone, and sustained defense for vehicles or emplacements.
LoadoutSpiritbreaker AmmunitionMythos Ammunition · T3Loaded. +1 effective Weapon Tier against Mythos targets. Damage becomes Psychic.
WornSecurity VestProtective Equipment · T2Provides discreet protection beneath professional clothing.
HINExecutive Eye ScannerAuthentication · T4Authenticates executives, diplomats, and strategic personnel against high-security identity systems.
KitIcarus Personal Flight SystemMobility · T3Provides short burst movement across gaps, rooftops, walls, and restricted approaches rather than sustained flight.
SensorsTrace KitInvestigation · T3Recovers, validates, or challenges physical and digital evidence from a scene.
Lamia Queen

Level 10 Apex Controller · Nexus · Tier 4 Armor · Rūḥ

Every missing-child file in the Delta, for two hundred years, is one case.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
144650325162Large (L) · 2×272On foot
POWREFLOGAWRPRE
+4+4+5+4+6

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses PRE +6.

Give Them to Me (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 6 (PRE).

10 or lower28 damage
11–1533 damage
16 or higher39 damage

Strike two targets; each Compelled (save ends) and Grabbed.

Free Strike — 22 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 22 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 22 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

The Ground Objects (Maneuver). Make a 3-hex area difficult for enemies until the encounter ends.

Redraw the Room (Maneuver). Slide every adjacent enemy 2 hexes.

5 Heat — Mother's Voice. Every enemy that can hear her is Compelled to approach, save ends.

3 Heat — Rearrange. Slide every enemy within 8 hexes 2 hexes.

Trait. Villain: Mother's Voice — all operators Dazed. / Take One — an operator is removed to her lair. / Old Grief — Tier 3 damage to everyone who can see her.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Great Sphinx

Level 10 Apex Controller · Nexus · Tier 4 Armor · Rūḥ

It knows the answer. It wants to hear you say it.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
144650325162Gargantuan (G) · 3×372On foot
POWREFLOGAWRPRE
+4+3+6+6+5

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses LOG +6.

Wrong (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 6 (LOG).

10 or lower28 damage
11–1533 damage
16 or higher39 damage

Strike two targets; each Stunned for one round.

Free Strike — 22 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 22 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 22 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

The Ground Objects (Maneuver). Make a 3-hex area difficult for enemies until the encounter ends.

Redraw the Room (Maneuver). Slide every adjacent enemy 2 hexes.

5 Heat — Ask Again. One operator loses its entire turn and cannot act until it answers.

3 Heat — Rearrange. Slide every enemy within 8 hexes 2 hexes.

Trait. Villain: Ask Again — an operator loses its turn. / Know Them — Edge against everyone, permanently. / Devour — Tier 3 damage to a Critical target; if it drops, the Sphinx regains all Rūḥ.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Charybdis

Level 10 Apex Controller · Nexus · Tier 4 Armor · Rūḥ

It is not a creature so much as a decision the sea made.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
144650325162Massive (V) · 4×472Swim at full Speed
POWREFLOGAWRPRE
+6+5+3+5+4

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +6.

The Whirl (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 6 (POW).

10 or lower28 damage
11–1533 damage
16 or higher39 damage

Strike two targets; slide every enemy within 10 hexes 5 hexes toward her.

Free Strike — 22 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 22 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 22 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

The Ground Objects (Maneuver). Make a 3-hex area difficult for enemies until the encounter ends.

Redraw the Room (Maneuver). Slide every adjacent enemy 2 hexes.

5 Heat — Take One Each. Grab every adjacent enemy at once and drag each 3 hexes.

3 Heat — Rearrange. Slide every enemy within 8 hexes 2 hexes.

Trait. Villain: Draw Down — everyone Prone and pulled. / Hold Under — Prone targets take Tier 3. / Three Times a Day — the whole map is pulled one hex inward.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Marid

Level 10 Apex Controller · Nexus · Tier 4 Armor · Rūḥ

It has granted eleven wishes in this district and all eleven are still being paid for.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
144650325162Huge (H) · 2×272Fly at full Speed
POWREFLOGAWRPRE
+4+5+6+5+6

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses LOG +6.

As You Asked (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 6 (LOG).

10 or lower28 damage
11–1533 damage
16 or higher39 damage

Strike two targets; each Compelled and Silenced, save ends.

Free Strike — 22 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 22 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 22 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

The Ground Objects (Maneuver). Make a 3-hex area difficult for enemies until the encounter ends.

Redraw the Room (Maneuver). Slide every adjacent enemy 2 hexes.

5 Heat — Terms Accepted. One operator fights for the Djinn until the end of the round.

3 Heat — Rearrange. Slide every enemy within 8 hexes 2 hexes.

Trait. Villain: Terms Accepted — one operator fights for it this round. / Unmake — destroy one carried item. / Smokeless Fire — Tier 3 damage in burst 3, Burning 5.

No gear. It carries nothing, needs nothing, and cannot be disarmed. Whatever it uses is part of it.

Guard

Corporate Security Executive

Level 10 Apex Guard · Corporate · Tier 4 Armor · Rūḥ

Commands more armed people than most governments.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
144650325162Medium (M) · 1 hex65On foot
POWREFLOGAWRPRE
+6+4+3+5+4

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +6.

Total Response (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 6 (POW).

10 or lower28 damage
11–1533 damage
16 or higher39 damage

Strike two targets; each Prone and Marked.

Free Strike — 22 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 22 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 22 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

Interpose (Maneuver). Until its next turn, attacks against an adjacent ally target this Competitor instead.

Hold the Door (Maneuver). No enemy may shift past it until its next turn.

5 Heat — Nothing Touches Me. Until its next turn, the first attack from each enemy misses entirely.

3 Heat — Not Through Me. Until its next turn, every attack against an ally within 3 hexes targets it instead.

Trait. Villain: Full Deployment — a Specialist arrives. / Lockdown — all exits sealed. / Sanctioned — Tier 3 damage in burst 3.

Resistance. Resists Kinetic 3 — licensed plate, warrantied. Weak to EMP — the whole package reports upward and can be jammed. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Chrome. Command-grade, hardened, redundant. Built to survive an assassination.

Six slots. What it is carrying, and what comes off the body.

WeaponRogue Short-Range MissilesMissile Rack · T4Saturates heavy targets, airspace, or hardened positions with guided warheads.
WornCasual Jacket - MirageCasual Outerwear · T2Combines executive travel utility with rapid visual change.
MedicalQuarantine Containment CapsuleHazard Response · T3Contains contaminated patients or dangerous biological samples without exposing the crew.
LoadoutDirect ChargeDemolition · T3Maneuver to place · detonates on the next turn · burst 2. 12 damage, doubled against structures and Tier 3–4 Armor. Opens a reinforced door.
KitSurvey Beacon ArrayExploration Infrastructure · T3Creates a long-range monitoring grid, maps Mythic Veins, and tracks expedition movement.
KitAutoDeploy Bridge KitEngineering · T4

Disruptor

DND Nexus Program Director

Level 10 Apex Disruptor · Government · Tier 4 Armor · Rūḥ

Arrives after the Nexus does and outranks everyone present.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
144650325162Medium (M) · 1 hex72On foot
POWREFLOGAWRPRE
+3+4+6+5+4

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses LOG +6.

Jurisdiction (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 6 (LOG).

10 or lower28 damage
11–1533 damage
16 or higher39 damage

Strike two targets; each Compelled and Jammed.

Free Strike — 22 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 22 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 22 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

Spoof the Net (Maneuver). One enemy’s next HIN or machine action fails. No roll.

Blackout (Maneuver). Every enemy within 5 hexes takes a Bane on its next roll.

5 Heat — Nothing Touches Me. Until its next turn, the first attack from each enemy misses entirely.

3 Heat — Full Blackout. Every enemy within 8 hexes is Jammed and Silenced, save ends.

Trait. Villain: Containment — a Nexus Competitor arrives under control. / Classified — the site is seized. / Protocol — all operators Stunned one round.

Resistance. Resists Kinetic 3 and Incendiary 2 — military issue. Weak to Sonic — sealed helmets carry the pressure inward. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Chrome. Nexus-hardened and containment-rated. Has been exposed more than once.

Six slots. What it is carrying, and what comes off the body.

HINStrategic Relay NodeNetwork System · T3Establishes regional communications, sovereign command links, or a high-capacity field network.
WeaponOverwatch Laser GatlingHeavy Energy Turret · T4Provides anti-air, anti-drone, and sustained defense for vehicles or emplacements.
WornExplorer OutfitExpedition Apparel · T2Supports long-range travel and difficult fieldwork.
SensorsEnviroSense Radar and Mythos ScannerEnvironmental Sensor · T4
KitSurvey Beacon ArrayExploration Infrastructure · T3Creates a long-range monitoring grid, maps Mythic Veins, and tracks expedition movement.
LoadoutDirect ChargeDemolition · T3Maneuver to place · detonates on the next turn · burst 2. 12 damage, doubled against structures and Tier 3–4 Armor. Opens a reinforced door.

Support

Hercules Mech Transport

Level 10 Operator Support · Government · Tier 4 Armor · Énergeia

Heavy VTOL Transport. Ironhalo build, Zine 1 Tier 4 gear.

EVÉnergeiaVulnerableCriticalSizeSpeedStabilityMovement
241758743Massive (V) · 4×461Fly
POWREFLOGAWRPRE
+5+4+4+4+1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +5.

Hercules Drop the Mech (Main Action · Signature · free). One creature. Power Roll 2d10 + 5 (POW).

10 or lower25 damage
11–1530 damage
16 or higher36 damage

Strike; a Tier 4 platform arrives.

Free Strike — 20 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 20 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 20 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

Casualty Drill (Maneuver). One ally within 5 hexes clears one condition; a second ally shifts 2 hexes.

Field Work (Maneuver). One ally within 10 hexes clears one condition.

3 Heat — Hold the Line. Every ally within 5 hexes clears one condition and gains Edge until the end of the round.

2 Heat — Everyone Up. Every ally within 10 hexes ends one condition and regains 5.

Trait. Énergeia, not Rūḥ — rolls on the vehicle chart. Effects that restore Rūḥ do nothing for it.

Resistance. Resists Psychic entirely — there is nothing in there to frighten. Weak to EMP — +1 effective Weapon Tier against it, per Zine 2. Resist N reduces that damage type by N per hit. Weak means that type deals double.

One weapon, three systems. Passive is always on and needs no tracking. Option is a Maneuver it may take instead of its Role Maneuver — not as well as. Breakdown is what a Tier 3 Called Shot destroys.

WeaponOverwatch Laser GatlingHeavy Energy Turret · dorsal mountIts only weapon. One per platform, of its own Tier and class.
PassiveRepair armsAdjacent machines regain 5 Énergeia at the start of its turn.
OptionSupply racksOne ally reloads or clears Jammed.
BreakdownMedical bayDestroy it and it can no longer restore allies.
Aphrodite Heavy Mech

Level 10 Specialist Support · Government · Tier 4 Armor · Énergeia

Command Heavy Mech. Ironhalo build, Zine 1 Tier 4 gear.

EVÉnergeiaVulnerableCriticalSizeSpeedStabilityMovement
4821010552Huge (H) · 2×262Walker — ignores rubble
POWREFLOGAWRPRE
+5+4+4+4+1

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses POW +5.

Aphrodite Battle Network (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 5 (POW).

10 or lower26 damage
11–1531 damage
16 or higher37 damage

Strike two targets; all allies gain Edge.

Free Strike — 21 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 21 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 21 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

Casualty Drill (Maneuver). One ally within 5 hexes clears one condition; a second ally shifts 2 hexes.

Field Work (Maneuver). One ally within 10 hexes clears one condition.

3 Heat — Hold the Line. Every ally within 5 hexes clears one condition and gains Edge until the end of the round.

2 Heat — Everyone Up. Every ally within 10 hexes ends one condition and regains 5.

Trait. Énergeia, not Rūḥ — rolls on the vehicle chart. Effects that restore Rūḥ do nothing for it.

Resistance. Resists Psychic entirely — there is nothing in there to frighten. Weak to EMP — +1 effective Weapon Tier against it, per Zine 2. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Four hardpoints. A mech is a weapons platform, not a rifleman. The primary fires free every turn; the other three cost Heat from your pool. A Tier 3 Called Shot destroys one hardpoint and whatever is bolted to it.

PrimaryOverwatch Laser GatlingHeavy Energy Turret · T4Free. Strike two targets at 18 hexes.
3 HeatRogue Short-Range MissilesMissile Rack · T4Burst 3 at 15 hexes. Prone and Pushed 3 hexes.
2 HeatPathfinder Laser ThrowerDirected-Energy Weapon · T3Line 5. Burning 3 to everything in it.
4 HeatCommand UplinkStrategic EW · T4Every allied machine within 20 hexes immediately makes a Free Strike.

Handler and Apex — no Role; villain actions instead

National Security Director

Level 10 Handler · Government · Tier 4 Armor · Rūḥ

Can make this an act of terrorism with one phone call.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
4826013065Medium (M) · 1 hex73On foot
POWREFLOGAWRPRE
+5+4+5+5+6

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses PRE +6.

Classified (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 6 (PRE).

10 or lower27 damage
11–1532 damage
16 or higher38 damage

Strike two targets; each Jammed and Marked.

Free Strike — 21 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 21 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 21 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

All Units (Maneuver). Two allies within 10 hexes immediately shift up to their Speed.

Take Command (Maneuver). Two allies within 10 hexes each clear one condition.

4 Heat — Hold Them There. Every enemy within 5 hexes is Immobilized, save ends.

4 Heat — Redirect. One ally within 10 hexes immediately takes its whole turn, out of order.

Trait. Villain: Assets Inbound — a Specialist arrives. / Blackout — no HIN actions this round. / Reclassified — the site is seized regardless of outcome.

Resistance. Resists Kinetic 3 and Incendiary 2 — military issue. Weak to Sonic — sealed helmets carry the pressure inward. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Chrome. Classified. Whatever it is, it is a generation ahead of anything on the street.

Six slots. What it is carrying, and what comes off the body.

WeaponRanger Rail GunElectromagnetic Cannon · T4Delivers extreme-range anti-armor and anti-fortification strikes.
WornSmart-Weave Hijab EnsembleSmart-Weave · T2Supports professional, diplomatic, and social presentation while preserving modesty.
HINMorpheus Electronic Warfare SuiteStrategic EW · T4Conducts regional jamming, interception, counter-intrusion, and spectrum dominance.
SensorsEnviroSense Radar and Mythos ScannerEnvironmental Sensor · T4
MedicalPortable Surgical StationMedical Platform · T3Enables complex surgery far from a hospital or permanent clinic.
KitSurvey Beacon ArrayExploration Infrastructure · T3Creates a long-range monitoring grid, maps Mythic Veins, and tracks expedition movement.
Corporate COO

Level 10 Handler · Corporate · Tier 4 Armor · Rūḥ

Has never been to this site and owns everything in it.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
4826013065Medium (M) · 1 hex73On foot
POWREFLOGAWRPRE
+5+4+5+5+6

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses PRE +6.

Board Decision (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 6 (PRE).

10 or lower27 damage
11–1532 damage
16 or higher38 damage

Strike two targets; each Slowed, Jammed and Marked.

Free Strike — 21 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 21 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 21 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

Reassign (Maneuver). Two allies within 10 hexes immediately shift up to their Speed.

Take Command (Maneuver). Two allies within 10 hexes each clear one condition.

4 Heat — Reposition the Line. Every ally within 10 hexes immediately shifts up to its Speed and ends one condition.

4 Heat — Redirect. One ally within 10 hexes immediately takes its whole turn, out of order.

Trait. Villain: Deployed — an Apex arrives. / Quarterly Loss — all allies gain Edge. / Restructure — remove one crew Contact permanently.

Resistance. Resists Kinetic 3 — licensed plate, warrantied. Weak to EMP — the whole package reports upward and can be jammed. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Chrome. Executive package. Flawless, invisible, and worth more than the building.

Six slots. What it is carrying, and what comes off the body.

WeaponRogue Short-Range MissilesMissile Rack · T4Saturates heavy targets, airspace, or hardened positions with guided warheads.
SocialCasual Social - AfterburnCasual Collection · T2Fits elite clubs and exclusive urban venues.
HINDiodes Steeljack DeckSteeljacking Interface · T4Coordinates Machine Groups, vehicle links, and Guided Control across contested networks.
SensorsEnviroSense Radar and Mythos ScannerEnvironmental Sensor · T4
MedicalSynthetic Organ Preservation CaseMedical Logistics · T3Safely transports replacement organs and sensitive biological material over long distances.
KitAutoDeploy Bridge KitEngineering · T4
Corporate Chief Science Officer

Level 10 Handler · Corporate · Tier 4 Armor · Rūḥ

Authorises the programmes nobody is told about.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
4826013065Medium (M) · 1 hex73On foot
POWREFLOGAWRPRE
+5+4+5+5+6

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses PRE +6.

Field Trial (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 6 (PRE).

10 or lower27 damage
11–1532 damage
16 or higher38 damage

Strike two targets; each Shocked 5.

Free Strike — 21 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 21 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 21 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

Reassign (Maneuver). Two allies within 10 hexes immediately shift up to their Speed.

Take Command (Maneuver). Two allies within 10 hexes each clear one condition.

4 Heat — Hold Them There. Every enemy within 5 hexes is Immobilized, save ends.

4 Heat — Redirect. One ally within 10 hexes immediately takes its whole turn, out of order.

Trait. Villain: Prototype — a Nexus Specialist arrives, under control. / Escalate — double damage this round. / Purge — burst 3, Tier 3 damage, allies included.

Resistance. Resists Kinetic 3 — licensed plate, warrantied. Weak to EMP — the whole package reports upward and can be jammed. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Chrome. Running their own research. Some of it is visibly moving.

Six slots. What it is carrying, and what comes off the body.

WeaponRanger Rail GunElectromagnetic Cannon · T4Delivers extreme-range anti-armor and anti-fortification strikes.
SocialCasual Social - Echo StudyCasual Collection · T1Builds credibility in universities, archives, and research settings.
HINStrategic Relay NodeNetwork System · T3Establishes regional communications, sovereign command links, or a high-capacity field network.
SensorsEnviroSense Radar and Mythos ScannerEnvironmental Sensor · T4
MedicalRegenerative Tissue PrinterBiotechnology · T3Produces replacement tissue for advanced recovery, grafting, and reconstructive treatment.
KitFrontier Operations HubExpedition Base · T3Establishes a full long-term base supporting expeditions and remote operations.
National Civil Registry Commissioner

Level 10 Handler · Government · Tier 4 Armor · Rūḥ

Decides who legally exists in this country.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
4826013065Medium (M) · 1 hex73On foot
POWREFLOGAWRPRE
+5+4+5+5+6

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses PRE +6.

Invalidated (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 6 (PRE).

10 or lower27 damage
11–1532 damage
16 or higher38 damage

Strike two targets; each Silenced and Compelled.

Free Strike — 21 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 21 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 21 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

All Units (Maneuver). Two allies within 10 hexes immediately shift up to their Speed.

Take Command (Maneuver). Two allies within 10 hexes each clear one condition.

4 Heat — Hold Them There. Every enemy within 5 hexes is Immobilized, save ends.

4 Heat — Redirect. One ally within 10 hexes immediately takes its whole turn, out of order.

Trait. Villain: Revoked — the crew loses all Contacts this operation. / Flagged — Government reinforcements arrive. / Erased — one operator cannot use Skills this round.

Resistance. Resists Kinetic 3 and Incendiary 2 — military issue. Weak to Sonic — sealed helmets carry the pressure inward. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Chrome. Sovereign registry link. They are the database.

Six slots. What it is carrying, and what comes off the body.

WeaponRanger Rail GunElectromagnetic Cannon · T4Delivers extreme-range anti-armor and anti-fortification strikes.
WornCorporate Security - HorizonSecurity Uniform · T2Provides credible access and protection for executive security.
HINStrategic Relay NodeNetwork System · T3Establishes regional communications, sovereign command links, or a high-capacity field network.
SensorsEnviroSense Radar and Mythos ScannerEnvironmental Sensor · T4
MedicalQuarantine Containment CapsuleHazard Response · T3Contains contaminated patients or dangerous biological samples without exposing the crew.
KitSurvey Beacon ArrayExploration Infrastructure · T3Creates a long-range monitoring grid, maps Mythic Veins, and tracks expedition movement.
National Port Commissioner

Level 10 Handler · Government · Tier 4 Armor · Rūḥ

Opens and closes the sea.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
4826013065Medium (M) · 1 hex73On foot
POWREFLOGAWRPRE
+5+4+5+5+6

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses PRE +6.

Ports Closed (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 6 (PRE).

10 or lower27 damage
11–1532 damage
16 or higher38 damage

Strike two targets; each Immobilized.

Free Strike — 21 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 21 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 21 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

All Units (Maneuver). Two allies within 10 hexes immediately shift up to their Speed.

Take Command (Maneuver). Two allies within 10 hexes each clear one condition.

4 Heat — Call It In. A Crew of the Handler’s faction arrives at the map edge and acts immediately.

4 Heat — Redirect. One ally within 10 hexes immediately takes its whole turn, out of order.

Trait. Villain: Impounded — seize one crew Asset. / Inspection — no exits this round. / Embargo — all Profit actions fail this arc.

Resistance. Resists Kinetic 3 and Incendiary 2 — military issue. Weak to Sonic — sealed helmets carry the pressure inward. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Chrome. Maritime command suite. Sees every hull in the basin at once.

Six slots. What it is carrying, and what comes off the body.

WeaponRogue Short-Range MissilesMissile Rack · T4Saturates heavy targets, airspace, or hardened positions with guided warheads.
WornSecurity VestProtective Equipment · T2Provides discreet protection beneath professional clothing.
HINExecutive Eye ScannerAuthentication · T4Authenticates executives, diplomats, and strategic personnel against high-security identity systems.
SensorsEnviroSense Radar and Mythos ScannerEnvironmental Sensor · T4
MedicalSynthetic Organ Preservation CaseMedical Logistics · T3Safely transports replacement organs and sensitive biological material over long distances.
KitFrontier Operations HubExpedition Base · T3Establishes a full long-term base supporting expeditions and remote operations.
National Border Authority Director

Level 10 Handler · Government · Tier 4 Armor · Rūḥ

Nothing crosses without them, including the crew.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
4826013065Medium (M) · 1 hex73On foot
POWREFLOGAWRPRE
+5+4+5+5+6

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses PRE +6.

Sealed (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 6 (PRE).

10 or lower27 damage
11–1532 damage
16 or higher38 damage

Strike two targets; each Marked and Slowed.

Free Strike — 21 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 21 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 21 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

All Units (Maneuver). Two allies within 10 hexes immediately shift up to their Speed.

Take Command (Maneuver). Two allies within 10 hexes each clear one condition.

4 Heat — Concentrate Fire. Name one enemy. Every ally within 10 hexes that can see it makes a Free Strike against it.

4 Heat — Redirect. One ally within 10 hexes immediately takes its whole turn, out of order.

Trait. Villain: Cordon — nobody leaves the map. / Interdiction — a Government Specialist arrives. / Deported — remove one Contact from play.

Resistance. Resists Kinetic 3 and Incendiary 2 — military issue. Weak to Sonic — sealed helmets carry the pressure inward. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Chrome. Interdiction network wired through the skull, always listening.

Six slots. What it is carrying, and what comes off the body.

WeaponOverwatch Laser GatlingHeavy Energy Turret · T4Provides anti-air, anti-drone, and sustained defense for vehicles or emplacements.
WornSmart-Weave Archive LineSmart-Weave · T2Reconfigures between prepared professional and social identities.
HINExecutive Eye ScannerAuthentication · T4Authenticates executives, diplomats, and strategic personnel against high-security identity systems.
SensorsEnviroSense Radar and Mythos ScannerEnvironmental Sensor · T4
MedicalMythos Stabilization KitBio Countermeasure · T4Temporarily stabilizes patients suffering severe Mythos exposure until specialist treatment is available.
KitSurvey Beacon ArrayExploration Infrastructure · T3Creates a long-range monitoring grid, maps Mythic Veins, and tracks expedition movement.
Minister of Infrastructure

Level 10 Handler · Government · Tier 4 Armor · Rūḥ

Turns off cities as an administrative act.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
4826013065Medium (M) · 1 hex73On foot
POWREFLOGAWRPRE
+5+4+5+5+6

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses PRE +6.

Grid Down (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 6 (PRE).

10 or lower27 damage
11–1532 damage
16 or higher38 damage

Strike two targets; each Blinded and Jammed.

Free Strike — 21 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 21 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 21 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

All Units (Maneuver). Two allies within 10 hexes immediately shift up to their Speed.

Take Command (Maneuver). Two allies within 10 hexes each clear one condition.

4 Heat — Concentrate Fire. Name one enemy. Every ally within 10 hexes that can see it makes a Free Strike against it.

4 Heat — Redirect. One ally within 10 hexes immediately takes its whole turn, out of order.

Trait. Villain: Blackout — the map goes dark. / Rerouted — slide everyone 5 hexes. / Condemned — the building begins collapsing.

Resistance. Resists Kinetic 3 and Incendiary 2 — military issue. Weak to Sonic — sealed helmets carry the pressure inward. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Chrome. Municipal command link. Can darken a city from a dinner table.

Six slots. What it is carrying, and what comes off the body.

WeaponRogue Short-Range MissilesMissile Rack · T4Saturates heavy targets, airspace, or hardened positions with guided warheads.
WornCasual Jacket - Blue SkyCasual Outerwear · T2Works as everyday professional outerwear in warm cities.
HINMorpheus Electronic Warfare SuiteStrategic EW · T4Conducts regional jamming, interception, counter-intrusion, and spectrum dominance.
SensorsEnviroSense Radar and Mythos ScannerEnvironmental Sensor · T4
MedicalMythos Stabilization KitBio Countermeasure · T4Temporarily stabilizes patients suffering severe Mythos exposure until specialist treatment is available.
KitSurvey Beacon ArrayExploration Infrastructure · T3Creates a long-range monitoring grid, maps Mythic Veins, and tracks expedition movement.
National Communications Director

Level 10 Handler · Government · Tier 4 Armor · Rūḥ

Owns what the country believes happened.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
4826013065Medium (M) · 1 hex73On foot
POWREFLOGAWRPRE
+5+4+5+5+6

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses PRE +6.

Signal Dominance (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 6 (PRE).

10 or lower27 damage
11–1532 damage
16 or higher38 damage

Strike two targets; each Silenced and Jammed.

Free Strike — 21 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 21 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 21 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

All Units (Maneuver). Two allies within 10 hexes immediately shift up to their Speed.

Take Command (Maneuver). Two allies within 10 hexes each clear one condition.

4 Heat — Call It In. A Crew of the Handler’s faction arrives at the map edge and acts immediately.

4 Heat — Redirect. One ally within 10 hexes immediately takes its whole turn, out of order.

Trait. Villain: Broadcast — crew Exposure to maximum. / Jam — no HIN or comms this round. / Narrative — the crew are terrorists by morning.

Resistance. Resists Kinetic 3 and Incendiary 2 — military issue. Weak to Sonic — sealed helmets carry the pressure inward. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Chrome. Broadcast spine. Speaks and three hundred million people hear it.

Six slots. What it is carrying, and what comes off the body.

WeaponRogue Short-Range MissilesMissile Rack · T4Saturates heavy targets, airspace, or hardened positions with guided warheads.
WornCasual Jacket - Blue SkyCasual Outerwear · T2Works as everyday professional outerwear in warm cities.
HINStrategic Relay NodeNetwork System · T3Establishes regional communications, sovereign command links, or a high-capacity field network.
SensorsEnviroSense Radar and Mythos ScannerEnvironmental Sensor · T4
MedicalLazarus Integrated Trauma SystemStrategic Medical Platform · T4Transforms an expedition, disaster site, or battlefield into a complete trauma center for a crew or small community.
KitFrontier Operations HubExpedition Base · T3Establishes a full long-term base supporting expeditions and remote operations.
International Media Director

Level 10 Handler · Corporate · Tier 4 Armor · Rūḥ

Decides what three hundred million people saw.

EVRūḥVulnerableCriticalSizeSpeedStabilityMovement
4826013065Medium (M) · 1 hex73On foot
POWREFLOGAWRPRE
+5+4+5+5+6

Saves are 2d10 + the named Attribute against 10. Physical restraint and forced movement use POW or REF; system, neural and Mythos effects use LOG, AWR or PRE. Its Power Roll uses PRE +6.

The Story (Main Action · Signature · free). Two creatures. Power Roll 2d10 + 6 (PRE).

10 or lower27 damage
11–1532 damage
16 or higher38 damage

Strike two targets; each Exposed and Marked.

Free Strike — 21 damage. Not a second attack. It happens on somebody else’s turn, when an enemy leaves a hex adjacent to this Competitor, or when a rule says to take one. No Power Roll, no tiers — just 21 damage, once per triggering event.

Close In (Melee · Main Action). Strike one adjacent enemy for 21 damage, then Push or Pull it 2 hexes. No weapon needed — it always has hands, teeth, a stock or a bumper.

Reassign (Maneuver). Two allies within 10 hexes immediately shift up to their Speed.

Take Command (Maneuver). Two allies within 10 hexes each clear one condition.

4 Heat — Reposition the Line. Every ally within 10 hexes immediately shifts up to its Speed and ends one condition.

4 Heat — Redirect. One ally within 10 hexes immediately takes its whole turn, out of order.

Trait. Villain: Headline — crew Exposure to maximum. / Retraction — negate one crew success this operation. / Manufacture — a faction turns hostile to the crew.

Resistance. Resists Kinetic 3 — licensed plate, warrantied. Weak to EMP — the whole package reports upward and can be jammed. Resist N reduces that damage type by N per hit. Weak means that type deals double.

Chrome. Narrative suite and a face engineered to be trusted on camera.

Six slots. What it is carrying, and what comes off the body.

WeaponOverwatch Laser GatlingHeavy Energy Turret · T4Provides anti-air, anti-drone, and sustained defense for vehicles or emplacements.
SocialCasual Social - Gold WindCasual Collection · T2Signals relaxed authority in informal leadership settings.
HINDigital Credential PrinterAuthentication · T3Produces forged or emergency credentials with coherent visual and digital verification.
SensorsEnviroSense Radar and Mythos ScannerEnvironmental Sensor · T4
MedicalSynthetic Organ Preservation CaseMedical Logistics · T3Safely transports replacement organs and sensitive biological material over long distances.
KitFrontier Operations HubExpedition Base · T3Establishes a full long-term base supporting expeditions and remote operations.
One piece of advice. The card that frightens a table is never the one with the biggest number. It is the Contact they have been buying drinks for since session two, standing in a doorway they thought was empty.
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