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.
Tier
Encounter Value
Durability
Worth
What it is
Chaff
×0.5 per four
×0.125 each
8 = 1 operator
Bodies. Buy four at a time, field up to eight in a squad, pool their durability.
Crew
×0.5
×0.5
2 = 1 operator
Two people who fight as one. Half an operator each.
Operator
×1
×1
1 = 1 operator
One trained person. This is the unit everything else is measured against.
Specialist
×2
×2
1 = 2 operators
Worth two operators. Hits two people at once unless you say otherwise.
Handler
×2
×2
1 = 2 operators
The one giving orders. Gets villain actions. Skip the Role step.
Apex
×6
×5
1 = 6 operators
The 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.
Role
Durability
Damage
What you see them doing
Hunter
+20
+1
Opens from hiding and commits everything to one person.
Gunner
+10
+1
Shoots from the back and does not want you close.
Heavy
+30
+1
Walks forward. Keeps walking.
Controller
+10
+0
Puts people where it wants them, which is rarely where they wanted to be.
Guard
+30
+0
Holds a doorway, a crate, or a person, and does not move off it.
Skirmisher
+20
+0
Fast, everywhere, impossible to pin down.
Disruptor
+10
+0
Deals in conditions rather than damage. Ruins your turn instead of your track.
Driver
+20
+0
Carries somebody. The pair is the threat, not either half.
Support
+20
+0
Heals, 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.
Step
Decide
Then
1
Level
Match the crew, or within 2 either way. Apex never more than 1 above.
2
Tier
Chaff, Crew, Operator, Specialist, Handler or Apex.
3
Role
Watch the fight in your head and pick what you see them doing.
4
Faction
Sets armor and behaviour. Nothing else.
5
Read three numbers
Encounter Value, durability, damage — from the tables below.
6
Mark the zones
Half 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.
Number
Formula
Encounter Value
((2 × Level) + 4) × Tier multiplier
Rūḥ or Énergeia
((10 × Level) + Role durability) × Tier multiplier
Damage
Weapon Tier base + Damage bonus + Level, then add the characteristic
Echelon
Levels
Weapon Tier base (1 / 2 / 3)
Characteristic
First
1–3
3 / 5 / 8
+2
Second
4–6
5 / 9 / 12
+3
Third
7–9
8 / 12 / 16
+4
Fourth
10
10 / 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.
Faction
What their Chrome looks like
Street
Secondhand, visible, badly fitted. Taken off somebody who stopped needing it.
Underworld
Good work, quietly done. Expensive, illegal, maintained by someone who owes them.
Grey Fixer
Social and subtle. Voice modulation, stress-read optics, an encrypted skull.
Corporate
Licensed, warrantied, branded, and reporting upward to somebody.
Government
Military grade and standard issue. Hardened, redundant, built to survive.
Nexus
Whatever 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.
Spend
On
2–3 Heat
A Competitor’s Heat ability, printed on its card. Once each, per Competitor, per encounter.
1 Heat
Any Competitor immediately makes a free strike against an adjacent enemy.
3 Heat
A Chaff squad or Crew arrives at the edge of the map.
5 Heat
A 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 gear
Three systems
What it is
Things it is holding, wearing or has in a pocket.
Things built into the frame.
At the table
Mostly 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 taken
Yes. 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 differs
Six 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.
Line
What it means
Talent
Its 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 Strike
Not 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 In
Every 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.
Maneuvers
Two 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.
Heat
A once-per-encounter ability paid for from your Heat pool. Handlers and Apex spend 5 Heat to take a villain action early instead.
Size
How 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.
Trait
Always on. Never costs anything. For Nexus Competitors this is where the Immunity and the Weakness live.
Chrome
What augmentation it carries. Flavour, except that it makes EMP ammunition apply.
Six slots
What 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.
Platforms
One 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:
Order
Shape
Example
First
Changes position
Allies arrive, everyone gets slid, an exit closes.
Second
Takes a turn away
An operator loses a Maneuver, or a Talent misfires.
Third
Hurts
Save it. The crew should already have been worried for two rounds.
ENCOUNTER VALUE BY LEVEL
Chaff are priced per four.
Level
Chaff
Crew
Operator
Specialist
Handler
Apex
1
3
3
6
12
12
36
2
4
4
8
16
16
48
3
5
5
10
20
20
60
4
6
6
12
24
24
72
5
7
7
14
28
28
84
6
8
8
16
32
32
96
7
9
9
18
36
36
108
8
10
10
20
40
40
120
9
11
11
22
44
44
132
10
12
12
24
48
48
144
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.
Level
Chaff each
Crew
Operator
Specialist
Handler
Apex
1
4
15
30
60
80
200
2
5
20
40
80
100
250
3
7
25
50
100
120
300
4
8
30
60
120
140
350
5
9
35
70
140
160
400
6
10
40
80
160
180
450
7
12
45
90
180
200
500
8
13
50
100
200
220
550
9
14
55
110
220
240
600
10
15
60
120
240
260
650
DAMAGE BY LEVEL
Operator Tier with no Damage bonus. Add the Damage bonus from Role and Tier before the characteristic.
Level
Characteristic
Free Strike
Tier 1
Tier 2
Tier 3
1
+2
4
6
8
11
2
+2
5
7
9
12
3
+2
6
8
10
13
4
+3
9
12
16
19
5
+3
10
13
17
20
6
+3
11
14
18
21
7
+4
15
19
23
27
8
+4
16
20
24
28
9
+4
17
21
25
29
10
+5
20
25
30
36
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.
Level
Echelon
Weapon Tier
Armor Tier
1–3
First
WT 1
Tier 1 Armor
4–6
Second
WT 2
Tier 2 Armor
7–9
Third
WT 3
Tier 3 Armor
10
Fourth
WT 4
Tier 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 something
Result
At your own Level
Normal. An even fight, which is what Encounter Value already promised.
One echelon above
Bane. Hard but possible, and the crew will feel every round of it.
Two echelons above
No effect. Your weapons do not reach that armor at all.
One echelon below
Edge. 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 used
Who spends the action
If the controller stops
Piloted — somebody is inside it
The pilot. Their body does not also move.
It stops where it is. It is cover now.
Remote — drone, droid, controlled machine
The controller, from wherever they are.
It follows its last order and nothing else.
Autonomous — a Competitor in its own right
It 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.
Class
What it is
Tier 1
Tier 2
Tier 3
Tier 4
Microdrone
Tiny and small drones
Unarmed
Contact taser
—
—
Utility
Medical, recon, server units
Unarmed
Unarmed
—
—
Drone
Medium combat drones
—
—
Flak cannon
—
Walker
Droids and androids — they have hands
—
Pistol
Assault rifle
Heavy machine gun
Light vehicle
Bikes, buggies, cars, small boats
—
Pintle mount, fired by a passenger
—
—
Armoured
SUVs, trucks, aircraft, patrol boats
—
Firing port
Ring mount
Dorsal turret
Mech
Light combat mechs
—
—
Hardpoint
—
Heavy mech
Heavy mechs and fighter aircraft
—
—
—
Hardpoint
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 Tiers
Chaff and Crew
Usual Roles
Heavy, Skirmisher
Signature trait
Numbers 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 Tiers
Crew, Operator, Specialist
Usual Roles
Hunter, Skirmisher
Signature trait
Opportunist — 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 Tiers
Operator, Specialist, Handler
Usual Roles
Guard, Gunner, Controller
Signature trait
Asset 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 Tiers
Specialist, Handler
Usual Roles
Support, Disruptor, Controller
Signature trait
Leverage — 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 Tiers
Operator, Crew, Handler
Usual Roles
Guard, Gunner
Signature trait
Combined 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 Tiers
Chaff through Apex
Usual Roles
Hunter, Controller, Disruptor
Signature trait
Every 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 Tiers
All six, but weighted to Specialist and Apex
Usual Roles
Hunter, Controller, Disruptor, Heavy
Signature trait
Mythos — 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.
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.
Environment
What tends to be there
Deep desert and dig sites
Ghūl, Sha, Djinn, Ifrit. Things that were already buried.
The drowned coast
Naiad, Siren, Scylla, Harpy. Things that came up with the water.
Under the cities
Minotaur, Hellhound, Basilisk, Hydra. Things that found the tunnels first.
The Agora
Keyworded 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.
Zine
Holds
Zine 1
The players — archetypes, Talents, gear, Rūḥ and Recoveries.
Zine 2
Data, Blood, and Influence. Every procedure all three Pressures share.
Zine 3
Profit — what a crew owns, builds and loses, and the Assets a Competitor might be guarding.
Zine 4
Blood — 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.
Three phones, one job, and a clear line down the whole block.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
6
30
15
7
Medium (M) · 1 hex
7
1
On foot
POW
REF
LOG
AWR
PRE
+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 lower
7 damage
11–15
9 damage
16 or higher
12 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.
Weapon
Manticore
Shotgun · T1
Dominates close spaces, breaches light barriers, and supports varied ammunition.
Sidearm
Baton
Melee Weapon · T1
Provides a compact nonlethal control weapon for close engagements.
Worn
Corporate Technician
Corporate Uniform · T1
Provides credible technical authority and field durability.
Sensors
Smart Cufflinks
Covert Cameras · T1
Records meetings, captures evidence, and observes targets without obvious equipment.
Loadout
Gel Rounds
Ammunition · T1
Loaded. Damage is non-lethal: a target reduced to 0 is Disabled, not Dying.
Kit
Echo Contact Lens
Disguise · T1
Alters 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.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
3
20
10
5
Medium (M) · 1 hex
5
3
On foot
POW
REF
LOG
AWR
PRE
+2
0
-1
0
-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 lower
5 damage
11–15
6 damage
16 or higher
7 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.
Weapon
Scarab
Pistol · T1
Serves as a durable general-purpose sidearm for professional operators.
Sidearm
Cleaver
Melee Weapon · T1
Acts as both a field tool and brutal close-combat weapon.
Worn
Corporate Technician
Corporate Uniform · T1
Provides credible technical authority and field durability.
Loadout
Flash Grenade
Grenade · T1
Main Action · thrown 8 hexes · burst 2. No damage. Everything in the burst is Blinded and Dazed, save ends.
Medical
Field Trauma Medkit
Medical Kit · T1
Stabilizes injured allies and treats common battlefield wounds during an operation.
Kit
Echo Contact Lens
Disguise · T1
Alters 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.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
6
40
20
10
Medium (M) · 1 hex
5
3
On foot
POW
REF
LOG
AWR
PRE
+2
0
-1
0
-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 lower
7 damage
11–15
9 damage
16 or higher
12 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.
Weapon
Manticore
Shotgun · T1
Dominates close spaces, breaches light barriers, and supports varied ammunition.
Sidearm
Dagger
Melee Weapon · T1
Provides precise close-range attack, utility cutting, and concealability.
Worn
Corporate Technician
Corporate Uniform · T1
Provides credible technical authority and field durability.
Loadout
Standard Ammunition
Ammunition · T1
Loaded. No change. Damage as printed on the Talent.
Medical
Biofoam Wound Sealant
Medical Compound · T1
Stops bleeding and protects open wounds until proper treatment becomes available.
Kit
Adaptive Voice Modulator
Disguise · T1
Changes voice, accent, cadence, and vocal identity during speech.
Runs four streets and answers to somebody who runs forty.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
12
40
20
10
Medium (M) · 1 hex
6
1
On foot
POW
REF
LOG
AWR
PRE
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 lower
7 damage
11–15
9 damage
16 or higher
12 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.
Weapon
Manticore
Shotgun · T1
Dominates close spaces, breaches light barriers, and supports varied ammunition.
Loadout
Flash Grenade
Grenade · T1
Main Action · thrown 8 hexes · burst 2. No damage. Everything in the burst is Blinded and Dazed, save ends.
Worn
Smart-Weave Chameleon Beta
Adaptive Apparel · T1
Supports quick visual changes between prepared identities.
HIN
Signal Analysis Tablet
Electronic-Warfare Tool · T1
Locates transmitters, maps interference, records signals, and identifies active frequencies.
Kit
Echo Contact Lens
Disguise · T1
Alters visible eye details, displays covert prompts, and supports visual impersonation or observation.
Sensors
Smart Cufflinks
Covert Cameras · T1
Records meetings, captures evidence, and observes targets without obvious equipment.
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 lower
6 damage
11–15
8 damage
16 or higher
11 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.
Weapon
Manticore
Shotgun · T1
Dominates close spaces, breaches light barriers, and supports varied ammunition.
Worn
Corporate Technician
Corporate Uniform · T1
Provides credible technical authority and field durability.
Sidearm
Sword
Melee Weapon · T1
Offers reach, control, and reliable close-combat damage.
Medical
Field Trauma Medkit
Medical Kit · T1
Stabilizes injured allies and treats common battlefield wounds during an operation.
Loadout
Incendiary Grenade
Grenade · T1
Main Action · thrown 8 hexes · burst 2. 5 Incendiary damage and Burning 2. The burst stays alight for one round.
Kit
Biometric Spoof Glove
Disguise · T1
Defeats routine fingerprint, temperature, pulse, and hand-geometry checks.
It took her sidearm, her lighter and her patience, in that order.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
3 per four
4 each
2
1
Medium (M) · 1 hex
8
1
Climb at full Speed
POW
REF
LOG
AWR
PRE
0
+2
-1
0
+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 lower
2 damage
11–15
3 damage
16 or higher
5 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.
It follows funerals. It has learned which districts have more of them.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
3 per four
4 each
2
1
Medium (M) · 1 hex
8
1
Climb at full Speed
POW
REF
LOG
AWR
PRE
+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 lower
2 damage
11–15
3 damage
16 or higher
5 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.
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 lower
4 damage
11–15
5 damage
16 or higher
7 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.
Weapon
Unarmed. No hardpoint at this Tier. It watches, carries, repairs or gets in the way — and still has a Free Strike, because it can ram.
Passive
Run-flat drive
Ignores the first Wheel or Track consequence result.
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 lower
4 damage
11–15
5 damage
16 or higher
7 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.
Weapon
Unarmed. No hardpoint at this Tier. It watches, carries, repairs or gets in the way — and still has a Free Strike, because it can ram.
Passive
Run-flat drive
Ignores the first Wheel or Track consequence result.
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 lower
4 damage
11–15
5 damage
16 or higher
7 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.
Weapon
Unarmed. No hardpoint at this Tier. It watches, carries, repairs or gets in the way — and still has a Free Strike, because it can ram.
Passive
Run-flat drive
Ignores the first Wheel or Track consequence result.
Faster than the crew, and knows which fences have a gap in them.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
6
30
15
7
Medium (M) · 1 hex
8
1
On foot
POW
REF
LOG
AWR
PRE
0
+2
-1
+1
0
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 lower
6 damage
11–15
8 damage
16 or higher
11 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.
Weapon
Asp
Pistol · T1
Provides concealable, dependable personal defense.
Worn
Smart-Weave Chameleon Beta
Adaptive Apparel · T1
Supports quick visual changes between prepared identities.
Sensors
BlueCom Encrypted Radio
Communications · T1
Maintains secure short- and medium-range voice coordination when ordinary networks are unreliable.
Kit
Adaptive Voice Modulator
Disguise · T1
Changes voice, accent, cadence, and vocal identity during speech.
Loadout
Gel Rounds
Ammunition · T1
Loaded. Damage is non-lethal: a target reduced to 0 is Disabled, not Dying.
Sidearm
Sword
Melee Weapon · T1
Offers reach, control, and reliable close-combat damage.
The fountain has been dry for forty years and something still lives in it.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
3 per four
3 each
1
1
Medium (M) · 1 hex
6
0
Swim at full Speed
POW
REF
LOG
AWR
PRE
0
+1
0
+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 lower
2 damage
11–15
3 damage
16 or higher
5 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.
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 lower
4 damage
11–15
5 damage
16 or higher
7 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.
Weapon
Unarmed. No hardpoint at this Tier. It watches, carries, repairs or gets in the way — and still has a Free Strike, because it can ram.
Passive
Jamming array
No HIN actions within 10 hexes while it lives.
Option
Signal relay
Allies within 20 hexes ignore Jammed until its next turn.
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 lower
4 damage
11–15
5 damage
16 or higher
7 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.
Weapon
Unarmed. No hardpoint at this Tier. It watches, carries, repairs or gets in the way — and still has a Free Strike, because it can ram.
Passive
Jamming array
No HIN actions within 10 hexes while it lives.
Option
Signal relay
Allies within 20 hexes ignore Jammed until its next turn.
Breakdown
EW pod
Destroy 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.
Sits on more firepower than the district authority.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
8
30
15
7
Medium (M) · 1 hex
6
0
On foot
POW
REF
LOG
AWR
PRE
0
+2
0
+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 lower
8 damage
11–15
10 damage
16 or higher
13 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.
Weapon
Scarab
Pistol · T1
Serves as a durable general-purpose sidearm for professional operators.
Loadout
Incendiary Grenade
Grenade · T1
Main Action · thrown 8 hexes · burst 2. 5 Incendiary damage and Burning 2. The burst stays alight for one round.
Worn
Corporate Technician
Corporate Uniform · T1
Provides credible technical authority and field durability.
Sensors
BlueCom Encrypted Radio
Communications · T1
Maintains secure short- and medium-range voice coordination when ordinary networks are unreliable.
Kit
Adaptive Voice Modulator
Disguise · T1
Changes voice, accent, cadence, and vocal identity during speech.
Medical
Biofoam Wound Sealant
Medical Compound · T1
Stops 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.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
8
50
25
12
Medium (M) · 1 hex
5
3
On foot
POW
REF
LOG
AWR
PRE
+2
0
-1
0
-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 lower
8 damage
11–15
10 damage
16 or higher
13 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.
Weapon
Specter
Pistol · T1
Supports discreet close-range operations and covert carry.
Sidearm
Baton
Melee Weapon · T1
Provides a compact nonlethal control weapon for close engagements.
Worn
Corporate Technician
Corporate Uniform · T1
Provides credible technical authority and field durability.
Loadout
Incendiary Grenade
Grenade · T1
Main Action · thrown 8 hexes · burst 2. 5 Incendiary damage and Burning 2. The burst stays alight for one round.
Medical
Field Trauma Medkit
Medical Kit · T1
Stabilizes injured allies and treats common battlefield wounds during an operation.
Kit
Echo Contact Lens
Disguise · T1
Alters visible eye details, displays covert prompts, and supports visual impersonation or observation.
Can fill a street in four minutes or empty it in two.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
8
30
15
7
Medium (M) · 1 hex
6
0
On foot
POW
REF
LOG
AWR
PRE
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 lower
7 damage
11–15
9 damage
16 or higher
12 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.
Weapon
Specter
Pistol · T1
Supports discreet close-range operations and covert carry.
Loadout
Gel Rounds
Ammunition · T1
Loaded. Damage is non-lethal: a target reduced to 0 is Disabled, not Dying.
Worn
Expedition Outfit
Expedition Apparel · T1
Supports frontier travel while remaining presentable.
HIN
Ghost Authentication Key
Access Device · T1
Stores and presents approved credentials for HIN, facility, or device access.
Kit
Biometric Spoof Glove
Disguise · T1
Defeats routine fingerprint, temperature, pulse, and hand-geometry checks.
Sensors
Smart Cufflinks
Covert Cameras · T1
Records meetings, captures evidence, and observes targets without obvious equipment.
Older than the gang, the corporation, and the road.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
8
30
15
7
Medium (M) · 1 hex
6
0
On foot
POW
REF
LOG
AWR
PRE
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 lower
7 damage
11–15
9 damage
16 or higher
12 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.
Weapon
Scarab
Pistol · T1
Serves as a durable general-purpose sidearm for professional operators.
Loadout
Gel Rounds
Ammunition · T1
Loaded. Damage is non-lethal: a target reduced to 0 is Disabled, not Dying.
Worn
Smart-Weave Chameleon Beta
Adaptive Apparel · T1
Supports quick visual changes between prepared identities.
HIN
Ghost Authentication Key
Access Device · T1
Stores and presents approved credentials for HIN, facility, or device access.
Kit
Biometric Spoof Glove
Disguise · T1
Defeats routine fingerprint, temperature, pulse, and hand-geometry checks.
Sensors
Smart Cufflinks
Covert Cameras · T1
Records meetings, captures evidence, and observes targets without obvious equipment.
Keeps two gangs from a war by standing between them.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
8
50
25
12
Medium (M) · 1 hex
5
3
On foot
POW
REF
LOG
AWR
PRE
+2
0
-1
+1
0
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 lower
7 damage
11–15
9 damage
16 or higher
12 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.
Weapon
Specter
Pistol · T1
Supports discreet close-range operations and covert carry.
Worn
Expedition Outfit
Expedition Apparel · T1
Supports frontier travel while remaining presentable.
Sidearm
Dagger
Melee Weapon · T1
Provides precise close-range attack, utility cutting, and concealability.
Medical
Detox Purification Kit
Medical Kit · T1
Reduces poisons, toxins, and environmental contaminants affecting a patient.
Loadout
Incendiary Grenade
Grenade · T1
Main Action · thrown 8 hexes · burst 2. 5 Incendiary damage and Burning 2. The burst stays alight for one round.
Kit
Echo Contact Lens
Disguise · T1
Alters visible eye details, displays covert prompts, and supports visual impersonation or observation.
Six people are asleep upstairs and that is the whole calculation.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
8
50
25
12
Medium (M) · 1 hex
5
3
On foot
POW
REF
LOG
AWR
PRE
+2
0
-1
+1
0
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 lower
7 damage
11–15
9 damage
16 or higher
12 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.
Weapon
Specter
Pistol · T1
Supports discreet close-range operations and covert carry.
Worn
Corporate Technician
Corporate Uniform · T1
Provides credible technical authority and field durability.
Sidearm
Cleaver
Melee Weapon · T1
Acts as both a field tool and brutal close-combat weapon.
Medical
Field Trauma Medkit
Medical Kit · T1
Stabilizes injured allies and treats common battlefield wounds during an operation.
Loadout
Incendiary Grenade
Grenade · T1
Main Action · thrown 8 hexes · burst 2. 5 Incendiary damage and Burning 2. The burst stays alight for one round.
Kit
Adaptive Voice Modulator
Disguise · T1
Changes voice, accent, cadence, and vocal identity during speech.
Paid to watch a corner and say one word into a phone.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
4 per four
5 each
2
1
Medium (M) · 1 hex
8
1
On foot
POW
REF
LOG
AWR
PRE
0
+2
-1
+1
0
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 lower
3 damage
11–15
4 damage
16 or higher
5 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.
Weapon
Peregrine
SMG · T1
Provides mobile close-range automatic fire for security and crew operations.
Worn
Corporate Technician
Corporate Uniform · T1
Provides credible technical authority and field durability.
Sensors
BlueCom Encrypted Radio
Communications · T1
Maintains secure short- and medium-range voice coordination when ordinary networks are unreliable.
Kit
Echo Contact Lens
Disguise · T1
Alters visible eye details, displays covert prompts, and supports visual impersonation or observation.
Loadout
Gel Rounds
Ammunition · T1
Loaded. Damage is non-lethal: a target reduced to 0 is Disabled, not Dying.
Sidearm
Sword
Melee Weapon · T1
Offers reach, control, and reliable close-combat damage.
Something screamed in a register a throat should not reach.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
4 per four
5 each
2
1
Medium (M) · 1 hex
8
1
Climb at full Speed
POW
REF
LOG
AWR
PRE
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 lower
3 damage
11–15
4 damage
16 or higher
5 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.
It has the crew's only key and it is already on the roof.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
4 per four
5 each
2
1
Small (S) · 1 hex
8
1
Fly at full Speed
POW
REF
LOG
AWR
PRE
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 lower
3 damage
11–15
4 damage
16 or higher
5 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.
Every photograph of it comes out as something slightly different.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
4 per four
5 each
2
1
Small (S) · 1 hex
8
1
Burrow at full Speed
POW
REF
LOG
AWR
PRE
+1
+2
-1
+1
0
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 lower
3 damage
11–15
4 damage
16 or higher
5 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.
The radio has been singing for an hour and nobody has turned it off.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
4
15
7
3
Medium (M) · 1 hex
6
0
On foot
POW
REF
LOG
AWR
PRE
-2
0
0
+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 lower
5 damage
11–15
6 damage
16 or higher
7 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.
The block has electricity because of them, conditionally.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
8
30
15
7
Medium (M) · 1 hex
6
0
On foot
POW
REF
LOG
AWR
PRE
-1
0
+2
+1
0
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 lower
7 damage
11–15
9 damage
16 or higher
12 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.
HIN
Signal Analysis Tablet
Electronic-Warfare Tool · T1
Locates transmitters, maps interference, records signals, and identifies active frequencies.
Weapon
Scarab
Pistol · T1
Serves as a durable general-purpose sidearm for professional operators.
Worn
Corporate Field
Corporate Uniform · T1
Supports survey, inspection, and infrastructure work.
Sensors
Smart Cufflinks
Covert Cameras · T1
Records meetings, captures evidence, and observes targets without obvious equipment.
Kit
Echo Contact Lens
Disguise · T1
Alters visible eye details, displays covert prompts, and supports visual impersonation or observation.
Loadout
Flash Grenade
Grenade · T1
Main 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.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
4
20
10
5
Large (L) · 2×2
9
2
Ignores difficult ground
POW
REF
LOG
AWR
PRE
+2
+2
-1
+1
0
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 lower
5 damage
11–15
6 damage
16 or higher
7 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.
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 lower
7 damage
11–15
9 damage
16 or higher
12 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.
Platform
Poseidon Heavy Mech
Amphibious Heavy Mech · T4
Operates across coastlines, ports, flooded districts, and underwater infrastructure.
Weapon
Manticore
Shotgun · T1
Dominates close spaces, breaches light barriers, and supports varied ammunition.
Worn
Expedition Outfit
Expedition Apparel · T1
Supports frontier travel while remaining presentable.
Kit
Adaptive Voice Modulator
Disguise · T1
Changes voice, accent, cadence, and vocal identity during speech.
Loadout
Standard Ammunition
Ammunition · T1
Loaded. No change. Damage as printed on the Talent.
Sensors
Smart Cufflinks
Covert Cameras · T1
Records 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.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
8
40
20
10
Medium (M) · 1 hex
6
1
On foot
POW
REF
LOG
AWR
PRE
-1
0
+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 lower
7 damage
11–15
9 damage
16 or higher
12 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.
Medical
Biofoam Wound Sealant
Medical Compound · T1
Stops bleeding and protects open wounds until proper treatment becomes available.
HIN
Ghost Authentication Key
Access Device · T1
Stores and presents approved credentials for HIN, facility, or device access.
Worn
Expedition Outfit
Expedition Apparel · T1
Supports frontier travel while remaining presentable.
Weapon
Peregrine
SMG · T1
Provides mobile close-range automatic fire for security and crew operations.
Kit
Echo Contact Lens
Disguise · T1
Alters visible eye details, displays covert prompts, and supports visual impersonation or observation.
Sensors
BlueCom Encrypted Radio
Communications · T1
Maintains 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.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
8
40
20
10
Medium (M) · 1 hex
6
1
On foot
POW
REF
LOG
AWR
PRE
-1
0
+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 lower
7 damage
11–15
9 damage
16 or higher
12 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.
Medical
Biofoam Wound Sealant
Medical Compound · T1
Stops bleeding and protects open wounds until proper treatment becomes available.
HIN
Signal Analysis Tablet
Electronic-Warfare Tool · T1
Locates transmitters, maps interference, records signals, and identifies active frequencies.
Worn
Smart-Weave Chameleon Beta
Adaptive Apparel · T1
Supports quick visual changes between prepared identities.
Weapon
Asp
Pistol · T1
Provides concealable, dependable personal defense.
Kit
Echo Contact Lens
Disguise · T1
Alters visible eye details, displays covert prompts, and supports visual impersonation or observation.
Sensors
Smart Cufflinks
Covert Cameras · T1
Records 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.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
5
25
12
6
Medium (M) · 1 hex
7
1
Climb at full Speed
POW
REF
LOG
AWR
PRE
+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 lower
6 damage
11–15
7 damage
16 or higher
8 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.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
5
25
12
6
Medium (M) · 1 hex
7
1
On foot
POW
REF
LOG
AWR
PRE
+1
+1
0
0
+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 lower
6 damage
11–15
7 damage
16 or higher
8 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.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
5
25
12
6
Medium (M) · 1 hex
7
1
Climb at full Speed
POW
REF
LOG
AWR
PRE
0
+1
0
+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 lower
6 damage
11–15
7 damage
16 or higher
8 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.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
5
25
12
6
Medium (M) · 1 hex
7
1
Tracks by scent
POW
REF
LOG
AWR
PRE
+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 lower
6 damage
11–15
7 damage
16 or higher
8 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.
Polite, punctual, and entirely without a sense of humour about it.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
10
50
25
12
Medium (M) · 1 hex
7
1
On foot
POW
REF
LOG
AWR
PRE
+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 lower
9 damage
11–15
11 damage
16 or higher
14 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.
Weapon
Specter
Pistol · T1
Supports discreet close-range operations and covert carry.
Sidearm
Cleaver
Melee Weapon · T1
Acts as both a field tool and brutal close-combat weapon.
Worn
Explorer Outfit
Expedition Apparel · T2
Supports long-range travel and difficult fieldwork.
Sensors
Spectrum Glasses
Communications · T2
Shows active signals, credential prompts, camera coverage, and nearby authentication systems.
Loadout
Armor-Piercing Ammunition
Ammunition · T2
Loaded. +1 effective Weapon Tier against Armor.
Kit
Echo Contact Lens
Disguise · T1
Alters visible eye details, displays covert prompts, and supports visual impersonation or observation.
Paid by the hour and has been up there since before the crew arrived.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
10
40
20
10
Medium (M) · 1 hex
6
0
On foot
POW
REF
LOG
AWR
PRE
0
+2
0
+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 lower
9 damage
11–15
11 damage
16 or higher
14 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.
Weapon
Specter
Pistol · T1
Supports discreet close-range operations and covert carry.
Loadout
Incendiary Ammunition
Ammunition · T2
Loaded. Adds Burning 2 on any hit.
Worn
Explorer Outfit
Expedition Apparel · T2
Supports long-range travel and difficult fieldwork.
Sensors
Smart Cufflinks
Covert Cameras · T1
Records meetings, captures evidence, and observes targets without obvious equipment.
Kit
Biometric Spoof Glove
Disguise · T1
Defeats routine fingerprint, temperature, pulse, and hand-geometry checks.
Medical
Detox Purification Kit
Medical Kit · T1
Reduces poisons, toxins, and environmental contaminants affecting a patient.
Strips a car in nine minutes and is quicker with people.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
10
60
30
15
Medium (M) · 1 hex
5
3
On foot
POW
REF
LOG
AWR
PRE
+2
0
-1
0
-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 lower
9 damage
11–15
11 damage
16 or higher
14 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.
Weapon
Specter
Pistol · T1
Supports discreet close-range operations and covert carry.
Sidearm
Cleaver
Melee Weapon · T1
Acts as both a field tool and brutal close-combat weapon.
Worn
Smart-Weave Hijab Ensemble
Smart-Weave · T2
Supports professional, diplomatic, and social presentation while preserving modesty.
Loadout
Flash Grenade
Grenade · T1
Main Action · thrown 8 hexes · burst 2. No damage. Everything in the burst is Blinded and Dazed, save ends.
Medical
Field Trauma Medkit
Medical Kit · T1
Stabilizes injured allies and treats common battlefield wounds during an operation.
Kit
Echo Contact Lens
Disguise · T1
Alters visible eye details, displays covert prompts, and supports visual impersonation or observation.
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 lower
5 damage
11–15
6 damage
16 or higher
8 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.
Came up from Runner and remembers every shortcut the crew is about to use.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
20
80
40
20
Medium (M) · 1 hex
6
1
On foot
POW
REF
LOG
AWR
PRE
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 lower
9 damage
11–15
11 damage
16 or higher
14 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.
Weapon
Scarab
Pistol · T1
Serves as a durable general-purpose sidearm for professional operators.
Loadout
EMP Grenade
Grenade · T2
Main Action · thrown 8 hexes · burst 2. 9 EMP damage. Machines and anyone with Chrome are Jammed and Shocked 2, save ends.
Worn
Smart-Weave Archive Line
Smart-Weave · T2
Reconfigures between prepared professional and social identities.
HIN
Echo Mesh Relay
Relay System · T2
Extends crew communications, creates a local mesh, and restores service in dead zones.
Kit
Echo Contact Lens
Disguise · T1
Alters visible eye details, displays covert prompts, and supports visual impersonation or observation.
Sensors
Smart Cufflinks
Covert Cameras · T1
Records meetings, captures evidence, and observes targets without obvious equipment.
One flight of stairs, one chair, one very long shift.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
10
60
30
15
Medium (M) · 1 hex
5
3
On foot
POW
REF
LOG
AWR
PRE
+2
0
-1
+1
0
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 lower
8 damage
11–15
10 damage
16 or higher
13 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.
Weapon
Specter
Pistol · T1
Supports discreet close-range operations and covert carry.
Worn
Corporate Security - Horizon
Security Uniform · T2
Provides credible access and protection for executive security.
Sidearm
Dagger
Melee Weapon · T1
Provides precise close-range attack, utility cutting, and concealability.
Medical
Field Trauma Medkit
Medical Kit · T1
Stabilizes injured allies and treats common battlefield wounds during an operation.
Loadout
Armor-Piercing Ammunition
Ammunition · T2
Loaded. +1 effective Weapon Tier against Armor.
Kit
Biometric Spoof Glove
Disguise · T1
Defeats routine fingerprint, temperature, pulse, and hand-geometry checks.
The size of a cat. The corridor behind it is dead grass and dead rats.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
5
20
10
5
Small (S) · 1 hex
6
0
Climb at full Speed
POW
REF
LOG
AWR
PRE
-1
0
-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 lower
5 damage
11–15
6 damage
16 or higher
8 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.
Buys anything once and sells the story about it twice.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
10
40
20
10
Medium (M) · 1 hex
6
0
On foot
POW
REF
LOG
AWR
PRE
-1
0
+2
+1
0
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 lower
8 damage
11–15
10 damage
16 or higher
13 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.
HIN
Personal HIN Terminal
HIN Interface · T2
Provides secure HIN access, field messaging, authentication, and local network interaction.
Weapon
Thunderbolt
Laser Pistol · T1
Provides clean, low-recoil precision fire with visible power limitations.
Worn
Casual Jacket - Mirage
Casual Outerwear · T2
Combines executive travel utility with rapid visual change.
Sensors
Smart Cufflinks
Covert Cameras · T1
Records meetings, captures evidence, and observes targets without obvious equipment.
Kit
Adaptive Voice Modulator
Disguise · T1
Changes voice, accent, cadence, and vocal identity during speech.
Four of them and a van that should not still be running.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
5
25
12
6
Medium (M) · 1 hex
9
2
On foot
POW
REF
LOG
AWR
PRE
0
+2
0
+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 lower
5 damage
11–15
6 damage
16 or higher
8 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.
Platform
Horus Bike
Motorcycle · T2
Fast urban movement, courier work, and pursuit through narrow routes.
Weapon
Thunderbolt
Laser Pistol · T1
Provides clean, low-recoil precision fire with visible power limitations.
Worn
Explorer Outfit
Expedition Apparel · T2
Supports long-range travel and difficult fieldwork.
Kit
Echo Contact Lens
Disguise · T1
Alters visible eye details, displays covert prompts, and supports visual impersonation or observation.
Loadout
EMP Grenade
Grenade · T2
Main Action · thrown 8 hexes · burst 2. 9 EMP damage. Machines and anyone with Chrome are Jammed and Shocked 2, save ends.
Sensors
Spectrum Glasses
Communications · T2
Shows 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.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
10
50
25
12
Medium (M) · 1 hex
6
1
On foot
POW
REF
LOG
AWR
PRE
-1
0
+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 lower
8 damage
11–15
10 damage
16 or higher
13 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.
Medical
Biofoam Wound Sealant
Medical Compound · T1
Stops bleeding and protects open wounds until proper treatment becomes available.
HIN
Resonance Noisedeck
Noisedeck · T2
Supports entry-level Ghosting, local intrusion, credential use, and field network work.
Worn
Smart-Weave Chameleon Theta
Adaptive Apparel · T2
Supports infiltration, identity shifts, and reduced recognition.
Weapon
Specter
Pistol · T1
Supports discreet close-range operations and covert carry.
Kit
Biometric Spoof Glove
Disguise · T1
Defeats routine fingerprint, temperature, pulse, and hand-geometry checks.
Sensors
Spectrum Glasses
Communications · T2
Shows 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.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
6
30
15
7
Medium (M) · 1 hex
7
1
Fly at full Speed
POW
REF
LOG
AWR
PRE
+1
+3
-1
+2
0
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 lower
8 damage
11–15
10 damage
16 or higher
12 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.
Beautiful in a way that stops being reassuring about four seconds in.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
12
60
30
15
Medium (M) · 1 hex
7
1
On foot
POW
REF
LOG
AWR
PRE
+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 lower
13 damage
11–15
17 damage
16 or higher
20 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.
Shooting from a moving platform that is also the shooter.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
12
50
25
12
Large (L) · 2×2
6
0
Ignores difficult ground
POW
REF
LOG
AWR
PRE
+3
+3
0
+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 lower
13 damage
11–15
17 damage
16 or higher
20 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.
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 lower
13 damage
11–15
17 damage
16 or higher
20 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.
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 lower
13 damage
11–15
17 damage
16 or higher
20 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.
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 lower
12 damage
11–15
16 damage
16 or higher
19 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.
It knows every pipe under the Brucheion and considers all of them home.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
12
50
25
12
Medium (M) · 1 hex
6
0
Swim at full Speed
POW
REF
LOG
AWR
PRE
+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 lower
12 damage
11–15
16 damage
16 or higher
19 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.
It came up through a service shaft that goes further down than the plans show.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
6
25
12
6
Large (L) · 2×2
6
0
Burrow at full Speed
POW
REF
LOG
AWR
PRE
+3
+1
0
+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 lower
8 damage
11–15
10 damage
16 or higher
11 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.
It offered a deal before anyone drew and the offer is still open.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
12
50
25
12
Medium (M) · 1 hex
6
0
Fly at full Speed
POW
REF
LOG
AWR
PRE
+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 lower
12 damage
11–15
16 damage
16 or higher
19 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.
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 lower
12 damage
11–15
16 damage
16 or higher
19 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.
Weapon
Legate
Assault Rifle · pintle mount, fired by a passenger
Its only weapon. One per platform, of its own Tier and class.
Passive
Run-flat drive
Ignores the first Wheel or Track consequence result.
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 lower
12 damage
11–15
16 damage
16 or higher
19 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.
Weapon
Legate
Assault Rifle · pintle mount, fired by a passenger
Its only weapon. One per platform, of its own Tier and class.
Passive
Run-flat drive
Ignores the first Wheel or Track consequence result.
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 lower
12 damage
11–15
16 damage
16 or higher
19 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.
Weapon
Legate
Assault Rifle · pintle mount, fired by a passenger
Its only weapon. One per platform, of its own Tier and class.
Passive
Run-flat drive
Ignores the first Wheel or Track consequence result.
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 lower
12 damage
11–15
16 damage
16 or higher
19 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.
Weapon
Kestrel
Shotgun · firing port
Its only weapon. One per platform, of its own Tier and class.
Passive
Run-flat drive
Ignores the first Wheel or Track consequence result.
Fast Utility Boat. Aerodyne build, Zine 1 Tier 2 gear.
EV
Énergeia
Vulnerable
Critical
Size
Speed
Stability
Movement
12
50
25
12
Large (L) · 2×2
9
2
Swim
POW
REF
LOG
AWR
PRE
+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 lower
12 damage
11–15
16 damage
16 or higher
19 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.
Weapon
Legate
Assault Rifle · pintle mount, fired by a passenger
Its only weapon. One per platform, of its own Tier and class.
Passive
Run-flat drive
Ignores the first Wheel or Track consequence result.
Option
Boost cells
Doubles Speed for one round.
Breakdown
Drivetrain
Destroy 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.
It belongs to the god of the desert and of everything going wrong.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
14
70
35
17
Medium (M) · 1 hex
7
1
Burrow at full Speed
POW
REF
LOG
AWR
PRE
+2
+3
0
+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 lower
14 damage
11–15
18 damage
16 or higher
21 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.
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 lower
15 damage
11–15
19 damage
16 or higher
22 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.
Weapon
Praetor
Assault Rifle · T2
Provides stable high-volume fire and strong performance against protected targets.
Sidearm
Axe
Weapon Accessory · T2
Improves control and adapts a weapon to different users or armor profiles.
Worn
Casual Jacket - Blue Sky
Casual Outerwear · T2
Works as everyday professional outerwear in warm cities.
Sensors
Spectrum Glasses
Communications · T2
Shows active signals, credential prompts, camera coverage, and nearby authentication systems.
Loadout
Flash Grenade
Grenade · T1
Main Action · thrown 8 hexes · burst 2. No damage. Everything in the burst is Blinded and Dazed, save ends.
Kit
Echo Contact Lens
Disguise · T1
Alters visible eye details, displays covert prompts, and supports visual impersonation or observation.
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 lower
14 damage
11–15
18 damage
16 or higher
21 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.
Weapon
Paladin
Pistol · T2
Provides high-reliability precision for elite security and professional operators.
Loadout
Armor-Piercing Ammunition
Ammunition · T2
Loaded. +1 effective Weapon Tier against Armor.
Worn
Explorer Outfit
Expedition Apparel · T2
Supports long-range travel and difficult fieldwork.
Sensors
Terrain Mapping Drone
Reconnaissance · T1
—
Kit
SolarFlex Power Kit
Portable Power · T1
Keeps electronics and small expedition systems operating during long deployments.
Medical
Detox Purification Kit
Medical Kit · T1
Reduces poisons, toxins, and environmental contaminants affecting a patient.
It has the face of a man and the manners of the other part.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
14
60
30
15
Large (L) · 2×2
6
0
On foot
POW
REF
LOG
AWR
PRE
+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 lower
14 damage
11–15
18 damage
16 or higher
21 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.
The room is fifteen degrees hotter than it was and nobody lit anything.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
14
60
30
15
Medium (M) · 1 hex
6
0
Fly at full Speed
POW
REF
LOG
AWR
PRE
+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 lower
14 damage
11–15
18 damage
16 or higher
21 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.
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 lower
15 damage
11–15
19 damage
16 or higher
22 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.
Weapon
Legate
Assault Rifle · T2
Acts as the standard professional rifle for security and military contracts.
Loadout
EMP Grenade
Grenade · T2
Main Action · thrown 8 hexes · burst 2. 9 EMP damage. Machines and anyone with Chrome are Jammed and Shocked 2, save ends.
Worn
Smart-Weave Archive Line
Smart-Weave · T2
Reconfigures between prepared professional and social identities.
Sensors
Smart Cufflinks
Covert Cameras · T1
Records meetings, captures evidence, and observes targets without obvious equipment.
Kit
Adaptive Voice Modulator
Disguise · T1
Changes voice, accent, cadence, and vocal identity during speech.
Medical
Biofoam Wound Sealant
Medical Compound · T1
Stops 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.
EV
Énergeia
Vulnerable
Critical
Size
Speed
Stability
Movement
7
30
15
7
Medium (M) · 1 hex
5
3
Walker
POW
REF
LOG
AWR
PRE
+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 lower
9 damage
11–15
11 damage
16 or higher
12 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.
Weapon
Asp
Pistol · carried in its hands
Its only weapon. One per platform, of its own Tier and class.
Passive
Ram plate
Charges through light cover without slowing.
Option
Boost cells
Doubles Speed for one round.
Breakdown
Coolant reservoir
Destroy it and the platform is Overheated after any round it attacks.
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 lower
14 damage
11–15
18 damage
16 or higher
21 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.
Weapon
Kestrel
Shotgun · T2
Provides rapid close-range fire, breaching, and specialized ammunition support.
Sidearm
Mace
Training System · T2
Runs safe marksmanship, judgment, and use-of-force training.
Worn
Night Armor Sandrunner
Tactical Apparel · T2
Combines protection and stealth for arid night operations.
Loadout
Incendiary Ammunition
Ammunition · T2
Loaded. Adds Burning 2 on any hit.
Medical
Portable Diagnostic Scanner
Medical Electronics · T2
Identifies injuries, disease, cybernetic damage, and biological abnormalities.
Kit
Adaptive Voice Modulator
Disguise · T1
Changes 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.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
28
160
80
40
Medium (M) · 1 hex
5
4
On foot
POW
REF
LOG
AWR
PRE
+3
+1
0
+1
0
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 lower
15 damage
11–15
19 damage
16 or higher
22 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.
Weapon
WASP
Laser SMG · T2
Provides sustained low-recoil energy fire against light targets and electronics.
Sidearm
Hammer
Weapon Accessory · T2
Improves stability for rapid fire and hard-recoiling weapons.
Worn
Explorer Outfit
Expedition Apparel · T2
Supports long-range travel and difficult fieldwork.
Loadout
Gel Rounds
Ammunition · T1
Loaded. Damage is non-lethal: a target reduced to 0 is Disabled, not Dying.
Medical
Combat Medic Backpack
Medical Equipment · T2
Allows one medic to manage several casualties during an extended operation.
Kit
Biometric Spoof Glove
Disguise · T1
Defeats routine fingerprint, temperature, pulse, and hand-geometry checks.
Has kept three gangs from open war by owing all of them.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
14
60
30
15
Medium (M) · 1 hex
6
0
On foot
POW
REF
LOG
AWR
PRE
+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 lower
13 damage
11–15
17 damage
16 or higher
20 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.
Weapon
Basilisk
Laser Assault · T2
Delivers accurate medium-range energy fire with strong anti-device utility.
Loadout
Armor-Piercing Ammunition
Ammunition · T2
Loaded. +1 effective Weapon Tier against Armor.
Worn
Corporate Security - Horizon
Security Uniform · T2
Provides credible access and protection for executive security.
HIN
Echo Mesh Relay
Relay System · T2
Extends crew communications, creates a local mesh, and restores service in dead zones.
Kit
Echo Contact Lens
Disguise · T1
Alters visible eye details, displays covert prompts, and supports visual impersonation or observation.
Sensors
BlueCom Encrypted Radio
Communications · T1
Maintains secure short- and medium-range voice coordination when ordinary networks are unreliable.
Has the authority to end this and prefers to use it.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
14
60
30
15
Medium (M) · 1 hex
6
0
On foot
POW
REF
LOG
AWR
PRE
+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 lower
13 damage
11–15
17 damage
16 or higher
20 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.
Weapon
Kestrel
Shotgun · T2
Provides rapid close-range fire, breaching, and specialized ammunition support.
Loadout
EMP Grenade
Grenade · T2
Main Action · thrown 8 hexes · burst 2. 9 EMP damage. Machines and anyone with Chrome are Jammed and Shocked 2, save ends.
Worn
Smart-Weave Travel Coat
Smart-Weave · T2
Supports discreet travel and rapid presentation changes.
HIN
Personal HIN Terminal
HIN Interface · T2
Provides secure HIN access, field messaging, authentication, and local network interaction.
Kit
Forensic and Environmental Kit
Utility · T2
Studies forensic scenes and mythos environmental environments for testing and sample extraction
Older than the tunnels. The others were hers before they were anything.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
14
60
30
15
Medium (M) · 1 hex
6
0
Climb at full Speed
POW
REF
LOG
AWR
PRE
+2
+2
0
+3
0
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 lower
13 damage
11–15
17 damage
16 or higher
20 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.
Everyone in the room is looking at the floor and nobody decided to.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
14
60
30
15
Medium (M) · 1 hex
6
0
On foot
POW
REF
LOG
AWR
PRE
+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 lower
13 damage
11–15
17 damage
16 or higher
20 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.
Four hulls on the rocks off Agami this year. All of them experienced crews.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
14
60
30
15
Medium (M) · 1 hex
6
0
On foot
POW
REF
LOG
AWR
PRE
-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 lower
13 damage
11–15
17 damage
16 or higher
20 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.
The room does what they tell it and nobody has explained how.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
28
120
60
30
Medium (M) · 1 hex
6
1
On foot
POW
REF
LOG
AWR
PRE
+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 lower
14 damage
11–15
18 damage
16 or higher
21 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.
Weapon
Praetor
Assault Rifle · T2
Provides stable high-volume fire and strong performance against protected targets.
Loadout
Armor-Piercing Ammunition
Ammunition · T2
Loaded. +1 effective Weapon Tier against Armor.
Worn
Casual Jacket - Blue Sky
Casual Outerwear · T2
Works as everyday professional outerwear in warm cities.
HIN
Ghost Authentication Key
Access Device · T1
Stores and presents approved credentials for HIN, facility, or device access.
Kit
Adaptive Voice Modulator
Disguise · T1
Changes voice, accent, cadence, and vocal identity during speech.
Sensors
Spectrum Glasses
Communications · T2
Shows active signals, credential prompts, camera coverage, and nearby authentication systems.
Twenty years on the same site and knows every corner of it.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
14
80
40
20
Medium (M) · 1 hex
5
3
On foot
POW
REF
LOG
AWR
PRE
+3
+1
0
+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 lower
13 damage
11–15
17 damage
16 or higher
20 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.
Weapon
WASP
Laser SMG · T2
Provides sustained low-recoil energy fire against light targets and electronics.
Worn
Casual Jacket - Blue Sky
Casual Outerwear · T2
Works as everyday professional outerwear in warm cities.
Sidearm
Axe
Weapon Accessory · T2
Improves control and adapts a weapon to different users or armor profiles.
Medical
Portable Diagnostic Scanner
Medical Electronics · T2
Identifies injuries, disease, cybernetic damage, and biological abnormalities.
Loadout
Gel Rounds
Ammunition · T1
Loaded. Damage is non-lethal: a target reduced to 0 is Disabled, not Dying.
Kit
RidgeLine Climbing System
Mobility · T1
Allows safe climbing, descent, ravine crossing, and route stabilization.
The building has stood through three regimes and one Nexus.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
14
80
40
20
Medium (M) · 1 hex
5
3
On foot
POW
REF
LOG
AWR
PRE
+3
+1
0
+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 lower
13 damage
11–15
17 damage
16 or higher
20 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.
Weapon
Basilisk
Laser Assault · T2
Delivers accurate medium-range energy fire with strong anti-device utility.
Worn
Explorer Outfit
Expedition Apparel · T2
Supports long-range travel and difficult fieldwork.
Sidearm
Axe
Weapon Accessory · T2
Improves control and adapts a weapon to different users or armor profiles.
Medical
Portable Diagnostic Scanner
Medical Electronics · T2
Identifies injuries, disease, cybernetic damage, and biological abnormalities.
Loadout
Armor-Piercing Ammunition
Ammunition · T2
Loaded. +1 effective Weapon Tier against Armor.
Kit
Adaptive Voice Modulator
Disguise · T1
Changes voice, accent, cadence, and vocal identity during speech.
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 lower
13 damage
11–15
17 damage
16 or higher
20 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.
Weapon
Kestrel
Shotgun · firing port
Its only weapon. One per platform, of its own Tier and class.
Whatever is in them is working. That is the problem.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
28
140
70
35
Medium (M) · 1 hex
8
2
On foot
POW
REF
LOG
AWR
PRE
+1
+3
0
+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 lower
14 damage
11–15
18 damage
16 or higher
21 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.
Weapon
Legate
Assault Rifle · T2
Acts as the standard professional rifle for security and military contracts.
Worn
Security Vest
Protective Equipment · T2
Provides discreet protection beneath professional clothing.
Sensors
Mirage Signal Coin
Tracker · T2
Tracks a person, package, or vehicle without maintaining a constant visible signal.
Kit
Adaptive Voice Modulator
Disguise · T1
Changes voice, accent, cadence, and vocal identity during speech.
Loadout
Gel Rounds
Ammunition · T1
Loaded. Damage is non-lethal: a target reduced to 0 is Disabled, not Dying.
Sidearm
Hammer
Weapon Accessory · T2
Improves stability for rapid fire and hard-recoiling weapons.
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 lower
13 damage
11–15
17 damage
16 or higher
20 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.
HIN
Resonance Noisedeck
Noisedeck · T2
Supports entry-level Ghosting, local intrusion, credential use, and field network work.
Weapon
Chimera
Sniper Rifle · T2
Provides accurate long-range fire, observation, and target interdiction.
Social
Casual Social - Echo Study
Casual Collection · T1
Builds credibility in universities, archives, and research settings.
Sensors
Mirage Signal Coin
Tracker · T2
Tracks a person, package, or vehicle without maintaining a constant visible signal.
Kit
Biometric Spoof Glove
Disguise · T1
Defeats routine fingerprint, temperature, pulse, and hand-geometry checks.
Loadout
Adaptive Demolition Kit
Demolition · T2
Maneuver 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.
Has been eleven people this year and remembers all of them.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
14
60
30
15
Medium (M) · 1 hex
6
0
On foot
POW
REF
LOG
AWR
PRE
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 lower
13 damage
11–15
17 damage
16 or higher
20 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.
HIN
Personal HIN Terminal
HIN Interface · T2
Provides secure HIN access, field messaging, authentication, and local network interaction.
Weapon
Star
SMG · T2
Offers high firepower in a small package for vehicle crews and close protection.
Worn
Smart-Weave Travel Coat
Smart-Weave · T2
Supports discreet travel and rapid presentation changes.
Sensors
Smart Cufflinks
Covert Cameras · T1
Records meetings, captures evidence, and observes targets without obvious equipment.
Kit
Biometric Spoof Glove
Disguise · T1
Defeats routine fingerprint, temperature, pulse, and hand-geometry checks.
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 lower
13 damage
11–15
17 damage
16 or higher
20 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.
HIN
Echo Mesh Relay
Relay System · T2
Extends crew communications, creates a local mesh, and restores service in dead zones.
Weapon
Chimera
Sniper Rifle · T2
Provides accurate long-range fire, observation, and target interdiction.
Social
Corporate Executive - Open Water
Executive Collection · T2
Supports negotiations, executive travel, and board authority.
Sensors
Smart Cufflinks
Covert Cameras · T1
Records meetings, captures evidence, and observes targets without obvious equipment.
Kit
Biometric Spoof Glove
Disguise · T1
Defeats routine fingerprint, temperature, pulse, and hand-geometry checks.
Put half the augments in this district into people.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
14
60
30
15
Medium (M) · 1 hex
6
0
On foot
POW
REF
LOG
AWR
PRE
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 lower
13 damage
11–15
17 damage
16 or higher
20 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.
HIN
Noise Intrusion Amplifier
Cyberdeck Module · T2
Boosts a cyberdeck during difficult Ghosting and high-security intrusion operations.
Weapon
Basilisk
Laser Assault · T2
Delivers accurate medium-range energy fire with strong anti-device utility.
Social
Casual Social - Atlas
Casual Collection · T1
Provides credible everyday style across city districts.
Sensors
Terrain Mapping Drone
Reconnaissance · T1
—
Kit
RidgeLine Climbing System
Mobility · T1
Allows safe climbing, descent, ravine crossing, and route stabilization.
Old enough to remember the first time a city thought it had outgrown this.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
14
60
30
15
Medium (M) · 1 hex
6
0
Climb at full Speed
POW
REF
LOG
AWR
PRE
+1
+3
0
+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 lower
13 damage
11–15
17 damage
16 or higher
20 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.
The contact who set up the meeting has not been that contact since Tuesday.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
14
60
30
15
Medium (M) · 1 hex
6
0
Climb at full Speed
POW
REF
LOG
AWR
PRE
+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 lower
13 damage
11–15
17 damage
16 or higher
20 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.
It wants to know why the crew is here and it will keep asking.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
14
60
30
15
Large (L) · 2×2
6
0
On foot
POW
REF
LOG
AWR
PRE
+1
0
+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 lower
13 damage
11–15
17 damage
16 or higher
20 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.
Answers a question you have not asked yet, correctly.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
28
120
60
30
Medium (M) · 1 hex
6
1
On foot
POW
REF
LOG
AWR
PRE
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 lower
14 damage
11–15
18 damage
16 or higher
21 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.
HIN
Resonance Noisedeck
Noisedeck · T2
Supports entry-level Ghosting, local intrusion, credential use, and field network work.
Weapon
WASP
Laser SMG · T2
Provides sustained low-recoil energy fire against light targets and electronics.
Worn
Smart-Weave Chameleon Theta
Adaptive Apparel · T2
Supports infiltration, identity shifts, and reduced recognition.
Sensors
Smart Cufflinks
Covert Cameras · T1
Records meetings, captures evidence, and observes targets without obvious equipment.
Kit
Adaptive Voice Modulator
Disguise · T1
Changes voice, accent, cadence, and vocal identity during speech.
Loadout
Adaptive Demolition Kit
Demolition · T2
Maneuver 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.
Somewhere in the Noise, wearing a body as a formality.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
28
120
60
30
Medium (M) · 1 hex
6
1
On foot
POW
REF
LOG
AWR
PRE
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 lower
14 damage
11–15
18 damage
16 or higher
21 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.
HIN
Spectrum Spoofer
Electronic Warfare · T2
Creates false traffic, misleading signatures, and temporary communication confusion.
Weapon
Basilisk
Laser Assault · T2
Delivers accurate medium-range energy fire with strong anti-device utility.
Worn
Explorer Outfit
Expedition Apparel · T2
Supports long-range travel and difficult fieldwork.
Sensors
Terrain Mapping Drone
Reconnaissance · T1
—
Kit
Biometric Spoof Glove
Disguise · T1
Defeats routine fingerprint, temperature, pulse, and hand-geometry checks.
Loadout
Flash Grenade
Grenade · T1
Main Action · thrown 8 hexes · burst 2. No damage. Everything in the burst is Blinded and Dazed, save ends.
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 lower
8 damage
11–15
10 damage
16 or higher
12 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.
Weapon
Legate
Assault Rifle · pintle mount, fired by a passenger
Its only weapon. One per platform, of its own Tier and class.
Passive
Run-flat drive
Ignores the first Wheel or Track consequence result.
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 lower
8 damage
11–15
10 damage
16 or higher
12 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.
Weapon
Legate
Assault Rifle · pintle mount, fired by a passenger
Its only weapon. One per platform, of its own Tier and class.
Passive
Run-flat drive
Ignores the first Wheel or Track consequence result.
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 lower
13 damage
11–15
17 damage
16 or higher
20 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.
Platform
Amun Rotor
Utility Rotorcraft · T2
Deploys vehicles, squads, or emergency infrastructure into difficult locations.
Weapon
Star
SMG · T2
Offers high firepower in a small package for vehicle crews and close protection.
Worn
Night Armor Sandrunner
Tactical Apparel · T2
Combines protection and stealth for arid night operations.
Kit
Chameleon Face Mask
Disguise · T2
Creates a convincing alternate face for short-term infiltration and protected movement.
Loadout
Armor-Piercing Ammunition
Ammunition · T2
Loaded. +1 effective Weapon Tier against Armor.
Sensors
Mirage Signal Coin
Tracker · T2
Tracks a person, package, or vehicle without maintaining a constant visible signal.
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 lower
14 damage
11–15
18 damage
16 or higher
21 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.
Platform
Notus Buggy
Security Buggy · T2
Provides rapid patrol, scouting, pursuit, and escort across streets or rough terrain.
Weapon
Basilisk
Laser Assault · T2
Delivers accurate medium-range energy fire with strong anti-device utility.
Worn
Explorer Outfit
Expedition Apparel · T2
Supports long-range travel and difficult fieldwork.
Kit
Biometric Spoof Glove
Disguise · T1
Defeats routine fingerprint, temperature, pulse, and hand-geometry checks.
Loadout
Incendiary Ammunition
Ammunition · T2
Loaded. Adds Burning 2 on any hit.
Sensors
Smart Cufflinks
Covert Cameras · T1
Records meetings, captures evidence, and observes targets without obvious equipment.
Knows where every crate in the district is and when it moves.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
14
70
35
17
Medium (M) · 1 hex
6
1
On foot
POW
REF
LOG
AWR
PRE
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 lower
13 damage
11–15
17 damage
16 or higher
20 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.
Medical
Detox Purification Kit
Medical Kit · T1
Reduces poisons, toxins, and environmental contaminants affecting a patient.
HIN
Noise Intrusion Amplifier
Cyberdeck Module · T2
Boosts a cyberdeck during difficult Ghosting and high-security intrusion operations.
Social
Casual Social - Breakwater
Casual Collection · T2
Supports upscale waterfront and resort access.
Weapon
Harrier
Shotgun · T2
Excels in tight spaces and allows rapid ammunition selection.
Kit
Chameleon Face Mask
Disguise · T2
Creates a convincing alternate face for short-term infiltration and protected movement.
Sensors
GhostKey Electronic Kit
Infiltration · T2
Bypasses common electronic locks, access panels, and low-security identity terminals.
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 lower
13 damage
11–15
17 damage
16 or higher
20 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.
Medical
Field Trauma Medkit
Medical Kit · T1
Stabilizes injured allies and treats common battlefield wounds during an operation.
HIN
Echo Mesh Relay
Relay System · T2
Extends crew communications, creates a local mesh, and restores service in dead zones.
Worn
Casual Jacket - Blue Sky
Casual Outerwear · T2
Works as everyday professional outerwear in warm cities.
Weapon
Basilisk
Laser Assault · T2
Delivers accurate medium-range energy fire with strong anti-device utility.
Kit
Chameleon Face Mask
Disguise · T2
Creates a convincing alternate face for short-term infiltration and protected movement.
Sensors
GhostKey Electronic Kit
Infiltration · T2
Bypasses 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.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
14
70
35
17
Medium (M) · 1 hex
6
1
On foot
POW
REF
LOG
AWR
PRE
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 lower
13 damage
11–15
17 damage
16 or higher
20 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.
Medical
Combat Trauma Injector
Pharmaceutical · T1
Rapidly restores or stabilizes an injured ally during combat.
HIN
Personal HIN Terminal
HIN Interface · T2
Provides secure HIN access, field messaging, authentication, and local network interaction.
Worn
Smart-Weave Archive Line
Smart-Weave · T2
Reconfigures between prepared professional and social identities.
Weapon
Harrier
Shotgun · T2
Excels in tight spaces and allows rapid ammunition selection.
Kit
Echo Contact Lens
Disguise · T1
Alters visible eye details, displays covert prompts, and supports visual impersonation or observation.
Sensors
Spectrum Glasses
Communications · T2
Shows 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.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
28
140
70
35
Medium (M) · 1 hex
6
2
On foot
POW
REF
LOG
AWR
PRE
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 lower
14 damage
11–15
18 damage
16 or higher
21 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.
Medical
Field Trauma Medkit
Medical Kit · T1
Stabilizes injured allies and treats common battlefield wounds during an operation.
HIN
Resonance Noisedeck
Noisedeck · T2
Supports entry-level Ghosting, local intrusion, credential use, and field network work.
Worn
Corporate Security - Horizon
Security Uniform · T2
Provides credible access and protection for executive security.
Weapon
Star
SMG · T2
Offers high firepower in a small package for vehicle crews and close protection.
Kit
Adaptive Voice Modulator
Disguise · T1
Changes voice, accent, cadence, and vocal identity during speech.
Sensors
Spectrum Glasses
Communications · T2
Shows 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.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
28
160
80
40
Medium (M) · 1 hex
7
3
On foot
POW
REF
LOG
AWR
PRE
+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 lower
15 damage
11–15
19 damage
16 or higher
22 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.
Weapon
Legate
Assault Rifle · T2
Acts as the standard professional rifle for security and military contracts.
Worn
Smart-Weave Hijab Ensemble
Smart-Weave · T2
Supports professional, diplomatic, and social presentation while preserving modesty.
HIN
Noise Intrusion Amplifier
Cyberdeck Module · T2
Boosts a cyberdeck during difficult Ghosting and high-security intrusion operations.
Sensors
BlueCom Encrypted Radio
Communications · T1
Maintains secure short- and medium-range voice coordination when ordinary networks are unreliable.
Medical
Combat Trauma Injector
Pharmaceutical · T1
Rapidly restores or stabilizes an injured ally during combat.
Kit
Biometric Spoof Glove
Disguise · T1
Defeats 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.
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 lower
15 damage
11–15
19 damage
16 or higher
22 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.
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 lower
15 damage
11–15
19 damage
16 or higher
22 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.
It drops what it takes from a height that makes the point.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
32
160
80
40
Large (L) · 2×2
7
2
Fly at full Speed
POW
REF
LOG
AWR
PRE
+1
+3
-1
+2
0
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 lower
16 damage
11–15
20 damage
16 or higher
23 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.
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 lower
6 damage
11–15
8 damage
16 or higher
10 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.
Weapon
Shock Spike
Contact Taser · drone mount
Its only weapon. One per platform, of its own Tier and class.
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 lower
6 damage
11–15
8 damage
16 or higher
10 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.
Weapon
Shock Spike
Contact Taser · drone mount
Its only weapon. One per platform, of its own Tier and class.
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 lower
9 damage
11–15
11 damage
16 or higher
13 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.
Weapon
Legate
Assault Rifle · pintle mount, fired by a passenger
Its only weapon. One per platform, of its own Tier and class.
Passive
Targeting computer
Ignores Concealment.
Option
Smoke launchers
Concealment in a 3-hex burst.
Breakdown
Ammunition hoist
Destroy 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.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
8
45
22
11
Large (L) · 2×2
5
3
Swim at full Speed
POW
REF
LOG
AWR
PRE
+3
+1
-1
+1
0
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 lower
9 damage
11–15
11 damage
16 or higher
13 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.
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 lower
15 damage
11–15
19 damage
16 or higher
22 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.
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 lower
16 damage
11–15
20 damage
16 or higher
23 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.
Livestock in three districts died of fright in the same minute.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
32
140
70
35
Large (L) · 2×2
6
1
Climb at full Speed
POW
REF
LOG
AWR
PRE
+1
+2
0
+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 lower
15 damage
11–15
19 damage
16 or higher
22 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.
It is sitting in the only doorway and it has not blinked.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
16
90
45
22
Large (L) · 2×2
5
3
Tracks by scent
POW
REF
LOG
AWR
PRE
+2
+3
-1
+3
0
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 lower
14 damage
11–15
18 damage
16 or higher
21 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.
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 lower
6 damage
11–15
8 damage
16 or higher
9 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.
Weapon
Shock Spike
Contact Taser · drone mount
Its only weapon. One per platform, of its own Tier and class.
Passive
Run-flat drive
Ignores the first Wheel or Track consequence result.
Everything it has walked past this week is dying in order.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
16
70
35
17
Medium (M) · 1 hex
6
0
Climb at full Speed
POW
REF
LOG
AWR
PRE
0
+1
0
+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 lower
14 damage
11–15
18 damage
16 or higher
21 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.
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 lower
9 damage
11–15
11 damage
16 or higher
12 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.
Weapon
Legate
Assault Rifle · pintle mount, fired by a passenger
Its only weapon. One per platform, of its own Tier and class.
Passive
Run-flat drive
Ignores the first Wheel or Track consequence result.
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 lower
9 damage
11–15
11 damage
16 or higher
12 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.
Weapon
Legate
Assault Rifle · pintle mount, fired by a passenger
Its only weapon. One per platform, of its own Tier and class.
Passive
Run-flat drive
Ignores the first Wheel or Track consequence result.
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 lower
9 damage
11–15
11 damage
16 or higher
12 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.
Weapon
Legate
Assault Rifle · pintle mount, fired by a passenger
Its only weapon. One per platform, of its own Tier and class.
Passive
Run-flat drive
Ignores the first Wheel or Track consequence result.
Option
Boost cells
Doubles Speed for one round.
Breakdown
Drivetrain
Destroy 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.
EV
Énergeia
Vulnerable
Critical
Size
Speed
Stability
Movement
8 per four
15 each
7
3
Small (S) · 1 hex
6
1
Fly
POW
REF
LOG
AWR
PRE
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 lower
6 damage
11–15
8 damage
16 or higher
9 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.
Weapon
Unarmed. No hardpoint at this Tier. It watches, carries, repairs or gets in the way — and still has a Free Strike, because it can ram.
Passive
Repair arms
Adjacent machines regain 5 Énergeia at the start of its turn.
Option
Supply racks
One ally reloads or clears Jammed.
Breakdown
Medical bay
Destroy 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.
Something took two people off the deck and nobody saw what.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
36
180
90
45
Huge (H) · 2×2
7
2
Swim at full Speed
POW
REF
LOG
AWR
PRE
+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 lower
21 damage
11–15
25 damage
16 or higher
29 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.
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 lower
12 damage
11–15
14 damage
16 or higher
16 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.
Weapon
Longspear Anti-Drone Cannon
Flak Cannon · drone mount
Its only weapon. One per platform, of its own Tier and class.
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 lower
12 damage
11–15
14 damage
16 or higher
16 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.
Weapon
Longspear Anti-Drone Cannon
Flak Cannon · drone mount
Its only weapon. One per platform, of its own Tier and class.
Heavy Rotorcraft. Aerodyne build, Zine 1 Tier 3 gear.
EV
Énergeia
Vulnerable
Critical
Size
Speed
Stability
Movement
18
80
40
20
Gargantuan (G) · 3×3
6
0
Fly
POW
REF
LOG
AWR
PRE
+4
+3
+3
+3
0
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 lower
20 damage
11–15
24 damage
16 or higher
28 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.
Weapon
Ironjack Machine Gun
Heavy Machine Gun · ring mount
Its only weapon. One per platform, of its own Tier and class.
It talks while it shoots and the talking is worse.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
36
160
80
40
Large (L) · 2×2
6
1
On foot
POW
REF
LOG
AWR
PRE
+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 lower
21 damage
11–15
25 damage
16 or higher
29 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.
It remembers a treaty nobody alive signed and expects it honoured.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
36
200
100
50
Large (L) · 2×2
5
4
Ignores difficult ground
POW
REF
LOG
AWR
PRE
+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 lower
21 damage
11–15
25 damage
16 or higher
29 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.
Whatever it is making is not finished and is already worse than this.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
36
200
100
50
Huge (H) · 2×2
5
4
Climb at full Speed
POW
REF
LOG
AWR
PRE
+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 lower
21 damage
11–15
25 damage
16 or higher
29 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.
One arm of something with a great many arms, and it is only reaching.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
36
200
100
50
Huge (H) · 2×2
5
4
Burrow at full Speed
POW
REF
LOG
AWR
PRE
+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 lower
21 damage
11–15
25 damage
16 or higher
29 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.
Tripoli harbour has a mother now. Nobody has told the Port Authority.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
36
160
80
40
Large (L) · 2×2
6
1
Swim at full Speed
POW
REF
LOG
AWR
PRE
+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 lower
20 damage
11–15
24 damage
16 or higher
28 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.
She asks after your family by name and she is not guessing.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
36
160
80
40
Large (L) · 2×2
6
1
On foot
POW
REF
LOG
AWR
PRE
+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 lower
20 damage
11–15
24 damage
16 or higher
28 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.
The courtyard statues are too detailed and too recent.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
36
160
80
40
Large (L) · 2×2
6
1
On foot
POW
REF
LOG
AWR
PRE
+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 lower
20 damage
11–15
24 damage
16 or higher
28 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.
The Fezzan has always had these. The Nexus only made them visible.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
36
160
80
40
Large (L) · 2×2
6
1
Fly at full Speed
POW
REF
LOG
AWR
PRE
+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 lower
20 damage
11–15
24 damage
16 or higher
28 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.
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 lower
19 damage
11–15
23 damage
16 or higher
27 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.
Weapon
Ironjack Machine Gun
Heavy Machine Gun · ring mount
Its only weapon. One per platform, of its own Tier and class.
Passive
Repair arms
Adjacent machines regain 5 Énergeia at the start of its turn.
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 lower
19 damage
11–15
23 damage
16 or higher
27 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.
Weapon
Ironjack Machine Gun
Heavy Machine Gun · ring mount
Its only weapon. One per platform, of its own Tier and class.
Passive
Repair arms
Adjacent machines regain 5 Énergeia at the start of its turn.
Option
Supply racks
One ally reloads or clears Jammed.
Breakdown
Medical bay
Destroy 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.
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 lower
22 damage
11–15
26 damage
16 or higher
30 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.
Weapon
Warden Laser Shotgun
Breach Laser · T3
Delivers short-range anti-personnel, anti-drone, and structural breaching power.
Worn
Casual Jacket - Blue Sky
Casual Outerwear · T2
Works as everyday professional outerwear in warm cities.
Sensors
Pathfinder Navigation Beacon
Navigation · T2
Marks safe routes, guides teams, assists extraction, and creates navigation corridors.
Loadout
Smart Ammunition
Guided Ammunition · T3
Loaded. +2 to the Power Roll and it ignores Cover, though not Concealment.
Kit
Forensic and Environmental Kit
Utility · T2
Studies forensic scenes and mythos environmental environments for testing and sample extraction
Kit
Stormhaven Emergency Shelter
Shelter · T2
Provides immediate protection from harsh weather, contamination, and dangerous environments.
It serves something at a crossroads and the crossroads is this street.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
40
200
100
50
Medium (M) · 1 hex
7
2
Climb at full Speed
POW
REF
LOG
AWR
PRE
+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 lower
22 damage
11–15
26 damage
16 or higher
30 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.
Where it walks stops being a city and starts being the Red Land.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
40
200
100
50
Large (L) · 2×2
7
2
Burrow at full Speed
POW
REF
LOG
AWR
PRE
+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 lower
22 damage
11–15
26 damage
16 or higher
30 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.
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 lower
22 damage
11–15
26 damage
16 or higher
30 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.
Weapon
Pathfinder Laser Thrower
Directed-Energy Weapon · T3
Delivers precision fire against sensors, exposed components, and lightly armored targets.
Loadout
Direct Charge
Demolition · T3
Maneuver to place · detonates on the next turn · burst 2. 12 damage, doubled against structures and Tier 3–4 Armor. Opens a reinforced door.
Worn
Night Armor Sandrunner
Tactical Apparel · T2
Combines protection and stealth for arid night operations.
Sensors
Pathfinder Navigation Beacon
Navigation · T2
Marks safe routes, guides teams, assists extraction, and creates navigation corridors.
Kit
Stormhaven Emergency Shelter
Shelter · T2
Provides immediate protection from harsh weather, contamination, and dangerous environments.
Medical
Combat Medic Backpack
Medical Equipment · T2
Allows one medic to manage several casualties during an extended operation.
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 lower
22 damage
11–15
26 damage
16 or higher
30 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.
The marsh under the desalination plant has been wrong for two years.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
40
220
110
55
Huge (H) · 2×2
5
4
Swim at full Speed
POW
REF
LOG
AWR
PRE
+4
+2
0
+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 lower
22 damage
11–15
26 damage
16 or higher
30 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.
It burned a caravan route in 1911 and has not been sorry since.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
40
220
110
55
Large (L) · 2×2
5
4
Fly at full Speed
POW
REF
LOG
AWR
PRE
+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 lower
22 damage
11–15
26 damage
16 or higher
30 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.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
120
550
275
137
Huge (H) · 2×2
6
5
Never lost indoors
POW
REF
LOG
AWR
PRE
+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 lower
23 damage
11–15
27 damage
16 or higher
31 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.
Approves the budget that decides who is standing here.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
40
180
90
45
Medium (M) · 1 hex
6
1
On foot
POW
REF
LOG
AWR
PRE
+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 lower
21 damage
11–15
25 damage
16 or higher
29 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.
Weapon
Stormbreaker Laser Gatling
Rotary Laser · T3
Provides sustained energy fire against infantry, drones, and exposed machine systems.
Loadout
Armor-Piercing Ammunition
Ammunition · T2
Loaded. +1 effective Weapon Tier against Armor.
Worn
Casual Jacket - Blue Sky
Casual Outerwear · T2
Works as everyday professional outerwear in warm cities.
HIN
Strategic Relay Node
Network System · T3
Establishes regional communications, sovereign command links, or a high-capacity field network.
Kit
Survey Beacon Array
Exploration Infrastructure · T3
Creates a long-range monitoring grid, maps Mythic Veins, and tracks expedition movement.
Sensors
Pathfinder Navigation Beacon
Navigation · T2
Marks safe routes, guides teams, assists extraction, and creates navigation corridors.
Decides what gets looked at and what simply passes.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
40
180
90
45
Medium (M) · 1 hex
6
1
On foot
POW
REF
LOG
AWR
PRE
+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 lower
21 damage
11–15
25 damage
16 or higher
29 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.
Weapon
Pilgrim Rocket Launcher
Multi-Role Launcher · T3
Provides anti-vehicle, anti-fortification, or area attack depending on loaded rockets.
Loadout
Direct Charge
Demolition · T3
Maneuver to place · detonates on the next turn · burst 2. 12 damage, doubled against structures and Tier 3–4 Armor. Opens a reinforced door.
Worn
Casual Jacket - Mirage
Casual Outerwear · T2
Combines executive travel utility with rapid visual change.
HIN
Digital Credential Printer
Authentication · T3
Produces forged or emergency credentials with coherent visual and digital verification.
Kit
Survey Beacon Array
Exploration Infrastructure · T3
Creates a long-range monitoring grid, maps Mythic Veins, and tracks expedition movement.
Sensors
Pathfinder Navigation Beacon
Navigation · T2
Marks safe routes, guides teams, assists extraction, and creates navigation corridors.
Has been near enough Nexus sites to have stopped sleeping.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
40
180
90
45
Medium (M) · 1 hex
6
1
On foot
POW
REF
LOG
AWR
PRE
+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 lower
21 damage
11–15
25 damage
16 or higher
29 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.
Weapon
Pilgrim Rocket Launcher
Multi-Role Launcher · T3
Provides anti-vehicle, anti-fortification, or area attack depending on loaded rockets.
Three of them and one song, and the song knows your name.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
40
180
90
45
Medium (M) · 1 hex
6
1
On foot
POW
REF
LOG
AWR
PRE
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 lower
21 damage
11–15
25 damage
16 or higher
29 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.
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 lower
21 damage
11–15
25 damage
16 or higher
29 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.
Weapon
Warden Laser Shotgun
Breach Laser · T3
Delivers short-range anti-personnel, anti-drone, and structural breaching power.
Worn
Explorer Outfit
Expedition Apparel · T2
Supports long-range travel and difficult fieldwork.
Medical
Synthetic Organ Preservation Case
Medical Logistics · T3
Safely transports replacement organs and sensitive biological material over long distances.
Not armed. Considerably more dangerous than most people here.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
20
100
50
25
Medium (M) · 1 hex
8
1
On foot
POW
REF
LOG
AWR
PRE
+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 lower
20 damage
11–15
24 damage
16 or higher
28 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.
Weapon
Longspear Anti-Drone Cannon
Flak Cannon · T3
Destroys drones, missiles, and fast light targets while controlling low airspace.
Worn
Night Armor Sandrunner
Tactical Apparel · T2
Combines protection and stealth for arid night operations.
Sensors
Trace Kit
Investigation · T3
Recovers, validates, or challenges physical and digital evidence from a scene.
Kit
Icarus Personal Flight System
Mobility · T3
Provides short burst movement across gaps, rooftops, walls, and restricted approaches rather than sustained flight.
Loadout
Adaptive Demolition Kit
Demolition · T2
Maneuver 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.
Kit
Chameleon Face Mask
Disguise · T2
Creates a convincing alternate face for short-term infiltration and protected movement.
Can make you never have existed, on paper, by Thursday.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
40
180
90
45
Medium (M) · 1 hex
6
1
On foot
POW
REF
LOG
AWR
PRE
+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 lower
21 damage
11–15
25 damage
16 or higher
29 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.
HIN
Personal HIN Terminal
HIN Interface · T2
Provides secure HIN access, field messaging, authentication, and local network interaction.
Weapon
Pilgrim Rocket Launcher
Multi-Role Launcher · T3
Provides anti-vehicle, anti-fortification, or area attack depending on loaded rockets.
Worn
Security Vest
Protective Equipment · T2
Provides discreet protection beneath professional clothing.
Sensors
Pathfinder Navigation Beacon
Navigation · T2
Marks safe routes, guides teams, assists extraction, and creates navigation corridors.
Kit
Frontier Operations Hub
Expedition Base · T3
Establishes a full long-term base supporting expeditions and remote operations.
Can turn off a neighbourhood and call it maintenance.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
40
180
90
45
Medium (M) · 1 hex
6
1
On foot
POW
REF
LOG
AWR
PRE
+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 lower
21 damage
11–15
25 damage
16 or higher
29 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.
HIN
Noise Intrusion Amplifier
Cyberdeck Module · T2
Boosts a cyberdeck during difficult Ghosting and high-security intrusion operations.
Weapon
Pilgrim Rocket Launcher
Multi-Role Launcher · T3
Provides anti-vehicle, anti-fortification, or area attack depending on loaded rockets.
Worn
Explorer Outfit
Expedition Apparel · T2
Supports long-range travel and difficult fieldwork.
Sensors
Pathfinder Navigation Beacon
Navigation · T2
Marks safe routes, guides teams, assists extraction, and creates navigation corridors.
Kit
Frontier Operations Hub
Expedition Base · T3
Establishes a full long-term base supporting expeditions and remote operations.
Loadout
Adaptive Demolition Kit
Demolition · T2
Maneuver 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.
Signed off on something that is now walking around.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
40
180
90
45
Medium (M) · 1 hex
6
1
On foot
POW
REF
LOG
AWR
PRE
+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 lower
21 damage
11–15
25 damage
16 or higher
29 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.
HIN
Echo Mesh Relay
Relay System · T2
Extends crew communications, creates a local mesh, and restores service in dead zones.
Weapon
Stormbreaker Laser Gatling
Rotary Laser · T3
Provides sustained energy fire against infantry, drones, and exposed machine systems.
Social
Casual Social - Afterburn
Casual Collection · T2
Fits elite clubs and exclusive urban venues.
Sensors
Pathfinder Navigation Beacon
Navigation · T2
Marks safe routes, guides teams, assists extraction, and creates navigation corridors.
Kit
Forensic and Environmental Kit
Utility · T2
Studies forensic scenes and mythos environmental environments for testing and sample extraction
It has been guarding the same doorway since before the doorway.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
40
180
90
45
Huge (H) · 2×2
6
1
On foot
POW
REF
LOG
AWR
PRE
+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 lower
21 damage
11–15
25 damage
16 or higher
29 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.
The block has been evacuated and the evacuation did not help.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
40
180
90
45
Large (L) · 2×2
6
1
Climb at full Speed
POW
REF
LOG
AWR
PRE
+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 lower
21 damage
11–15
25 damage
16 or higher
29 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.
This will be an accident by the time it reaches print.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
40
200
100
50
Medium (M) · 1 hex
6
2
On foot
POW
REF
LOG
AWR
PRE
+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 lower
21 damage
11–15
25 damage
16 or higher
29 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.
Medical
Regenerative Tissue Printer
Biotechnology · T3
Produces replacement tissue for advanced recovery, grafting, and reconstructive treatment.
HIN
Strategic Relay Node
Network System · T3
Establishes regional communications, sovereign command links, or a high-capacity field network.
Social
Casual Social - Neon Tide
Casual Collection · T2
Supports high-fashion venues and public nightlife.
Weapon
Longspear Anti-Drone Cannon
Flak Cannon · T3
Destroys drones, missiles, and fast light targets while controlling low airspace.
Kit
Cybernetic Repair Toolkit
Engineering Kit · T2
Repairs damaged cyberware and maintains implanted mechanical systems.
Sensors
Pathfinder Navigation Beacon
Navigation · T2
Marks 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.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
40
220
110
55
Medium (M) · 1 hex
7
3
On foot
POW
REF
LOG
AWR
PRE
+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 lower
22 damage
11–15
26 damage
16 or higher
30 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.
Weapon
Longspear Anti-Drone Cannon
Flak Cannon · T3
Destroys drones, missiles, and fast light targets while controlling low airspace.
Worn
Security Vest
Protective Equipment · T2
Provides discreet protection beneath professional clothing.
HIN
Personal HIN Terminal
HIN Interface · T2
Provides secure HIN access, field messaging, authentication, and local network interaction.
Sensors
Trace Kit
Investigation · T3
Recovers, validates, or challenges physical and digital evidence from a scene.
Medical
Synthetic Organ Preservation Case
Medical Logistics · T3
Safely transports replacement organs and sensitive biological material over long distances.
Kit
Icarus Personal Flight System
Mobility · T3
Provides 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.
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 lower
13 damage
11–15
15 damage
16 or higher
17 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.
Weapon
Legate
Assault Rifle · carried in its hands
Its only weapon. One per platform, of its own Tier and class.
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 lower
13 damage
11–15
15 damage
16 or higher
17 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.
Weapon
Legate
Assault Rifle · carried in its hands
Its only weapon. One per platform, of its own Tier and class.
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 lower
22 damage
11–15
26 damage
16 or higher
30 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.
Primary
Stormbreaker Laser Gatling
Rotary Laser · T3
Free. Strike two targets at 12 hexes.
2 Heat
Pathfinder Laser Thrower
Directed-Energy Weapon · T3
Line 5. Burning 3 to everything in it.
3 Heat
Pilgrim Rocket Launcher
Multi-Role Launcher · T3
Burst 3 at 20 hexes. Everything in it is Pushed 2 hexes.
1 Heat
Ironjack Machine Gun
Heavy Machine Gun · T3
Suppress 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.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
132
600
300
150
Medium (M) · 1 hex
8
3
On foot
POW
REF
LOG
AWR
PRE
+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 lower
24 damage
11–15
28 damage
16 or higher
32 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.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
132
600
300
150
Gargantuan (G) · 3×3
8
3
Swim at full Speed
POW
REF
LOG
AWR
PRE
+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 lower
24 damage
11–15
28 damage
16 or higher
32 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.
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 lower
22 damage
11–15
26 damage
16 or higher
30 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.
Weapon
Ironjack Machine Gun
Heavy Machine Gun · ring mount
Its only weapon. One per platform, of its own Tier and class.
Passive
Targeting computer
Ignores Concealment.
Option
Smoke launchers
Concealment in a 3-hex burst.
Breakdown
Ammunition hoist
Destroy 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.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
132
600
300
150
Huge (H) · 2×2
7
2
On foot
POW
REF
LOG
AWR
PRE
+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 lower
24 damage
11–15
28 damage
16 or higher
32 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.
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 lower
22 damage
11–15
26 damage
16 or higher
30 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.
Primary
Ironjack Machine Gun
Heavy Machine Gun · T3
Free. Strike one target at 15 hexes.
2 Heat
Longspear Anti-Drone Cannon
Flak Cannon · T3
Burst 2 at 12 hexes. Anything flying in it is Prone on the ground.
3 Heat
Pilgrim Rocket Launcher
Multi-Role Launcher · T3
Burst 3 at 20 hexes. Everything in it is Pushed 2 hexes.
2 Heat
Warden Laser Shotgun
Breach Laser · T3
Cone 3. Destroys cover, and everything behind it is Exposed.
Heavy Cargo Truck. Aerodyne build, Zine 1 Tier 3 gear.
EV
Énergeia
Vulnerable
Critical
Size
Speed
Stability
Movement
22
100
50
25
Gargantuan (G) · 3×3
5
3
Wheeled — roads and open ground
POW
REF
LOG
AWR
PRE
+4
+3
+3
+3
0
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 lower
22 damage
11–15
26 damage
16 or higher
30 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.
Weapon
Ironjack Machine Gun
Heavy Machine Gun · ring mount
Its only weapon. One per platform, of its own Tier and class.
Passive
Ram plate
Charges through light cover without slowing.
Option
Boost cells
Doubles Speed for one round.
Breakdown
Coolant reservoir
Destroy it and the platform is Overheated after any round it attacks.
The Devourer has an office in the Delta now, in a manner of speaking.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
44
240
120
60
Huge (H) · 2×2
5
4
Swim at full Speed
POW
REF
LOG
AWR
PRE
+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 lower
23 damage
11–15
27 damage
16 or higher
31 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.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
132
600
300
150
Gargantuan (G) · 3×3
6
5
Climb at full Speed
POW
REF
LOG
AWR
PRE
+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 lower
24 damage
11–15
28 damage
16 or higher
32 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.
She has been redecorating this atrium for ninety years.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
132
600
300
150
Large (L) · 2×2
7
2
On foot
POW
REF
LOG
AWR
PRE
+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 lower
24 damage
11–15
28 damage
16 or higher
32 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.
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 lower
13 damage
11–15
15 damage
16 or higher
17 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.
Weapon
Legate
Assault Rifle · carried in its hands
Its only weapon. One per platform, of its own Tier and class.
Heavy Tactical Truck. Ironhalo build, Zine 1 Tier 3 gear.
EV
Énergeia
Vulnerable
Critical
Size
Speed
Stability
Movement
22
110
55
27
Huge (H) · 2×2
5
3
Wheeled — roads and open ground
POW
REF
LOG
AWR
PRE
+4
+3
+3
+3
0
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 lower
21 damage
11–15
25 damage
16 or higher
29 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.
Weapon
Longspear Anti-Drone Cannon
Flak Cannon · ring mount
Its only weapon. One per platform, of its own Tier and class.
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 lower
21 damage
11–15
25 damage
16 or higher
29 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.
Weapon
Longspear Anti-Drone Cannon
Flak Cannon · ring mount
Its only weapon. One per platform, of its own Tier and class.
Passive
Sensor mast
Nobody within 15 hexes may be Hidden.
Option
Riot barrier
Deploys 3 hexes of hard cover.
Breakdown
Area denial launcher
Destroy 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.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
132
600
300
150
Huge (H) · 2×2
6
5
Tracks by scent
POW
REF
LOG
AWR
PRE
+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 lower
24 damage
11–15
28 damage
16 or higher
32 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.
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 lower
13 damage
11–15
15 damage
16 or higher
17 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.
Weapon
Unarmed. No hardpoint at this Tier. It watches, carries, repairs or gets in the way — and still has a Free Strike, because it can ram.
Passive
Repair arms
Adjacent machines regain 5 Énergeia at the start of its turn.
Option
Supply racks
One ally reloads or clears Jammed.
Breakdown
Medical bay
Destroy 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.
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 lower
26 damage
11–15
31 damage
16 or higher
37 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.
Primary
Overwatch Laser Gatling
Heavy Energy Turret · T4
Free. Strafe a 6-hex line.
3 Heat
Rogue Short-Range Missiles
Missile Rack · T4
Burst 3 at 25 hexes. Prone and Pushed 3 hexes.
3 Heat
High-Explosive SRM
Missile Ammunition · T4
Burst 3. Double damage against vehicles and fortifications.
4 Heat
Ranger Rail Gun
Electromagnetic Cannon · T4
Line 8 from altitude, through cover and through walls.
Military Droid. Sentinel build, Zine 1 Tier 4 gear.
EV
Énergeia
Vulnerable
Critical
Size
Speed
Stability
Movement
24
105
52
26
Medium (M) · 1 hex
6
0
Walker
POW
REF
LOG
AWR
PRE
+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 lower
26 damage
11–15
31 damage
16 or higher
37 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.
Weapon
Ironjack Machine Gun
Heavy Machine Gun · carried in its hands
Its only weapon. One per platform, of its own Tier and class.
Military Droid. Sentinel build, Zine 1 Tier 4 gear.
EV
Énergeia
Vulnerable
Critical
Size
Speed
Stability
Movement
24
105
52
26
Medium (M) · 1 hex
6
0
Walker
POW
REF
LOG
AWR
PRE
+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 lower
26 damage
11–15
31 damage
16 or higher
37 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.
Weapon
Ironjack Machine Gun
Heavy Machine Gun · carried in its hands
Its only weapon. One per platform, of its own Tier and class.
Strategic Heavy Mech. Ironhalo build, Zine 1 Tier 4 gear.
EV
Énergeia
Vulnerable
Critical
Size
Speed
Stability
Movement
48
245
122
61
Gargantuan (G) · 3×3
6
1
Walker — ignores rubble
POW
REF
LOG
AWR
PRE
+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 lower
27 damage
11–15
32 damage
16 or higher
38 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.
Primary
Ranger Rail Gun
Electromagnetic Cannon · T4
Free. Line 8, through cover and through walls.
2 Heat
Overwatch Laser Gatling
Heavy Energy Turret · T4
Strike two targets at 18 hexes.
3 Heat
Rogue Short-Range Missiles
Missile Rack · T4
Burst 3 at 15 hexes. Prone and Pushed 3 hexes.
5 Heat
Strategic Demolition System
Demolition · T4
Burst 4. Levels a city block. Everything in it takes the Tier 3 result.
Tactical Heavy Mech. Ironhalo build, Zine 1 Tier 4 gear.
EV
Énergeia
Vulnerable
Critical
Size
Speed
Stability
Movement
48
210
105
52
Huge (H) · 2×2
6
1
Walker — ignores rubble
POW
REF
LOG
AWR
PRE
+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 lower
27 damage
11–15
32 damage
16 or higher
38 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.
Primary
Overwatch Laser Gatling
Heavy Energy Turret · T4
Free. Strike two targets at 18 hexes.
3 Heat
Ranger Rail Gun
Electromagnetic Cannon · T4
Line 8, through cover and through walls. Double damage against Tier 4 Armor.
3 Heat
Rogue Short-Range Missiles
Missile Rack · T4
Burst 3 at 15 hexes. Prone and Pushed 3 hexes.
2 Heat
Longspear Anti-Drone Cannon
Flak Cannon · T3
Burst 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.
EV
Énergeia
Vulnerable
Critical
Size
Speed
Stability
Movement
48
245
122
61
Gargantuan (G) · 3×3
5
4
Walker — ignores rubble
POW
REF
LOG
AWR
PRE
+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 lower
27 damage
11–15
32 damage
16 or higher
38 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.
Primary
Ranger Rail Gun
Electromagnetic Cannon · T4
Free. Line 8, through cover and through walls.
3 Heat
Rogue Short-Range Missiles
Missile Rack · T4
Burst 3 at 15 hexes. Prone and Pushed 3 hexes.
4 Heat
Strategic Demolition System
Demolition · T4
Burst 4. Destroys the structure it is aimed at; everything inside is Prone and Exposed.
2 Heat
Overwatch Laser Gatling
Heavy Energy Turret · T4
Strike 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.
EV
Énergeia
Vulnerable
Critical
Size
Speed
Stability
Movement
48
210
105
52
Huge (H) · 2×2
5
4
Walker — ignores rubble
POW
REF
LOG
AWR
PRE
+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 lower
27 damage
11–15
32 damage
16 or higher
38 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.
Primary
Overwatch Laser Gatling
Heavy Energy Turret · T4
Free. Strike two targets at 18 hexes.
3 Heat
High-Explosive SRM
Missile Ammunition · T4
Burst 3. Double damage against vehicles and fortifications.
2 Heat
Warden Laser Shotgun
Breach Laser · T3
Cone 3. Destroys cover, and everything behind it is Exposed.
2 Heat
Pilgrim Rocket Launcher
Multi-Role Launcher · T3
Burst 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.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
144
650
325
162
Gargantuan (G) · 3×3
6
5
On foot
POW
REF
LOG
AWR
PRE
+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 lower
28 damage
11–15
33 damage
16 or higher
39 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.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
144
650
325
162
Gargantuan (G) · 3×3
6
5
Swim at full Speed
POW
REF
LOG
AWR
PRE
+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 lower
28 damage
11–15
33 damage
16 or higher
39 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.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
144
650
325
162
Huge (H) · 2×2
6
5
Fly at full Speed
POW
REF
LOG
AWR
PRE
+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 lower
28 damage
11–15
33 damage
16 or higher
39 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.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
144
650
325
162
Gargantuan (G) · 3×3
6
5
Swim at full Speed
POW
REF
LOG
AWR
PRE
+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 lower
28 damage
11–15
33 damage
16 or higher
39 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.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
144
650
325
162
Massive (V) · 4×4
6
5
Burrow at full Speed
POW
REF
LOG
AWR
PRE
+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 lower
28 damage
11–15
33 damage
16 or higher
39 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.
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 lower
28 damage
11–15
33 damage
16 or higher
39 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.
Weapon
Overwatch Laser Gatling
Heavy Energy Turret · T4
Provides anti-air, anti-drone, and sustained defense for vehicles or emplacements.
Every missing-child file in the Delta, for two hundred years, is one case.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
144
650
325
162
Large (L) · 2×2
7
2
On foot
POW
REF
LOG
AWR
PRE
+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 lower
28 damage
11–15
33 damage
16 or higher
39 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.
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 lower
28 damage
11–15
33 damage
16 or higher
39 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.
It is not a creature so much as a decision the sea made.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
144
650
325
162
Massive (V) · 4×4
7
2
Swim at full Speed
POW
REF
LOG
AWR
PRE
+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 lower
28 damage
11–15
33 damage
16 or higher
39 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.
It has granted eleven wishes in this district and all eleven are still being paid for.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
144
650
325
162
Huge (H) · 2×2
7
2
Fly at full Speed
POW
REF
LOG
AWR
PRE
+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 lower
28 damage
11–15
33 damage
16 or higher
39 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.
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 lower
28 damage
11–15
33 damage
16 or higher
39 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.
Weapon
Rogue Short-Range Missiles
Missile Rack · T4
Saturates heavy targets, airspace, or hardened positions with guided warheads.
Worn
Casual Jacket - Mirage
Casual Outerwear · T2
Combines executive travel utility with rapid visual change.
Medical
Quarantine Containment Capsule
Hazard Response · T3
Contains contaminated patients or dangerous biological samples without exposing the crew.
Loadout
Direct Charge
Demolition · T3
Maneuver to place · detonates on the next turn · burst 2. 12 damage, doubled against structures and Tier 3–4 Armor. Opens a reinforced door.
Kit
Survey Beacon Array
Exploration Infrastructure · T3
Creates a long-range monitoring grid, maps Mythic Veins, and tracks expedition movement.
Arrives after the Nexus does and outranks everyone present.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
144
650
325
162
Medium (M) · 1 hex
7
2
On foot
POW
REF
LOG
AWR
PRE
+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 lower
28 damage
11–15
33 damage
16 or higher
39 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.
HIN
Strategic Relay Node
Network System · T3
Establishes regional communications, sovereign command links, or a high-capacity field network.
Weapon
Overwatch Laser Gatling
Heavy Energy Turret · T4
Provides anti-air, anti-drone, and sustained defense for vehicles or emplacements.
Worn
Explorer Outfit
Expedition Apparel · T2
Supports long-range travel and difficult fieldwork.
Sensors
EnviroSense Radar and Mythos Scanner
Environmental Sensor · T4
—
Kit
Survey Beacon Array
Exploration Infrastructure · T3
Creates a long-range monitoring grid, maps Mythic Veins, and tracks expedition movement.
Loadout
Direct Charge
Demolition · T3
Maneuver 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.
EV
Énergeia
Vulnerable
Critical
Size
Speed
Stability
Movement
24
175
87
43
Massive (V) · 4×4
6
1
Fly
POW
REF
LOG
AWR
PRE
+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 lower
25 damage
11–15
30 damage
16 or higher
36 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.
Weapon
Overwatch Laser Gatling
Heavy Energy Turret · dorsal mount
Its only weapon. One per platform, of its own Tier and class.
Passive
Repair arms
Adjacent machines regain 5 Énergeia at the start of its turn.
Option
Supply racks
One ally reloads or clears Jammed.
Breakdown
Medical bay
Destroy 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.
EV
Énergeia
Vulnerable
Critical
Size
Speed
Stability
Movement
48
210
105
52
Huge (H) · 2×2
6
2
Walker — ignores rubble
POW
REF
LOG
AWR
PRE
+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 lower
26 damage
11–15
31 damage
16 or higher
37 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.
Primary
Overwatch Laser Gatling
Heavy Energy Turret · T4
Free. Strike two targets at 18 hexes.
3 Heat
Rogue Short-Range Missiles
Missile Rack · T4
Burst 3 at 15 hexes. Prone and Pushed 3 hexes.
2 Heat
Pathfinder Laser Thrower
Directed-Energy Weapon · T3
Line 5. Burning 3 to everything in it.
4 Heat
Command Uplink
Strategic EW · T4
Every allied machine within 20 hexes immediately makes a Free Strike.
Handler and Apex — no Role; villain actions instead
Can make this an act of terrorism with one phone call.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
48
260
130
65
Medium (M) · 1 hex
7
3
On foot
POW
REF
LOG
AWR
PRE
+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 lower
27 damage
11–15
32 damage
16 or higher
38 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.
Weapon
Ranger Rail Gun
Electromagnetic Cannon · T4
Delivers extreme-range anti-armor and anti-fortification strikes.
Worn
Smart-Weave Hijab Ensemble
Smart-Weave · T2
Supports professional, diplomatic, and social presentation while preserving modesty.
HIN
Morpheus Electronic Warfare Suite
Strategic EW · T4
Conducts regional jamming, interception, counter-intrusion, and spectrum dominance.
Sensors
EnviroSense Radar and Mythos Scanner
Environmental Sensor · T4
—
Medical
Portable Surgical Station
Medical Platform · T3
Enables complex surgery far from a hospital or permanent clinic.
Kit
Survey Beacon Array
Exploration Infrastructure · T3
Creates 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.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
48
260
130
65
Medium (M) · 1 hex
7
3
On foot
POW
REF
LOG
AWR
PRE
+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 lower
27 damage
11–15
32 damage
16 or higher
38 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.
Weapon
Rogue Short-Range Missiles
Missile Rack · T4
Saturates heavy targets, airspace, or hardened positions with guided warheads.
Social
Casual Social - Afterburn
Casual Collection · T2
Fits elite clubs and exclusive urban venues.
HIN
Diodes Steeljack Deck
Steeljacking Interface · T4
Coordinates Machine Groups, vehicle links, and Guided Control across contested networks.
Sensors
EnviroSense Radar and Mythos Scanner
Environmental Sensor · T4
—
Medical
Synthetic Organ Preservation Case
Medical Logistics · T3
Safely transports replacement organs and sensitive biological material over long distances.
Kit
AutoDeploy Bridge Kit
Engineering · T4
—
Corporate Chief Science Officer
Level 10 Handler · Corporate · Tier 4 Armor · Rūḥ
Authorises the programmes nobody is told about.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
48
260
130
65
Medium (M) · 1 hex
7
3
On foot
POW
REF
LOG
AWR
PRE
+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 lower
27 damage
11–15
32 damage
16 or higher
38 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.
Weapon
Ranger Rail Gun
Electromagnetic Cannon · T4
Delivers extreme-range anti-armor and anti-fortification strikes.
Social
Casual Social - Echo Study
Casual Collection · T1
Builds credibility in universities, archives, and research settings.
HIN
Strategic Relay Node
Network System · T3
Establishes regional communications, sovereign command links, or a high-capacity field network.
Sensors
EnviroSense Radar and Mythos Scanner
Environmental Sensor · T4
—
Medical
Regenerative Tissue Printer
Biotechnology · T3
Produces replacement tissue for advanced recovery, grafting, and reconstructive treatment.
Kit
Frontier Operations Hub
Expedition Base · T3
Establishes a full long-term base supporting expeditions and remote operations.
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 lower
27 damage
11–15
32 damage
16 or higher
38 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.
Weapon
Ranger Rail Gun
Electromagnetic Cannon · T4
Delivers extreme-range anti-armor and anti-fortification strikes.
Worn
Corporate Security - Horizon
Security Uniform · T2
Provides credible access and protection for executive security.
HIN
Strategic Relay Node
Network System · T3
Establishes regional communications, sovereign command links, or a high-capacity field network.
Sensors
EnviroSense Radar and Mythos Scanner
Environmental Sensor · T4
—
Medical
Quarantine Containment Capsule
Hazard Response · T3
Contains contaminated patients or dangerous biological samples without exposing the crew.
Kit
Survey Beacon Array
Exploration Infrastructure · T3
Creates a long-range monitoring grid, maps Mythic Veins, and tracks expedition movement.
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 lower
27 damage
11–15
32 damage
16 or higher
38 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.
Weapon
Rogue Short-Range Missiles
Missile Rack · T4
Saturates heavy targets, airspace, or hardened positions with guided warheads.
Worn
Security Vest
Protective Equipment · T2
Provides discreet protection beneath professional clothing.
HIN
Executive Eye Scanner
Authentication · T4
Authenticates executives, diplomats, and strategic personnel against high-security identity systems.
Sensors
EnviroSense Radar and Mythos Scanner
Environmental Sensor · T4
—
Medical
Synthetic Organ Preservation Case
Medical Logistics · T3
Safely transports replacement organs and sensitive biological material over long distances.
Kit
Frontier Operations Hub
Expedition Base · T3
Establishes a full long-term base supporting expeditions and remote operations.
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 lower
27 damage
11–15
32 damage
16 or higher
38 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.
Weapon
Overwatch Laser Gatling
Heavy Energy Turret · T4
Provides anti-air, anti-drone, and sustained defense for vehicles or emplacements.
Worn
Smart-Weave Archive Line
Smart-Weave · T2
Reconfigures between prepared professional and social identities.
HIN
Executive Eye Scanner
Authentication · T4
Authenticates executives, diplomats, and strategic personnel against high-security identity systems.
Sensors
EnviroSense Radar and Mythos Scanner
Environmental Sensor · T4
—
Medical
Mythos Stabilization Kit
Bio Countermeasure · T4
Temporarily stabilizes patients suffering severe Mythos exposure until specialist treatment is available.
Kit
Survey Beacon Array
Exploration Infrastructure · T3
Creates a long-range monitoring grid, maps Mythic Veins, and tracks expedition movement.
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 lower
27 damage
11–15
32 damage
16 or higher
38 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.
Weapon
Rogue Short-Range Missiles
Missile Rack · T4
Saturates heavy targets, airspace, or hardened positions with guided warheads.
Worn
Casual Jacket - Blue Sky
Casual Outerwear · T2
Works as everyday professional outerwear in warm cities.
HIN
Morpheus Electronic Warfare Suite
Strategic EW · T4
Conducts regional jamming, interception, counter-intrusion, and spectrum dominance.
Sensors
EnviroSense Radar and Mythos Scanner
Environmental Sensor · T4
—
Medical
Mythos Stabilization Kit
Bio Countermeasure · T4
Temporarily stabilizes patients suffering severe Mythos exposure until specialist treatment is available.
Kit
Survey Beacon Array
Exploration Infrastructure · T3
Creates a long-range monitoring grid, maps Mythic Veins, and tracks expedition movement.
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 lower
27 damage
11–15
32 damage
16 or higher
38 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.
Weapon
Rogue Short-Range Missiles
Missile Rack · T4
Saturates heavy targets, airspace, or hardened positions with guided warheads.
Worn
Casual Jacket - Blue Sky
Casual Outerwear · T2
Works as everyday professional outerwear in warm cities.
HIN
Strategic Relay Node
Network System · T3
Establishes regional communications, sovereign command links, or a high-capacity field network.
Sensors
EnviroSense Radar and Mythos Scanner
Environmental Sensor · T4
—
Medical
Lazarus Integrated Trauma System
Strategic Medical Platform · T4
Transforms an expedition, disaster site, or battlefield into a complete trauma center for a crew or small community.
Kit
Frontier Operations Hub
Expedition Base · T3
Establishes 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.
EV
Rūḥ
Vulnerable
Critical
Size
Speed
Stability
Movement
48
260
130
65
Medium (M) · 1 hex
7
3
On foot
POW
REF
LOG
AWR
PRE
+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 lower
27 damage
11–15
32 damage
16 or higher
38 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.
Weapon
Overwatch Laser Gatling
Heavy Energy Turret · T4
Provides anti-air, anti-drone, and sustained defense for vehicles or emplacements.
Social
Casual Social - Gold Wind
Casual Collection · T2
Signals relaxed authority in informal leadership settings.
HIN
Digital Credential Printer
Authentication · T3
Produces forged or emergency credentials with coherent visual and digital verification.
Sensors
EnviroSense Radar and Mythos Scanner
Environmental Sensor · T4
—
Medical
Synthetic Organ Preservation Case
Medical Logistics · T3
Safely transports replacement organs and sensitive biological material over long distances.
Kit
Frontier Operations Hub
Expedition Base · T3
Establishes 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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