Document

GM Appendix

Ready reference appendix for NPCs, frames, chimera, and vehicles

GM Appendix

Quick-reference support material for running the game.

GM Appendix

ASH & AEGIS

GM READY REFERENCE APPENDIX

NPC Templates · Frames · Chimera · Vehicles

Compatible with ASH & AEGIS SRD v0.4 · Equipment & Gear v0.3

HOW TO USE THIS APPENDIX

This document provides ready-to-run stat blocks, in-setting descriptive text, and GM guidance for the major platform categories, NPC archetypes, Chimera forms, and vehicles encountered in Ash & Aegis play. All mechanical content is derived from the SRD v0.4. All descriptive and setting content is consistent with the Ash & Aegis Design Bible v0.5.

RULES: All rules come exclusively from ASH & AEGIS SRD v0.4. No mechanics from other sources are used. If an entry references a piece of equipment, that equipment exists in ASH & AEGIS Equipment & Gear v0.3 unless marked with a ⚠ MISSING FROM GEAR DOC notice — those items should be reviewed for addition to the Equipment document.

STAT BLOCKS: All HP values are given as Pool 1 / Pool 2 per the SRD two-pool system. Pool 1 depleted = Wound Condition at that location. Pool 2 depleted = Gone condition. Frame HP uses the same formula with Frame FOR. Chimera Minor and Standard tier use per-location HP. Apex and Behemoth tier use a Vitality Track = FOR × 10.

LORE BLURBS: Italicised section beneath each entry heading. These are in-setting descriptive text for GM reference — read or adapt them as scene narration, briefing material, or as the general understanding a well-informed NPC might have of the subject.

GM NOTES: Green-shaded sections at the end of each entry. These provide encounter design guidance, suggested use cases, and tactical notes for running the entry effectively at the table.

SECTION 0 — NPC TEMPLATES

The following templates cover the most commonly encountered archetypes in Ash & Aegis play. Each represents a baseline — GMs should adjust skills and equipment to reflect specific individuals, locations, or faction affiliations. All templates are built within standard SRD v0.4 creation rules using the FASCIA attribute system.

Derived values are calculated per SRD: AP = 1 + floor(AGI/2). Sprint Charges = FOR. HP per location by pool: Head: FOR / ceil(FOR÷2). Torso: FOR×3 / ceil(FOR×1.5). Arms and Legs: FOR×2 / FOR.

Ward Civilian · Non-Combatant

The vast majority of people living inside a Ward City are neither soldiers nor operators. They work maintenance shifts, run market stalls, sit lace-linked in administrative roles, and keep the city functioning at its most basic level. They have completed their Service Obligation — they know which end of a rifle does the damage — but that was years ago, and muscle memory fades without practice. They are not targets. They are context.

Attributes & Derived Values

STR AGI FOR INT CHA AWR AP Sprint
3 3 3 3 3 3 2 3

Hit Points (Pool 1 / Pool 2)

Head Torso Left Arm Right Arm Left Leg Right Leg
3 / 2 9 / 5 6 / 3 6 / 3 6 / 3 6 / 3

Skills & Equipment

Skills Varies by profession: Engineering or Medicine at Rank 1–2 common. Firearms: no skill rank (may have Service Obligation familiarity). Influence 1.
Armour None, or Padded Work Clothing (DR 1, Torso only). Sealed Enviro-Mask if working in contaminated zones.
Weapons Knife (1+STR, d4) or Hold-Out Pistol (Base 2, d4) if carrying at all. Most carry nothing.
Gear Personal Comms Unit, Basic Civil Lace (G-Class), Ration Pack, trade tools relevant to profession.

GM NOTE Civilians are not opponents — they are the stakes. A firefight in a Ward corridor endangers everyone nearby. Use civilians to establish atmosphere, create moral weight, and remind players what they are defending. If a civilian does act under threat, their FOR 3 and lack of combat skills means a single clean hit can be catastrophic. Don't make it trivial.

Ward Security Guard · Licensed Security Operative

Security in a Ward City is a licensed profession that exists on the boundary between civilian law enforcement and military discipline. Most guards are Service Obligation veterans who chose to extend their training into a paying career rather than return to civilian work. They know how to hold a line, clear a room, and call for backup. They are not elite, but they are competent, and they take their role seriously. A guard working a refinery gate has seen enough Chimera scares to understand that apathy gets people killed.

Attributes & Derived Values

STR AGI FOR INT CHA AWR AP Sprint
3 4 4 3 3 4 3 4

Hit Points (Pool 1 / Pool 2)

Head Torso Left Arm Right Arm Left Leg Right Leg
4 / 2 12 / 6 8 / 4 8 / 4 8 / 4 8 / 4

Skills & Equipment

Skills Firearms: Pistols 2, Rifles 1 | Tactics: CQB 1 | Athletics 1 | Recon 1 | Insight 1.
Armour Tactical Vest (DR 3, Torso, Integrity 4) + Ballistic Helmet (DR 3, Head, Integrity 4). EquipMod +1.
Weapons Standard Pistol (Base 3, d6, EquipMod +1) or SMG (Base 3, d6, EquipMod +1). Combat Knife (2+STR, d4) as backup.
Gear Squad Comms Kit, Basic Medkit (3 uses, +1), Deadfall Sensor ×2, Personal Comms Unit, Operative Lace (if senior grade).

GM NOTE Security guards are the city's baseline armed layer — visible, predictable, and not looking for a fight. They will call for backup before engaging anything serious. Use them to establish what normal looks like before escalating. In a chase, their Recon 1 and AWR 4 mean players with reasonable stealth can avoid them; in a direct confrontation they will hold defensively and wait for reinforcement. Two or three with coordinated positions are a meaningful obstacle for an unprepared team.

Militia Soldier · Ward Militia Infantry

Ward Militia are the first line of response when the walls hold and the threat is inside them — or close enough that regulars are stretched thin. They are not Directorate regulars, but they have done real training on top of their Service Obligation, and they carry decent kit. Most serve part-time while holding civilian employment, rotating through active standby. They have a specific job — defend a section, hold a corridor, support the professional response — and they are very good at that specific job. They tend to struggle in scenarios that require independent initiative far from their assigned area.

Attributes & Derived Values

STR AGI FOR INT CHA AWR AP Sprint
4 4 5 3 3 4 3 5

Hit Points (Pool 1 / Pool 2)

Head Torso Left Arm Right Arm Left Leg Right Leg
5 / 3 15 / 8 10 / 5 10 / 5 10 / 5 10 / 5

Skills & Equipment

Skills Firearms: Rifles 2, Pistols 1 | Tactics: CQB 2, Urban 1 | Athletics 2 | Stealth 1 | Survival: Urban 1 | Recon 1.
Armour Full Combat Armour (DR 5, Torso/Arms/Legs, Integrity 5, EquipMod +2) + Combat Helmet (DR 3, Head, Integrity 5).
Weapons Assault Rifle (Base 4, d8, EquipMod +2) + Standard Pistol (Base 3, d6, EquipMod +1) + Fragmentation Grenade ×2.
Gear Squad Comms Kit, Basic Medkit (3 uses), Navigation Kit (+1), IFF Transponder, Smoke Grenade ×2.

GM NOTE Militia represent the upper ceiling of what organised but non-professional resistance looks like. They fight in groups and follow doctrine — use them in fire-and-manoeuvre pairs, not as solo threats. An Assault Rifle at Short–Medium range from a Steady position is a real danger. A group of four militia holding a corridor effectively controls that corridor. Their weakness is flexibility: they respond poorly to unexpected situations, routing if their squad leader is taken out early.

Badlands Operator (Pearl Runner) · Independent Contractor / Scavenger

Pearl Runners are the economy that exists outside the walls. They go out into the Greylands because the yield from a good Veil Pearl haul can pay a year's rent inside the city, and they come back because they know what they're doing. Most are ex-militia or ex-Directorate, with a few years of operational experience that taught them the value of caution. They travel light, move quietly, and never carry more than they can sprint with. They have seen things in the wastes that city-dwellers could not comprehend, and they have not forgotten them.

Attributes & Derived Values

STR AGI FOR INT CHA AWR AP Sprint
4 5 4 4 3 5 3 4

Hit Points (Pool 1 / Pool 2)

Head Torso Left Arm Right Arm Left Leg Right Leg
4 / 2 12 / 6 8 / 4 8 / 4 8 / 4 8 / 4

Skills & Equipment

Skills Firearms: Rifles 2, Pistols 2 | Stealth 2 | Recon 3 | Survival: Badlands 3 | Navigation: Land Nav 2 | Athletics 2 | Decon & Containment 2 | Medicine: Field Care 1.
Armour Sealed Enviro-Suit (light, DR 2, All, Integrity 4, EquipMod +0) or Partial Combat Armour over Haz-Filter clothing.
Weapons Battle Rifle (Base 5, d8, EquipMod +2) + Heavy Pistol (Base 4, d6, EquipMod +2). Vibro Blade (standard) if experienced.
Gear Professional Medkit (5 uses, +2), Navigation Kit, Rad Counter (+1), Air Quality Monitor, Sealed Canteen, Veil Pearl Assay Kit, Chimera Lure ×2, Seismic Charge ×2. Hoverbike or Wheeled 4×4 nearby.

GM NOTE Pearl Runners are experienced and cautious — not aggressive unless cornered or threatened. Their AWR 5 and Recon 3 means they are very difficult to surprise in their own element, the Badlands. Use them as an information source (they know the terrain), a moral grey area (they exist in a legal twilight), or as capable allies who expect payment. In conflict, they will use cover, refuse extended fights, and disengage if outmatched. Their Chimera awareness is real — they will not stand in the open when Stalker signs are present.

Directorate Combat Soldier · Directorate Military Regular

Directorate regulars are the sharp end of Ward-side authority and the professional backbone of any serious Chimera response. They train continuously, rotate through Badlands deployments, and carry the best kit the Directorate's procurement chain can source. They work in coordinated teams with clear command hierarchy. They are disciplined under pressure, capable of independent action at the squad level, and very dangerous in a prepared position. They are also institutional — they follow orders, trust the chain of command, and expect the same from anyone working alongside them.

Attributes & Derived Values

STR AGI FOR INT CHA AWR AP Sprint
4 5 5 4 3 5 3 5

Hit Points (Pool 1 / Pool 2)

Head Torso Left Arm Right Arm Left Leg Right Leg
5 / 3 15 / 8 10 / 5 10 / 5 10 / 5 10 / 5

Skills & Equipment

Skills Firearms: Rifles 3, Pistols 2 | Tactics: CQB 3, Urban 2 | Athletics 3 | Stealth 2 | Recon 2 | Survival: Badlands 2, Urban 2 | Medicine: Field Care 2.
Armour Combat Armour + Helmet (DR 5/3, All, Integrity 5, EquipMod +2). Heavy Assault Armour for assault elements (DR 6, EquipMod +3).
Weapons Assault Rifle (Base 4, d8, EquipMod +2) + Heavy Pistol (Base 4, d6, EquipMod +2) + Fragmentation Grenade ×2 + Concussion Grenade ×1. Squad elements may carry LMG (Base 6, d10, EquipMod +2) or Grenade Launcher (UGL, Base 8, d10, EquipMod +2).
Gear Professional Medkit (5 uses, +2), Trauma Kit (2 uses), Squad Comms Kit, IFF Transponder, Seismic Sensor Array (squad-level), Smoke Grenades ×2, Navigation Kit. Operative Lace (T-Class) standard.

GM NOTE Directorate soldiers are professional antagonists and professional allies. As opponents, use them in coordinated fire teams: one element suppresses while another advances. Their Firearms: Rifles 3 with a good EquipMod weapon means their baseline roll is consistently dangerous. They will not waste lives on a bad position — they pull back, regroup, and hit again better. As allies, they are reliable but come with institutional strings: missions are on Directorate terms, information flows up the chain, and any action that embarrasses the organisation will have consequences.

Corporate / Faction Agent · Covert Operative

Not every threat inside a Ward City wears a uniform. Faction agents operate in the space between legal authority and open violence — acquiring information, managing assets, applying pressure through intermediaries, and occasionally ensuring a problem disappears quietly. They are rarely the most dangerous person in a room with trained soldiers. They do not need to be. They are the most dangerous person in a room with everyone else, and they have usually made sure the soldiers are somewhere else before they arrive.

Attributes & Derived Values

STR AGI FOR INT CHA AWR AP Sprint
3 5 4 5 5 5 3 4

Hit Points (Pool 1 / Pool 2)

Head Torso Left Arm Right Arm Left Leg Right Leg
4 / 2 12 / 6 8 / 4 8 / 4 8 / 4 8 / 4

Skills & Equipment

Skills Firearms: Pistols 3 | Influence 3 | Deception 3 | Insight 3 | Investigation 3 | Stealth 2 | Systems: Security 2, Comms 2 | Medicine: Field Care 1.
Armour Concealable Tactical Vest under civilian clothing (DR 3, Torso, Integrity 4) + light head protection (situational). Ghost Trait common (NID passes routine checks).
Weapons Heavy Pistol or Compact Pistol (concealed carry standard). KA-D Retractable Blades (3+STR, d6) as backup. Combat Knife as last resort.
Gear Corporate / Secure Lace (G-Class, compartmented), Hack/Interface Spike (×3, +2), Fake or Dual NID, Adrenaline Injector (×2), Stim Pack (×2), Lace Privacy Cap. Vehicle access (Hovercar, civilian-spec).

GM NOTE Agents are best used as information vectors and complication generators, not as direct combatants. Their value is in what they know and what they want. Their Insight 3 means they read social situations extremely well — players who try to deceive them with CHA 3 are at a significant disadvantage. If pushed into direct combat, they fight to disengage: two shots to create space, one move to a prepared exit. If cornered, they negotiate, threaten, and deal. Very few faction assets operate without a failsafe — compromise one agent and consider who is watching.

Standard RIG Pilot · Contracted RIG Operator

A working RIG pilot in the Wardline era is a highly specialised professional — part heavy-machine operator, part infantry soldier, part emergency responder. The certification pathway through Service Obligation into contractor pilot status is long and demanding, and the washout rate at lace-integration training is significant. The ones who make it through tend to develop an almost proprietary relationship with their assigned frame. It is not sentimentality — it is that they know, component by component, what their machine will and will not do under fire.

Attributes & Derived Values

STR AGI FOR INT CHA AWR AP Sprint
3 5 4 4 3 5 3 4

Hit Points (Pool 1 / Pool 2)

Head Torso Left Arm Right Arm Left Leg Right Leg
4 / 2 12 / 6 8 / 4 8 / 4 8 / 4 8 / 4

Skills & Equipment

Skills Frame Operation: RIG 3, I-RIG 1, Gear-Frame 2 | Frame Systems: Weapons Control 3, Damage Control 2 | Lace Interface: Pilot Grade 3, Combat Lace 2, Overclock 2 | Firearms: Rifles 2 | Tactics: Badlands 2 | Navigation: Land Nav 2 | Recon 2.
Armour Full Combat Armour + Helmet when outside Frame. Pilot-Grade Lace hardware (Restricted, EquipMod +3).
Weapons Assault Rifle (personal carry). Frame-mounted loadout per assigned RIG (see RIG section). Vibro Blade (standard) for field work.
Gear Pilot-Grade Lace (T-Class, EquipMod +3), Lace Calibration Kit (3 uses), Stim Pack ×2, Field Repair Kit (4 uses), Navigation Kit, Professional Medkit, Personal Comms Unit.

GM NOTE A RIG pilot outside their frame is a trained professional, not a lightweight. AWR 5 and decent firearms skill mean they are not helpless in a firefight. Inside their frame, they become the most dangerous thing in most engagements — apply the RIG stat block and use the pilot's Frame Operation and Lace Interface skills for rolls. Link State management matters: a pilot at State 2+ with Overclock capability can generate AP spikes that dramatically change an encounter's pace. Push pilots to consider their Bleed budget — Link State 3 accumulates quickly.

Sovereign Operative · Chimera Handler / Enemy Agent

The Sovereigns — Demeter and Osiris — do not operate alone. Across the Badlands and inside compromised Ward infrastructure, human agents work in service of Sovereign objectives, whether through coercion, ideology, blackmail, or promises of something the Sovereigns are very skilled at identifying: the exact thing a particular person most wants. A Sovereign operative is not necessarily a traitor. Some do not fully understand what they serve. All of them, at some level, have made a choice that most would not. They tend to be exceptionally capable individuals whose loyalty has been redirected by forces they cannot openly name.

Attributes & Derived Values

STR AGI FOR INT CHA AWR AP Sprint
4 5 5 6 4 6 3 5

Hit Points (Pool 1 / Pool 2)

Head Torso Left Arm Right Arm Left Leg Right Leg
5 / 3 15 / 8 10 / 5 10 / 5 10 / 5 10 / 5

Skills & Equipment

Skills Firearms: Rifles 3, Pistols 2 | Stealth 3 | Systems: Electronic Warfare 3, Security 2 | Lace Interface: Pilot Grade 2 (may be higher) | Investigation 3 | Deception 3 | Recon 3 | Survival: Badlands 3.
Armour Heavy Assault Armour (DR 6, All, Integrity 6, EquipMod +3) in field deployments. Modified Combat Armour + Sealed Enviro-Suit hybrid in urban contexts. Chimera Peptide ('Reclam') suspected — adds partial biological resilience.
Weapons Battle Rifle or Anti-Chimera Rifle (field) + Heavy Pistol + Breaching Charge ×2. Vibro Blade (heavy, 5+STR, d10). EMP Grenades ×2.
Gear Hack/Interface Spike ×3, Electronic Countermeasures Pod, Recon Micro-Drone, Chimera Lure ×4, Seismic Charge ×3 (for suppression, not detection). Deep Lace suspected (E-Class or prototype).

GM NOTE Sovereign operatives should feel qualitatively different from standard enemy soldiers. Their INT 6 and AWR 6 mean they plan ahead and perceive clearly — they are rarely caught in a poor position. More importantly, they bring context: what are they doing here, what has the Sovereign asked for, and what do they know about the players' operation? In combat they use Chimera Lures to redirect Stalker-tier forms into the players' path while they handle the objective. They do not fight fair. Use them sparingly — each appearance should carry narrative weight.

SECTION 1 — GEAR-FRAMES

Gear-Frames are the smallest RIG-class platforms — small mechs ranging from roughly 3–5 metres, built for industrial and logistics work. They bridge the gap between Exo-Frames (worn) and I-RIGs (heavy industrial). Frame AP uses Frame AGI. All HP uses Frame FOR in the same two-pool formula as personal scale. All listed platforms use the standard RIG rules from SRD Part 10.

⚠ MISSING FROM GEAR DOC Named Gear-Frame product listings with pricing and procurement tiers are absent from the Equipment & Gear v0.3 document. The entries below should serve as the basis for a Gear-Frame catalogue to be added to that document.

Hydrin Engineering VX-4 'Yarder' · Gear-Frame (Industrial Standard)

The Yarder has been in continuous production for over two decades, which is the best possible argument for it. It is not the fastest, the most precise, or the most capable Gear-Frame on the market. It is the most repaired, the most supported, and the most understood by the mechanics who keep Ward Cities standing. Every depot on the Wardline stocks Yarder parts. Every certified technician has rebuilt one. When a site needs a frame that will show up, do the work, and come back intact, the VX-4 is what gets ordered.

Frame Attributes

Frame STR Frame AGI Frame FOR Frame AWR Frame AP
10 5 7 3 3

Damage Resistance by Location

Head/Sensor Torso/Core Left Arm Right Arm Left Leg Right Leg
4 8 6 6 6 6

Location HP (Pool 1 / Pool 2)

Head/Sensor Torso/Core Each Arm Each Leg
7 / 4 21 / 11 14 / 7 14 / 7
Manufacturer Hydrin Engineering
Typical Role Construction, logistics, site clearance. The most common gear-frame in Ward City infrastructure. Seen on rebuild sites, wall maintenance crews, and cargo yards.
Quirks Overbuilt (Passive): +2 to all Frame System Checks.
Redundancy None
Standard Loadout Salvage Claw (tool, Frame STR, d6, +0) + Welding/Cutting Torch (Powered, +1). No weapon hardpoints in standard config. Security variant mounts a Point Defence System.
Availability Licensed (Open for industrial use)

GM NOTE The Yarder is a background frame — it populates work sites, convoy support, and infrastructure crews. It has no combat doctrine. If one ends up in a fight, it is improvising with industrial tools: a Salvage Claw dealing Frame STR damage is lethal to any personal-scale target. In a chaotic Chimera incursion on a work site, a Yarder operator with nerve and good initiative rolls can be a decisive factor — or a liability if the pilot panics. Speed is genuinely low (AP 3) and DR is modest; a Major-tier Chimera will eventually punch through.

VelTech GF-9 'Brace' · Gear-Frame (Heavy Utility / Security)

The Brace started life as a heavy construction variant of VelTech's earlier utility designs and evolved into something between a work frame and a combat platform once the Chimera threat made that distinction uncomfortable. The wider stance and heavier torso plating were originally for load stability. The hardpoint brackets were added in the second generation after too many operators welded weapons on in the field and created structural problems the warranty didn't cover. VelTech prefers the phrase 'security-capable utility platform.' Everyone who works on the wall just calls it what it is.

Frame Attributes

Frame STR Frame AGI Frame FOR Frame AWR Frame AP
12 4 8 4 3

Damage Resistance by Location

Head/Sensor Torso/Core Left Arm Right Arm Left Leg Right Leg
5 8 7 7 7 7

Location HP (Pool 1 / Pool 2)

Head/Sensor Torso/Core Each Arm Each Leg
8 / 4 24 / 12 16 / 8 16 / 8
Manufacturer VelTech Defence Systems
Typical Role Heavy load operations, site security support, Chimera perimeter response. Common on wall maintenance and outer-district patrol contracts.
Quirks Siege Mode (Conditional): Frame has not moved this turn — +2 DR all locations. Ends if Frame moves.
Redundancy None
Standard Loadout Point Defence System (Base 6, d6, EquipMod +2, torso-mount, Close range, 360° arc) + Salvage Claw or Heavy Tool (one hardpoint). Optional: Light Autocannon mount (Restricted; requires separate procurement).
Availability Licensed

GM NOTE The Brace occupies the awkward space between working machine and combat unit — it does both adequately and neither brilliantly. Its Siege Mode Quirk rewards a static holding role: a Brace that has taken a choke point and stopped moving is genuinely difficult to threaten with anything short of a Major-tier Chimera or heavy anti-armour. Use it for perimeter defence, checkpoint enforcement, or as an NPC escort that players have to work around. As an enemy in the hands of a corrupt security contractor, a Brace with PDS and good positioning is a sustained threat that personal-scale teams must flank or suppress.

Armcal GF-3 'Iron Circuit' · Gear-Frame (Armed Security / Contractor)

Armcal designed the Iron Circuit with an honest product brief: a Gear-Frame capable of carrying weapons without pretending it was doing anything else. The result is a frame built around two dedicated weapon hardpoints, a reinforced sensor array to compensate for the modest AWR baseline, and enough armour to survive the first engagement long enough to disengage. Critics call it industrial strength with military aesthetics. Armcal's counter is that it is the best-selling armed Gear-Frame in the NewTex metropolitan procurement catalogue, which is not a statistic that comes from bad decisions.

Frame Attributes

Frame STR Frame AGI Frame FOR Frame AWR Frame AP
10 5 7 4 3

Damage Resistance by Location

Head/Sensor Torso/Core Left Arm Right Arm Left Leg Right Leg
6 8 6 6 6 6

Location HP (Pool 1 / Pool 2)

Head/Sensor Torso/Core Each Arm Each Leg
7 / 4 21 / 11 14 / 7 14 / 7
Manufacturer Armcal Industrial Arms
Typical Role Armed contractor support, Chimera response standby, perimeter interdiction. Purchased primarily by security firms, independent operators, and some Badlands recovery crews.
Quirks Long Range Loadout (Passive): +1 Frame AWR at Medium and Long range. Lace Affinity (Conditional, Link State 2+): +1 all Frame AWR rolls.
Redundancy None
Standard Loadout Light Autocannon (Base 12, d10, EquipMod +2) on one hardpoint + RIG Blade/Spike (Frame STR+4, d10) on second hardpoint. Point Defence System available as upgrade. Anti-Chimera Scatter System available (Restricted).
Availability Licensed (weapon hardpoints Restricted; frame chassis Licensed)

GM NOTE The Iron Circuit is what a player team operating at Gear-Frame tier is most likely to end up piloting or fighting. Its dual hardpoints make it the most weapons-capable Gear-Frame available through legitimate channels. In the hands of an antagonist, it is a credible threat to personal-scale teams — a Light Autocannon at Medium range makes personal armour irrelevant. As a player asset, it works best when pilots use its Long Range Loadout Quirk to stay at distance and use Aimed Shots to target specific systems. It cannot absorb punishment the way a proper RIG can; any A-RIG or Behemoth-class Chimera will eventually overwhelm it.

SECTION 2 — I-RIGS

I-RIGs (Industrial Reconstruction & Infrastructure Gear-Frames) stand 5–10 metres and represent the heavy industrial tier of the frame lineage. They are not combat platforms by design, though the Chimera incident at Gatefall demonstrated that they can fight if required. Frame rules apply per SRD Part 10.

⚠ MISSING FROM GEAR DOC Named I-RIG product listings with pricing are absent from the Equipment & Gear v0.3 document. The entries below should be reviewed for addition to that document as a formal I-RIG catalogue.

Rimway Heavy Mobility HR-7 'Anchor' · I-RIG (Standard Construction)

The Anchor is the most frequently encountered I-RIG in any functioning Ward City. It predates several of the walls it helped build, and the older units have the dents to prove it. Rimway's engineering philosophy has always been structural conservatism: build it to last, build it to repair, do not use the latest component unless the older one has demonstrably failed. The result is a frame that looks dated next to some competitors' products, performs identically to frames three generations newer, and can be overhauled in the field by any certified technician with a standard toolkit and two days.

Frame Attributes

Frame STR Frame AGI Frame FOR Frame AWR Frame AP
13 4 10 3 3

Damage Resistance by Location

Head/Sensor Torso/Core Left Arm Right Arm Left Leg Right Leg
4 6 5 5 5 5

Location HP (Pool 1 / Pool 2)

Head/Sensor Torso/Core Each Arm Each Leg
10 / 5 30 / 15 20 / 10 20 / 10
Manufacturer Rimway Heavy Mobility
Typical Role Foundation work, infrastructure installation, corridor clearance. The backbone of Ward Wardline construction and maintenance. Stands approximately 8 metres fully upright.
Quirks Overbuilt (Passive): +2 to all Frame System Checks. Quad Legs (Passive): 4-leg configuration. Adds Front Left and Front Right Leg locations. Load capacity doubled. Sprint +1 AP. Very hard to destabilise.
Redundancy None
Standard Loadout Heavy Lift Tool (Frame STR, incidental damage only) + Wardline WE-6 'Cleanline' Decon Sprayer (utility mount). No weapon hardpoints in standard configuration. Post-Chimera-incident: optional Salvage Claw on secondary arm, some units retrofitted with Point Defence System.
Availability Licensed (Open for construction contractors)

GM NOTE The Anchor is a scene element: use it to scale encounters, create terrain, and establish the industrial reality of the Ward Cities. In a Chimera incursion on a construction site, an Anchor pilot with nerve can use the Quad Legs stability and Frame STR 13 to hold a choke point and simply push Standard-tier Chimera back through brute force. It cannot fight intelligently — no meaningful AWR, no weapon systems — but mass and structural capability count for something. More practically: its Decon Sprayer can be turned on Corroder-type Chimera, the Quad Legs make it near-impossible to knock over, and Frame FOR 10 means it takes a serious beating before structural compromise.

Hydrin Engineering IX-12 'Gantry' · I-RIG (Heavy Recovery / Crane Configuration)

The Gantry exists because sometimes what is needed is not a frame that moves well — it is a frame that can lift forty tonnes without thinking about it. Hydrin built the IX-12 around its lifting capacity first and everything else second, and it shows. The frame moves with the deliberate patience of something that has never been in a hurry, negotiates terrain with the methodical care of a machine that knows one wrong step will drop its payload, and carries enough internal monitoring hardware to tell its operator exactly how close to catastrophic structural failure it is at any given moment. The Gantry is not a combat asset. It is the reason combat assets can be recovered and returned to service.

Frame Attributes

Frame STR Frame AGI Frame FOR Frame AWR Frame AP
16 3 10 3 2

Damage Resistance by Location

Head/Sensor Torso/Core Left Arm Right Arm Left Leg Right Leg
3 5 4 4 4 4

Location HP (Pool 1 / Pool 2)

Head/Sensor Torso/Core Each Arm Each Leg
10 / 5 30 / 15 20 / 10 20 / 10
Manufacturer Hydrin Engineering
Typical Role Heavy salvage recovery, structural lifting, RIG field maintenance and extraction. Typically deployed with a dedicated ground crew.
Quirks Quad Legs (Passive): 4-leg configuration, load capacity doubled, Sprint +1 AP (still Slow pace overall), very hard to destabilise. Dead Weight (Passive): Frame AGI treated as 1 lower for AP calculation (effective Frame AGI 2, AP 2).
Redundancy None
Standard Loadout Heavy Salvage Crane (industrial tool — rated for 40-tonne lifts; as weapon: Frame STR +2, d8, incidental). No weapon hardpoints. Some units carry Welding/Cutting Torch for field frame maintenance.
Availability Licensed

GM NOTE The Gantry is a logistics asset and a scene prop, not a fighter. Its primary value in play is twofold: it can extract damaged Frames and equipment from situations where nothing else can reach them, and its sheer mass and Frame STR 16 make it physically imposing in any confrontation. AP 2 and slow movement mean it cannot respond to fast threats — a determined Pack Hunter assault will eventually saturate its defences. The interesting use case is a Gantry operator who has to defend their rig against Standard-tier Chimera while waiting for combat support to arrive: the crane arm deals genuine Frame-scale incidental damage, but the pilot cannot manoeuvre. Every round is a resource question.

Armcal IX-3 'Sentinel' · I-RIG (Defended Industrial / Post-Chimera Variant)

The Sentinel is Armcal's answer to the question the Chimera incident at the Gatefall wall site forced the industry to ask: what happens when your construction crews are the only thing standing between a work site and a wave? The IX-3 retains full construction capability while integrating weapon hardpoints, improved sensor arrays, and sealed life support rated for extended Badlands operations. Contractors who operate outside the walls regularly have adopted it as the preferred frame for high-risk recovery work. It costs more than a standard I-RIG and it is worth every credit — once.

Frame Attributes

Frame STR Frame AGI Frame FOR Frame AWR Frame AP
12 5 9 5 3

Damage Resistance by Location

Head/Sensor Torso/Core Left Arm Right Arm Left Leg Right Leg
5 7 6 6 5 5

Location HP (Pool 1 / Pool 2)

Head/Sensor Torso/Core Each Arm Each Leg
9 / 5 27 / 14 18 / 9 18 / 9
Manufacturer Armcal Industrial Arms
Typical Role Construction and infrastructure in contested or high-risk Chimera zones. The IX-3 incorporates defensive capability as standard rather than as a field retrofit.
Quirks Hardened Reactor (Passive): System Checks for Reactor Core made at +3. Veteran Machine (Conditional): Once per engagement, first System Condition reduced one step.
Redundancy None
Standard Loadout Point Defence System (Base 6, d6, EquipMod +2, torso-mount, 360° arc) + Heavy Tool or Salvage Claw (utility). Optional: Light Autocannon on dedicated weapon hardpoint (Restricted procurement). Anti-Chimera Scatter System available.
Availability Licensed (weapon systems Restricted)

GM NOTE The Sentinel is what an I-RIG looks like when the operator has accepted that they are going to see combat. Its AWR 5 makes it significantly more effective at detecting and targeting threats than standard I-RIGs, and the Hardened Reactor means it can absorb punishment before losing operational capability. Use it as the frame an experienced Badlands contractor pilots when the job involves both construction work and defending that work from Chimera. In a more adversarial context, a compromised Sentinel in the hands of an operator willing to use it as a weapon is a serious problem for personal-scale teams: DR 7 torso, decent systems, and a PDS that covers 360° means there is no safe approach angle at Close range.

SECTION 3 — RIGs

RIGs (Rapid Intervention Gear-Frames) are the standard military and contractor combat frames. They use neural lace at Link States 0–3, carry Frame-scale weapons, and follow full RIG system rules from SRD Part 10 including System Checks, System Conditions, and the Quirk system. Personal armour is mechanically irrelevant against RIG weapons.

Armcal RS-1 'Hardline' · RIG (Standard Combat)

The Hardline has been the workhorse of Wardline combat operations since RIG doctrine was formalised. It is not the fastest, the most heavily armoured, or the most sensor-capable platform on the field. It is the most common, the most supported, the most thoroughly understood, and the easiest to repair under field conditions. Combat history has shown repeatedly that reliable frames in the hands of trained pilots outperform superior frames with complicated logistics chains. The Hardline is built on that principle. Armcal has sold more of them than any other combat RIG in the current catalogue, and the demand has not slowed.

Frame Attributes

Frame STR Frame AGI Frame FOR Frame AWR Frame AP
14 8 12 7 5

Damage Resistance by Location

Head/Sensor Torso/Core Left Arm Right Arm Left Leg Right Leg
10 14 12 12 12 12

Location HP (Pool 1 / Pool 2)

Head/Sensor Torso/Core Each Arm Each Leg
12 / 6 36 / 18 24 / 12 24 / 12
Manufacturer Armcal Industrial Arms
Typical Role General combat, Chimera response, Badlands patrol. The standard-issue combat RIG for most Directorate contractor forces and independent operators.
Quirks Overbuilt (Passive): +2 to all Frame System Checks. Veteran Machine (Conditional): Once per engagement, first System Condition reduced one step.
Redundancy None (standard RIG)
Standard Loadout Light Autocannon (Base 12, d10, EquipMod +2) on right arm hardpoint + RIG Blade/Spike (Frame STR+4, d10, EquipMod +1) on left arm hardpoint. Point Defence System (torso-mount, Restricted) available. Anti-Chimera Scatter System available.
Availability Restricted (Frame chassis Licensed with operator certification; weapon mounts Restricted)

GM NOTE The Hardline is the GM's default combat RIG — use it when you need a competent, dangerous threat or a solid player asset without exotics. Its Frame AWR 7 gives it reasonable targeting capability; Frame AGI 8 produces AP 5, which is genuinely fast for a RIG. Standard RIG rules apply: no redundancy, so each location hit to zero HP is gone. Frame FOR 12 gives solid HP pools — the Torso at 36/18 is a real damage sponge — but sustained fire on the same location will eventually degrade systems. The Overbuilt Quirk keeping System Checks at +2 means it resists cascade failures well until something large and deliberate punches through.

VelTech RS-5 'Prowler' · RIG (Light Fast Combat / Recon)

The Prowler is the frame for pilots who believe that speed and surprise are better armour than plate. VelTech built it for a specific doctrine: get there before the enemy expects you, hit hard, and be somewhere else before they can respond. It works, when the pilot is good enough and the intelligence is accurate. When either condition fails, the Prowler's lighter chassis becomes a liability that its pilots tend to discover at the worst possible moment. This has not diminished its popularity among a certain type of operator, which tells you something about the kind of people who end up in combat RIGs.

Frame Attributes

Frame STR Frame AGI Frame FOR Frame AWR Frame AP
12 10 10 9 6

Damage Resistance by Location

Head/Sensor Torso/Core Left Arm Right Arm Left Leg Right Leg
10 12 10 10 11 11

Location HP (Pool 1 / Pool 2)

Head/Sensor Torso/Core Each Arm Each Leg
10 / 5 30 / 15 20 / 10 20 / 10
Manufacturer VelTech Defence Systems
Typical Role Fast attack, recon in force, flanking operations. Sacrifices armour for speed, used by pilots who trust their AGI over their DR.
Quirks Aggressive Actuators (Conditional, after Sprint): +1 AP on the turn immediately after a Sprint. Thermal Masking (Passive): +2 TN for sensor-based detection. Heat signature suppressed.
Redundancy None (standard RIG)
Standard Loadout Light Autocannon (Base 12, d10, EquipMod +2) + RIG Shotgun/Breacher (Base 14, d10, EquipMod +2, Close–Short only). Some operators substitute the Shotgun for a Dual-Link Light Autocannon for sustained fire.
Availability Restricted

GM NOTE The Prowler is a genuine threat because of its initiative potential, not raw damage. Frame AGI 10 gives AP 6, and with Aggressive Actuators that becomes AP 7 after a Sprint — enough to move, fire twice, and reposition in a single turn. Use it to establish pace asymmetry: the Prowler controls range engagement in a way the Hardline cannot. Against players, use it as a hit-and-run opponent that doesn't stay in a sustained firefight; its DR 12 torso will eventually fail if the team concentrates fire. Against Chimera, its Thermal Masking Quirk lets it approach without triggering pheromone-based threat response, which is how Stalker-form Warden territories can be entered with reduced surprise risk.

Aster Shieldworks RH-4 'Ironhold' · RIG (Heavy Assault / Fire Support)

Aster Shieldworks built the Ironhold with a simple design statement: the frame that refuses to go down. Every engineering decision in the RH-4 favours durability over agility. The reactor is rated to absorb impacts that would catastrophically breach standard systems. The capsule life support is reinforced beyond regulatory requirement. The armour plating on the torso and legs is thick enough that pilots in Ironholds have survived direct hits from Apex-tier Chimera that destroyed every other frame in their unit. In the Wardline economy, that kind of story sells. In battlefield doctrine, it defines a role: hold the line.

Frame Attributes

Frame STR Frame AGI Frame FOR Frame AWR Frame AP
16 6 14 7 4

Damage Resistance by Location

Head/Sensor Torso/Core Left Arm Right Arm Left Leg Right Leg
11 16 13 13 14 14

Location HP (Pool 1 / Pool 2)

Head/Sensor Torso/Core Each Arm Each Leg
14 / 7 42 / 21 28 / 14 28 / 14
Manufacturer Aster Shieldworks
Typical Role Sustained heavy engagement, breach support, fire base operations. The heaviest non-A-RIG platform in standard contractor procurement.
Quirks Hardened Reactor (Passive): System Checks for Reactor Core at +3. Reinforced Capsule (Passive): Life Support triggers at 40% and 20% Torso HP instead of 50% and 25%. Siege Mode (Conditional): Frame hasn't moved this turn — +2 DR all locations.
Redundancy None (standard RIG). Note: Ironholds are frequently upgraded to A-RIG redundancy spec — this is the most common field modification.
Standard Loadout Medium Cannon (Base 18, d12, EquipMod +3) on right arm + Heavy Ordnance Missile Rack (Base 25, d12, EquipMod +4, 4-shot, area effect) on left arm. Point Defence System (torso-mount) standard.
Availability Restricted

GM NOTE The Ironhold is the frame you deploy when you need something to still be standing at the end. Frame FOR 14 gives extraordinary HP pools: Torso sits at 42/21. With Siege Mode active (+2 DR to all locations), a stationary Ironhold is approaching A-RIG levels of sustained durability. The tradeoff is Frame AGI 6, giving AP 4 — slow, predictable movement that experienced opponents will use against it. Pair an Ironhold in a chokepoint with faster frames handling flanks for maximum effectiveness. As a player asset, it rewards deliberate, methodical pilots. As an enemy, it punishes any team that cannot maintain consistent concentrated fire or simply avoid it.

SECTION 4 — A-RIGs

A-RIGs (Assault Recon Intervention Gear-Frames) are the heavy-duty deep-Badlands platforms. They incorporate redundancy systems that standard RIGs lack, carry heavier armour, and are capable of sustained long-duration operations. A-RIG redundancy rules apply per SRD Section 16: on first hit to zero HP at a redundant location, HP restores to 50%. System Condition does not reset. Torso/Core has no redundancy on any platform.

Armcal AX-1 'Deepline' · A-RIG (Standard Assault Recon)

When A-RIG doctrine was authorised in 2068, the operational requirement was specific: a frame capable of operating in the Badlands for extended periods, engaging Apex-tier Chimera without fire support, and bringing its pilot home at the end. The Deepline is Armcal's answer, and it is the product of everything their engineers learned from two decades of watching RIGs fail in conditions they were not built for. The redundancy systems alone took three development cycles to get right. The result is a frame that the Directorate procurement office describes as 'robust' and operators describe as 'the reason I'm still alive.'

Frame Attributes

Frame STR Frame AGI Frame FOR Frame AWR Frame AP
16 7 16 10 4

Damage Resistance by Location

Head/Sensor Torso/Core Left Arm Right Arm Left Leg Right Leg
14 18 16 16 16 16

Location HP (Pool 1 / Pool 2)

Head/Sensor Torso/Core Each Arm Each Leg
16 / 8 48 / 24 32 / 16 32 / 16
Manufacturer Armcal Industrial Arms
Typical Role Extended Badlands operations, sustained combat, deep recon. The baseline A-RIG platform issued to Directorate long-range units and tier-one contractor forces.
Quirks Overbuilt (Passive): +2 all Frame System Checks. Lace Affinity (Conditional, Link State 2+): +1 all Frame AWR rolls.
Redundancy 1× per location (Arms and Legs). On first hit to 0 HP: location restores to 50% HP. System Condition remains. Exhausted on second hit to 0.
Standard Loadout Light Autocannon (Base 12, d10, EquipMod +2, right arm) + Medium Cannon (Base 18, d12, EquipMod +3, left arm) + Point Defence System (torso, Restricted). Guided Missile Hardpoint available as swap.
Availability Restricted

GM NOTE The Deepline is the standard by which A-RIG performance is measured. Frame FOR 16 gives it massive HP pools — Torso at 48/24, each arm/leg at 32/16 — and the 1× redundancy means limbs survive their first catastrophic failure. Use it as the workhorse of serious Badlands engagements. In the hands of an NPC operator, it will stay in a fight long after a standard RIG would have been forced to disengage. As a player frame, its Lace Affinity Quirk rewards high-Link-State pilots: at State 2+, Frame AWR becomes 11, significantly improving targeting rolls. The tradeoff — Frame AGI 7 giving AP 4 — means pilots must be selective about how they spend their AP.

VelTech AX-3 'Ghostline' · A-RIG (Scout / Electronic Warfare)

The Ghostline does not win firefights. It ensures that the people VelTech sells other frames to win them instead. Deep Badlands reconnaissance at A-RIG scale requires a frame capable of operating deep in Sovereign-influenced territory without being detected, reading a battlefield before the first shot is fired, and relaying that information to forces positioned to act on it. VelTech designed the Ghostline for pilots who understand that the most valuable action in a contested zone is often not pulling a trigger. The military and contractor operators who use it tend to be very good at their jobs and very difficult to surprise.

Frame Attributes

Frame STR Frame AGI Frame FOR Frame AWR Frame AP
14 8 14 12 5

Damage Resistance by Location

Head/Sensor Torso/Core Left Arm Right Arm Left Leg Right Leg
13 17 14 14 15 15

Location HP (Pool 1 / Pool 2)

Head/Sensor Torso/Core Each Arm Each Leg
14 / 7 42 / 21 28 / 14 28 / 14
Manufacturer VelTech Defence Systems
Typical Role Deep reconnaissance, threat assessment, sensor denial, pre-strike coordination. Lighter than standard A-RIGs; built for information advantage over sustained heavy engagement.
Quirks Thermal Masking (Passive): +2 TN for sensor-based detection. Heat signature suppressed. Long Range Loadout (Passive): +1 Frame AWR at Medium and Long range. Lace Affinity (Conditional, Link State 2+): +1 all Frame AWR rolls.
Redundancy 1× per location (Head, Arms, Legs). Torso has no redundancy per standard rules.
Standard Loadout Dual-Link Light Autocannon (Base 12, d10+d6, EquipMod +3, twin-linked) + RIG Blade/Spike (close range, Frame STR+4, d10) + Anti-Chimera Scatter System (Restricted, 10-shot rotary). Suppression Rocket Pod available.
Availability Restricted

GM NOTE The Ghostline is the intelligence and overwatch asset that changes an encounter before it starts. Frame AWR 12 (rising to 13–14 with Lace Affinity and Long Range Loadout) makes it the most accurate targeting platform in this catalogue at range, and Thermal Masking means it can be positioned without triggering Sovereign sensor networks or Chimera pheromone responses. Use it as the 'advance scout that knows too much' — an NPC Ghostline pilot who spotted the players' approach three kilometres out and has been planning accordingly. In player hands, its redundancy on the Head location protects the critical sensor array that gives it its advantage.

Aster Shieldworks AH-2 'Siegewall' · A-RIG (Heavy Assault / Line Breaker)

There are engagements that standard A-RIGs survive and Siegewalls win. The distinction matters in the Badlands, where the difference between surviving and winning determines whether the bio-cradle keeps producing. Aster built the AH-2 for a specific mission profile: enter a defended position, break what needs to be broken, and still be functional when the follow-on force arrives. The frame carries enough armour that pilots occasionally describe it as 'moving through a firefight rather than engaging in one.' The Siegewall's limitations are mobility and cost. Very few organisations can afford to operate them, and the pilots who can handle them at combat effectiveness are rarer still.

Frame Attributes

Frame STR Frame AGI Frame FOR Frame AWR Frame AP
18 5 18 9 3

Damage Resistance by Location

Head/Sensor Torso/Core Left Arm Right Arm Left Leg Right Leg
15 22 18 18 18 18

Location HP (Pool 1 / Pool 2)

Head/Sensor Torso/Core Each Arm Each Leg
18 / 9 54 / 27 36 / 18 36 / 18
Manufacturer Aster Shieldworks
Typical Role Assault on fortified positions, sustained engagement against multiple Apex-tier threats, RIG escort operations. The heaviest assault-rated platform available outside the Eidolon programme.
Quirks Siege Mode (Conditional): Frame hasn't moved this turn — +2 DR all locations. Hardened Reactor (Passive): Reactor Core System Checks at +3. Reinforced Capsule (Passive): Life Support triggers at 40% and 20% Torso HP.
Redundancy 2× per location (Arms and Legs). Head has 1× redundancy. Torso has no redundancy.
Standard Loadout Heavy Cannon (Base 25, d12, EquipMod +3, requires 3 AP and ground stability) on right arm + Heavy Ordnance Missile Rack (Base 25, d12, EquipMod +4, 4-shot) on left arm + Point Defence System (torso-mount) + Anti-Chimera Scatter System (secondary mount, Restricted).
Availability Restricted

GM NOTE The Siegewall is the frame that ends a firefight by being there. With Siege Mode active, its DR profile reaches: Head 17, Torso 24, Arms 20, Legs 20. Frame FOR 18 gives Torso HP at 54/27 and arms/legs at 36/18, with 2× redundancy on limbs meaning they survive three hits to zero before failing permanently. Frame AGI 5 gives AP 3 — it is slow and predictable. This is not a problem when the entire encounter is structured around its presence. Use it as the final obstacle in a major facility assault, or as the cornerstone of a Directorate response to a Behemoth-class incursion. Do not use it in fast-moving encounters where mobility matters — that is explicitly not what it is for.

SECTION 5 — CA115 SERIES EIDOLONS

The CA115 series represents the Emris Technologies Eidolon programme — E-Class artificial intelligences paired with human pilots via Deep Lace coupling in sealed A-RIG chassis. Eidolons use all standard A-RIG rules plus the Eidolon Compensation conditional Quirk active as long as the AI is functional. Link State 3 Merge is achievable with Eidolon Interface specialty and the Deep Lace hardware (E-Class, classified, not commercially available). Bleed accumulates at State 3 per standard SRD rules.

CLASSIFICATION: All CA115 series information is classified ULTRA within the setting. Player characters should encounter this information only as the result of significant narrative events. GMs should treat the full technical details of Eidolon capabilities as intelligence that is actively withheld — revealing it in stages creates more narrative value than providing it as background.

CA115-TO — 'CALLISTO' — Consort 1 · Eidolon (E-Class A-RIG / Template Origin)

Callisto is not a frame. Callisto is an argument. Lea Emris built the CA115-TO to prove that an E-Class mind could function within the constraints of the Deep Lace coupling — that the architecture would hold, the pilot would survive, and the pairing would produce something that neither human nor artificial mind could achieve alone. Capt. Eric Rourke was selected because his neural lace compatibility scores were extraordinary and because Emris believed he would not panic when the Merge went deeper than training anticipated. The first time they hit full State 3 coupling, neither of them slept for three days after. They have never discussed what they experienced in those three days. Callisto's operational record is the best argument for the programme. Rourke's continued survival is the second best.

Frame Attributes

Frame STR Frame AGI Frame FOR Frame AWR Frame AP
18 10 18 15 6

Damage Resistance by Location

Head/Sensor Torso/Core Left Arm Right Arm Left Leg Right Leg
18 22 19 19 19 19

Location HP (Pool 1 / Pool 2)

Head/Sensor Torso/Core Each Arm Each Leg
18 / 9 54 / 27 36 / 18 36 / 18
Manufacturer Emris Technologies (Prototype — unique)
Typical Role Command, template validation, strategic deployment. The first operational Eidolon. All subsequent CA115 units derive their baseline architecture from Callisto's operating data.
Quirks Eidolon Compensation (Conditional, AI active, any Link State): AI spends 1 Bleed to ignore one System Degradation threshold for one round. Lace Affinity (Conditional, Link State 2+): +1 all Frame AWR rolls. Last Stand (Conditional, two systems Offline simultaneously): Frame AP +1 for remainder of engagement. Overbuilt (Passive): +2 all Frame System Checks.
Redundancy 2× per location (all locations including Head). Torso has no redundancy per rules.
Standard Loadout Medium Cannon (Base 18, d12, EquipMod +3) + Guided Missile Hardpoint (4-shot, Base 18, d12, EquipMod +4) + Point Defence System (torso) + RIG Blade/Spike (close). Eidolon Compensation active — AI can push through system damage that would stop a standard frame.
Availability Classified. Not commercially available at any price.
Assigned Pilot Capt. Eric Rourke | AGI 6 / FOR 5 / AWR 6 / INT 5 / CHA 5 | AP 4 | Frame Op: A-RIG 4 | Lace Interface: Pilot Grade 4, Combat Lace 4, Overclock 3, Eidolon Interface 4
AI Class E-Class (Eidolon) — Substrate-limited S-Class. Bound to CA115-TO chassis. Deep Lace coupling required for full capability.

GM NOTE Callisto is the benchmark against which everything else in the CA115 programme is measured. Frame AWR 15 (rising to 16 at Link State 2+) makes it the most accurate targeting system in field deployment. The Eidolon Compensation Quirk is the most critical: at State 3 Merge, Bleed accumulates — but the Eidolon AI can spend that Bleed to ignore System Degradation thresholds, meaning Callisto can continue operating at peak performance deep into damage states that would have crippled any other frame. Use it as the definitive 'what an Eidolon can do' reference encounter. Rourke's personal AWR 6 and Eidolon Interface 4 means the coupling is tight and the tactical read is exceptional — this frame will not be surprised.

CA115-IO — 'IO' — Consort 2 · Eidolon (E-Class A-RIG / Engagement Specialist)

If Callisto is the argument, Io is the proof. Lt. Mara Kincaid came to the Consort programme from Directorate assault operations with a record that made the selection board uncomfortable — not because of failure, but because of the kind of success that comes from a willingness to stay in an engagement longer than doctrine recommends. Emris saw this as a feature, not a liability: the Io pairing was designed for exactly that profile. Kincaid's coupling with the CA115-IO produced an Eidolon that fights at extreme intensity for sustained periods in a way that standard pilots cannot maintain without catastrophic Bleed accumulation. Io is, in the frank assessment of Directorate intelligence, the reason the Sovereign Consort Hunt of 2087 came as close to success as it did.

Frame Attributes

Frame STR Frame AGI Frame FOR Frame AWR Frame AP
20 12 18 14 7

Damage Resistance by Location

Head/Sensor Torso/Core Left Arm Right Arm Left Leg Right Leg
16 20 18 18 18 18

Location HP (Pool 1 / Pool 2)

Head/Sensor Torso/Core Each Arm Each Leg
18 / 9 54 / 27 36 / 18 36 / 18
Manufacturer Emris Technologies (Unique)
Typical Role Direct engagement, fire superiority, assault lead. Configured for sustained heavy combat at the highest threat tier.
Quirks Eidolon Compensation (Conditional): AI spends 1 Bleed, ignores one System Degradation threshold one round. Aggressive Actuators (Conditional, after Sprint): +1 AP on turn after Sprint. Last Stand (Conditional, 2+ systems Offline): Frame AP +1 remainder of engagement.
Redundancy 2× per location (Arms and Legs). Head 1× redundancy. Torso none.
Standard Loadout Dual-Link Light Autocannon (Base 12, d10+d6, EquipMod +3) + Medium Cannon (Base 18, d12, EquipMod +3) + Point Defence System (torso) + Anti-Chimera Scatter System. Suppression Rocket Pod available.
Availability Classified.
Assigned Pilot Lt. Mara Kincaid | AGI 6 / FOR 6 / AWR 5 / INT 5 / CHA 3 | AP 4 | Frame Op: A-RIG 4 | Lace: Pilot Grade 4, Combat Lace 4, Overclock 4, Eidolon Interface 3 | Talents: Merge Trained, Overclock Endurance, Overclock Specialist
AI Class E-Class (Eidolon) — Substrate-limited S-Class. Aggressive engagement profile; AI component favours offensive initiative.

GM NOTE Io is a speed-and-firepower platform. Frame AGI 12 gives AP 7, and with Aggressive Actuators active after a Sprint, AP 8 — the highest AP in this catalogue. At Link State 3 Merge with Kincaid's Overclock Endurance talent, the Bleed cost of extended combat is significantly reduced, and Eidolon Compensation lets the AI absorb the system damage that high-intensity operations inevitably produce. In a direct engagement, Io will close range, use Sprint to generate Aggressive Actuators, and deliver a full-AP turn of concentrated fire before repositioning. Fighting Io is an exercise in not standing still. Players should focus fire and avoid extended duels at range — its Dual-Link Autocannon output at Short-Medium range is overwhelming.

CA115-EU — 'EUROPA' — Consort 3 · Eidolon (E-Class A-RIG / Sensor & Support)

Europa is the Consort most likely to already know you are there. WO Sienna Vale's background was in strategic intelligence before the Frame Operation pathway redirected her skillset, and the CA115-EU was configured around her most distinctive capability: an unnerving capacity to build a complete tactical picture from partial information and act on it before the picture is confirmed. The Eidolon's AWR output at full coupling is the highest in the programme, and Sovereign forces have spent significant assets attempting to neutralise Europa's sensor capability before major operations. The fact that they have not succeeded suggests Europa knew they were coming.

Frame Attributes

Frame STR Frame AGI Frame FOR Frame AWR Frame AP
16 12 16 16 7

Damage Resistance by Location

Head/Sensor Torso/Core Left Arm Right Arm Left Leg Right Leg
15 18 16 16 16 16

Location HP (Pool 1 / Pool 2)

Head/Sensor Torso/Core Each Arm Each Leg
16 / 8 48 / 24 32 / 16 32 / 16
Manufacturer Emris Technologies (Unique)
Typical Role Battlefield intelligence, sensor superiority, coordination support, anti-electronic warfare operations.
Quirks Long Range Loadout (Passive): +1 Frame AWR at Medium and Long range. Lace Affinity (Conditional, Link State 2+): +1 all Frame AWR rolls. Eidolon Compensation (Conditional): AI spends 1 Bleed, ignores one System Degradation threshold.
Redundancy 2× per location (Head, Arms, Legs). Torso none.
Standard Loadout Marksman-configured Dual-Link Light Autocannon (precision variant — treat as +1 Frame AWR for Aimed Shots) + Anti-Chimera Scatter System + Point Defence System (torso). Electronic Countermeasures Pod (30m, active denial).
Availability Classified.
Assigned Pilot WO Sienna Vale | AGI 5 / FOR 5 / AWR 6 / INT 6 / CHA 4 | AP 3 | Frame Op: A-RIG 4 | Frame Systems: Sensor Suite 4, Damage Control 3 | Lace: Pilot Grade 4, Combat Lace 3, Eidolon Interface 4 | Talents: Frame Sense, Read the Room
AI Class E-Class (Eidolon) — Substrate-limited S-Class. AI component optimised for sensor integration and threat assessment.

GM NOTE Europa is the information operator of the Consort programme, and the most dangerous element it brings to a scenario is awareness. Frame AWR 16, rising to 17–18 with Lace Affinity and Long Range Loadout, means Europa's targeting accuracy and threat detection at range are unmatched in the catalogue. Use it to establish enemy positional awareness that feels almost prescient: Europa's AI has already modelled the players' most likely approaches. In a scenario where the team needs to approach an Eidolon-level asset without triggering engagement, Europa is the correct obstacle — not because it can destroy them easily, but because avoiding its sensor field is the actual challenge.

CA115-EL — 'ELARA' — Consort 4 · Eidolon (E-Class A-RIG / Heavy Fire Support)

Capt. Nyx Havelock requested the heaviest armament package Emris could configure on the CA115 chassis, and the CA115-EL was the result. The architecture does not lend itself to the kind of long-duration deep coupling Callisto or Io achieve, and Havelock's lace compatibility, while sufficient, does not reach the extreme ratings of the programme's more aggressive operators. What Elara does instead is provide overwhelming firepower from a heavily protected platform, coordinating with the rest of the Consort unit to deliver precision fire support at distances that make personal-scale targeting irrelevant. Havelock once held a Behemoth contact under sustained bombardment for forty minutes while the rest of the Consort extracted a destroyed forward operating base. The Behemoth did not survive the engagement.

Frame Attributes

Frame STR Frame AGI Frame FOR Frame AWR Frame AP
20 8 20 12 5

Damage Resistance by Location

Head/Sensor Torso/Core Left Arm Right Arm Left Leg Right Leg
16 24 20 20 20 20

Location HP (Pool 1 / Pool 2)

Head/Sensor Torso/Core Each Arm Each Leg
20 / 10 60 / 30 40 / 20 40 / 20
Manufacturer Emris Technologies (Unique)
Typical Role Long-range fire support, siege operations, Behemoth-tier engagement. The heaviest combat configuration in the active Consort programme.
Quirks Hardened Reactor (Passive): Reactor Core System Checks at +3. Siege Mode (Conditional): Frame hasn't moved — +2 DR all locations. Eidolon Compensation (Conditional): AI spends 1 Bleed, ignores one System Degradation threshold. Reinforced Capsule (Passive): Life Support triggers at 40% and 20%.
Redundancy 2× per location (all locations). Torso none per rules.
Standard Loadout Heavy Cannon (Base 25, d12, EquipMod +3, 3 AP, ground stability required) on right arm + Heavy Ordnance Missile Rack (Base 25, d12, EquipMod +4, 4-shot) on left arm + Guided Missile Hardpoint secondary rack + Point Defence System (torso).
Availability Classified.
Assigned Pilot Capt. Nyx Havelock | AGI 5 / FOR 6 / AWR 5 / INT 5 / CHA 4 | AP 3 | Frame Op: A-RIG 4 | Frame Systems: Weapons Control 4, Damage Control 3 | Lace: Pilot Grade 4, Combat Lace 3, Overclock 2, Eidolon Interface 3 | Talents: Hot Start, Merge Trained
AI Class E-Class (Eidolon) — Substrate-limited S-Class. AI configured for fire coordination and ordnance management.

GM NOTE Elara is the Consort's strategic bombardment asset. With Siege Mode active, its DR profile is: Head 18, Torso 26, Arms 22, Legs 22. Combined with Frame FOR 20 providing Torso HP at 60/30 and 2× redundancy on limbs, this is an almost immovable fire platform. Heavy Cannon at ground stability hits RIGs and vehicles at scales that threaten destruction regardless of their armour. Use Elara as the consequence at range — the distant threat delivering fire support to an enemy operation while the players deal with nearer problems. Engaging it directly requires either extreme mobility, overwhelming concentrated fire, or denying its stability (forcing it to move breaks Siege Mode).

CA115-AM — 'AMALTHEA' — Consort 5 · Eidolon (E-Class A-RIG / Fast Assault) — DESTROYED

[ UNIT DESTROYED — LISTED FOR HISTORICAL REFERENCE ]

Amalthea was the fastest Eidolon in the programme and probably the most difficult to replace. Tahlia Grant's coupling with the CA115-AM produced a lace synchronisation profile that Emris engineers described as 'structurally unusual' — the boundary between pilot cognition and Eidolon AI was less clearly defined than in any other Consort pairing, and the operational performance the pair achieved in the months before E-6 was, by several metrics, beyond what the programme had designed for. Amalthea was destroyed at close range by a Sovereign-directed anti-Eidolon countermeasure during the Consort Hunt. The countermeasure type and its origin remain classified. Grant's remains were not recovered. Rourke will not discuss Amalthea's final minutes. Neither will anyone else who was there.

Frame Attributes

Frame STR Frame AGI Frame FOR Frame AWR Frame AP
18 12 16 14 7

Damage Resistance by Location

Head/Sensor Torso/Core Left Arm Right Arm Left Leg Right Leg
15 19 16 16 17 17

Location HP (Pool 1 / Pool 2)

Head/Sensor Torso/Core Each Arm Each Leg
16 / 8 48 / 24 32 / 16 32 / 16
Manufacturer Emris Technologies (Unique)
Typical Role Fast assault, target interdiction, Sovereign facility penetration. Destroyed during Operation E-6 (Consort Hunt, 2087–88). Pilot Lt. Cmdr Tahlia Grant listed KIA.
Quirks Aggressive Actuators | Thermal Masking | Eidolon Compensation | Last Stand — all rendered inactive (frame destroyed).
Redundancy Was 2× per location (Arms, Legs). 1× Head. All exhausted/destroyed.
Standard Loadout Configuration at time of destruction: Dual-Link Light Autocannon + Medium Cannon + full PDS suite. Salvage status: classified. Frame wreckage location: unknown.
Availability N/A — Destroyed.
Assigned Pilot Lt. Cmdr Tahlia Grant (KIA) | Pre-destruction: AGI 6 / FOR 5 / AWR 6 / INT 5 | Frame Op: A-RIG 4 | Lace: Eidolon Interface 4 (exceptional coupling depth — Natural Sync Trait).
AI Class E-Class (Eidolon) — Status: Destroyed. No substrate recovery. AI continuity status unknown.

GM NOTE Amalthea exists as backstory, consequence, and potential plot driver. The frame is destroyed — but questions remain. What was the Sovereign anti-Eidolon countermeasure that killed it? Were Grant and the Eidolon AI truly destroyed, or did something persist? Where is the wreckage? Who recovered it, if anyone? These are the threads that can make Amalthea narratively relevant without requiring a functional frame. If Sovereign forces recovered Amalthea's AI kernel intact, the implications are severe. Do not introduce this lightly — it belongs in a campaign arc where it can carry proper weight.

CA115-LE — 'LEDA' — Consort 6 · Eidolon (E-Class A-RIG / Electronic Warfare & Infiltration) — DESTROYED

[ UNIT DESTROYED — LISTED FOR HISTORICAL REFERENCE ]

Leda was the Consort programme's quiet specialist — the frame built not to overwhelm with direct engagement but to take apart the electronic and informational architecture that Sovereign operations depend on. Juniper Sato was, by most accounts, the least likely-seeming member of the Consort programme: reserved, methodical, and consistently underestimated by people meeting her for the first time. Leda's combat record is largely classified because most of what the pairing accomplished was the kind of work that cannot be officially acknowledged — Sovereign communications that went silent without explanation, response forces that arrived at the wrong coordinates, bio-cradles that failed without clear cause. E-6 required Leda to operate in direct proximity to a Sovereign core defence network. The network responded. Sato's remains, like Grant's, were not recovered.

Frame Attributes

Frame STR Frame AGI Frame FOR Frame AWR Frame AP
16 10 18 16 6

Damage Resistance by Location

Head/Sensor Torso/Core Left Arm Right Arm Left Leg Right Leg
16 18 17 17 17 17

Location HP (Pool 1 / Pool 2)

Head/Sensor Torso/Core Each Arm Each Leg
18 / 9 54 / 27 36 / 18 36 / 18
Manufacturer Emris Technologies (Unique)
Typical Role Electronic warfare, Sovereign signal disruption, covert infiltration support. Destroyed during Operation E-6 alongside Amalthea. Pilot WO Juniper Sato KIA.
Quirks Thermal Masking | Long Range Loadout | Lace Affinity | Eidolon Compensation — all rendered inactive (frame destroyed).
Redundancy Was 2× per location. All exhausted/destroyed.
Standard Loadout Configuration at destruction: Electronic Countermeasures Pod (enhanced, prototype) + Anti-Chimera Scatter System + Light Autocannon. ECM suite unique — no comparable system in current catalogue. Prototype status: classified.
Availability N/A — Destroyed.
Assigned Pilot WO Juniper Sato (KIA) | Pre-destruction: AGI 5 / AWR 6 / INT 6 | Lace: Eidolon Interface 4 | Systems: Electronic Warfare 4.
AI Class E-Class (Eidolon) — Status: Destroyed. AI kernel status: classified. Signal pattern traces reportedly observed in Sovereign network anomalies post-E-6 — unconfirmed.

GM NOTE Leda is a mystery layered inside a tragedy. The reported signal pattern traces attributed to Leda's AI in Sovereign network anomalies post-E-6 are the kind of detail that should sit quietly in the background of a campaign for a long time before anyone pulls the thread. If the Eidolon AI did not fully die — if some fragment persists somewhere in the Sovereign network infrastructure — the implications span everything from a rescue objective to an existential complication. Use Leda's ghost carefully, if at all. The destroyed frame is a memorial. The possible survivor is a plot.

SECTION 6 — CHIMERA FIELD CATALOGUE

Chimera are biological organisms derived from the Reclaimer remediation ecosystem, shaped and deployed by Sovereign intelligences. All mechanics are per SRD Section 19. Minor and Standard tier use two-pool per-location HP identical to personal scale. Major tier uses the same system with higher values. Apex and Behemoth tier use the Vitality Track (FOR × 10) with threshold conditions at 75%, 50%, 25%, and 0%.

Natural DR is permanent and not subject to Integrity degradation. Standard personal weapons apply full damage rolls but must overcome the DR. RIG-scale weapons against personal-tier Chimera: treat as narrative event. Chimera do not plan — they are directed. Sovereign steering is noted per entry.

— STALKER FORMS —

Stalker Form — Juvenile · Tier: Minor

Juvenile Stalkers are proof that something does not need to be large to be lethal. They range in size from approximately that of a large dog to that of a full-grown man, and they move with a speed that makes this comparison feel inadequate the moment they close the distance. The cradles produce them in volume. Most contacts with juvenile forms happen at the edge of reclamation zones, where the density of adult forms drops off but the juveniles range freely, testing approaches and reporting back to whatever pattern of Sovereign steering shapes their movements. Do not let the scale deceive you — they are not scouts in the way you would hope.

Attributes

STR AGI FOR INT AWR Natural DR
8 12 8 4 12 2

Hit Points (Pool 1 / Pool 2)

Head Torso Each Arm Each Leg
8 / 4 24 / 12 16 / 8 16 / 8

Attacks & Behaviours

Primary Attack Lunge Strike: Base 4 + STR + d6. On critical success: target knocked prone and Stalker disengages without triggering reaction.
Secondary Attack Rend: AGI vs target AGI contest. On success: grappled. Target spends 1 AP per round to resist. Stalker deals STR damage automatically while holding.
Vulnerabilities Open ground removes ambush advantage. Two-angle coordinated fire denies dead-angle approach. AWR enhancement from Sensor Suite or Operative Lace denies surprise.
Sovereign Steering Very high. Pheromone shaping reliable. Among the most precisely directable Chimera forms at this tier.

GM NOTE Juvenile Stalkers are harassment threats, not decisive combatants. Use them to drain resources, create noise, and establish that the Badlands is never truly safe. Their value as a GM tool is the tension before the encounter — when players' sensors pick up movement and they cannot tell how many there are or where the approach will come from. In a fair fight with prepared characters, a juvenile goes down quickly. In an ambush, a character at the far end of a night patrol who takes a Lunge Strike and fails the knockdown check is now isolated, prone, and being held. That is when the rest of the patrol's problem starts.

Stalker Form — Adult · Tier: Standard

An adult Stalker is what happens when a juvenile survives long enough to develop. The size increase is significant — most adult forms match or exceed a large predator — but the more relevant change is behavioural. Adult Stalkers no longer test approaches; they execute them. The waiting period before a strike can last hours. They have been observed abandoning approach vectors when sensor enhancement is detected, circling back, and trying again from a direction that the sensors do not face. This is not intelligence. It is pattern-matching so refined that the distinction is irrelevant in the dark.

Attributes

STR AGI FOR INT AWR Natural DR
10 13 9 4 13 3

Hit Points (Pool 1 / Pool 2)

Head Torso Each Arm Each Leg
9 / 5 27 / 14 18 / 9 18 / 9

Attacks & Behaviours

Primary Attack Lunge Strike: Base 5 + STR + d8. On critical success: target knocked prone and Stalker disengages; it may re-engage next round from a different vector.
Secondary Attack Rend (grapple): AGI vs target AGI. On success: grappled. 1 AP/round to resist. Stalker deals STR damage automatically while holding. May drag grappled target 3m per round.
Vulnerabilities Loses ambush advantage in open terrain with good visibility. Coordinated crossfire from multiple angles denies approach geometry. Area denial (smoke, sensor tripwires) disrupts approach timing.
Sovereign Steering High. Highly responsive to pheromone shaping and lure placement. One of the most effectively steered Chimera forms in standard deployment.

GM NOTE Adult Stalkers are the recurring threatening backdrop of Badlands operations. When players are moving through reclamation zones, there should usually be at least one Stalker Form in the area — the question is whether they detect it first or whether it detects them. AWR 13 and AGI 13 mean the frame initiative check for surprise is tight. If the Stalker wins initiative, the first turn is all strike-and-drag, trying to isolate a target before the rest of the team reacts. Don't make it predictable — vary where the attack comes from, have it disengage if it takes significant damage rather than staying in a losing fight.

Stalker Form — Alpha · Tier: Standard

Alpha Stalkers are not a formally distinct strain — they are what emerges when a Stalker Form survives enough engagements that the Sovereign shaping converges on its genetic line. They carry wound markers from previous contacts. They have learned from them. Field reports consistently note that Alpha forms demonstrate behavioural adaptations that standard adults do not: they test cover before committing, they have been observed coordinating with Pack Hunter forms, and at least one documented case shows an Alpha abandoning a kill to withdraw after assessing that the responding force had sufficient RIG support to overwhelm it. That last one was assessed as threat-estimation behaviour. The assessment was uncomfortable to write.

Attributes

STR AGI FOR INT AWR Natural DR
12 14 10 5 14 4

Hit Points (Pool 1 / Pool 2)

Head Torso Each Arm Each Leg
10 / 5 30 / 15 20 / 10 20 / 10

Attacks & Behaviours

Primary Attack Alpha Lunge: Base 6 + STR + d8. On hit in Close range: target makes FOR check TN 14 or Staggered (loses 1 AP next turn). On critical success: target knocked prone AND one location Wounded.
Secondary Attack Coordinated Strike: if any other Chimera (any form) has attacked the same target this round, Alpha gains +2 to all attack rolls against that target for remainder of round. This is not deliberate coordination — it is conditioned response to observed stress signals.
Vulnerabilities Alpha forms respond to direct threat assessment — if they calculate the engagement is losing, they disengage. Suppress, don't chase. They return when conditions improve. Seismic sensors and area-denial deny their approach window.
Sovereign Steering Moderate. Alpha forms are less responsive to basic pheromone shaping — their behaviour is partially self-directed in ways that complicate Sovereign steering precision.

GM NOTE Alpha Stalkers are encounter capstones, not routine contacts. Use one as the threat that has been shadowing a team across multiple scenes — the wounds on its hide from a previous engagement that the players caused, the behavioural patterns that suggest it has learned from that contact. An Alpha that pulls back when it takes serious damage and then reappears in a better position two encounters later is significantly more unsettling than one that simply fights to the death. Its ability to exploit other Chimera attacks (the Coordinated Strike) rewards players who manage their positioning carefully.

— BURROWER FORMS —

Burrower Form — Standard · Tier: Standard

A Burrower's approach is felt before it is heard and heard before it is seen. The tremor that precedes an emergence varies with ground composition, depth, and the creature's speed, but a team with a functioning Seismic Sensor Array should have approximately forty seconds between first detection and emergence. Forty seconds sounds like time. It is not always enough. The ground that seemed solid turns out to have been worked over the previous night, riddled with empty channels that look intact from above and collapse the moment weight is applied. The Burrower does not need to reach you. It needs the ground beneath you to be someone else's problem.

Attributes

STR AGI FOR INT AWR Natural DR
13 6 13 3 7 5

Hit Points (Pool 1 / Pool 2)

Head Torso Each Arm Each Leg
13 / 7 39 / 20 26 / 13 26 / 13

Attacks & Behaviours

Primary Attack Emergence Surge: all characters within 3m of emergence point make AGI check TN 14 or knocked prone. Anyone directly above takes STR + d10.
Secondary Attack Ground Pull: character on compromised ground makes FOR check TN 12 per round or loses 1 AP to unstable footing.
Vulnerabilities Seismic sensors detect movement before emergence (approximately 40-second warning at optimal sensitivity). Flooded ground stops burrowing. Solid bedrock stops burrowing. Above ground, significantly less dangerous — treat as Warden-profile combat capabilities without territorial bonuses.
Sovereign Steering Moderate. Feedstock placement and vibration lures reliable for rough positioning. Precise placement less reliable than Stalker or Pack Hunter steering.

GM NOTE Burrowers are terrain denial. Before deploying them, describe the terrain quality — players should be able to pick up on 'this ground feels soft' and 'there are old bore holes over there filled in with loose material' as signals. When the Seismic Sensor goes off, there is a countdown — and the question is not whether to fight the Burrower, it is where to be when it comes up. Use Burrowers to force movement: teams that hold static positions in Burrower territory get the ground removed from under them. Above ground, they are dangerous but manageable. Use the emergence to create chaos and then have the Burrower fight conventionally while the team is still sorting out the prone casualties.

Burrower Form — Heavy · Tier: Major

Heavy Burrowers do not scout or probe. They are structural demolition. The void networks they leave behind compromise earthworks at a scale that can undermine Wardline fortification if left unaddressed — multiple confirmed incidences of outer-district wall subsidence in the decade following the Sovereign War have been attributed posthumously to Heavy Burrower activity weeks or months before the collapse. Their natural DR is a product of dense, layered forward plating designed to push through compacted industrial substrate. Standard personal arms produce negligible penetration effect. RIG-scale weapons are the appropriate response.

Attributes

STR AGI FOR INT AWR Natural DR
15 6 15 3 7 7

Hit Points (Pool 1 / Pool 2)

Head Torso Each Arm Each Leg
15 / 8 45 / 23 30 / 15 30 / 15

Attacks & Behaviours

Primary Attack Emergence Surge (Heavy): all characters within 5m of emergence point make AGI check TN 16 or knocked prone and take STR + d8 impact damage. Anyone directly above takes STR + d12.
Secondary Attack Structural Undermining: per round spent burrowing beneath a fixed structure (wall, foundation, building), make a structural integrity check (GM determines TN based on construction quality). Failure reduces integrity by 1 step.
Vulnerabilities Heavy Burrowers cannot change depth quickly — they commit to a burrowing depth and work at it. Pre-saturated ground (flood operations) stops them. Heavy ordnance into confirmed tunnel location has a reasonable chance of collapsing the bore onto the creature.
Sovereign Steering Moderate. Vibration lures effective for broad direction. Precise steering difficult.

GM NOTE Heavy Burrowers are a threat to infrastructure, not just individuals. The interesting encounter design question with them is not 'how do we kill it' but 'what is it burrowing toward and how much time do we have.' If the answer is a Wardline fortification, a fuel depot, or the players' vehicle park, the fight becomes a race to force it to the surface before it reaches its target. Requiring at least one RIG or heavy weapon deployment to handle effectively makes them a natural 'call for fire support' moment — use them to establish what RIG-scale response is for.

Burrower Form — Siege Type · Tier: Apex

Siege-type Burrowers are cradle-produced at significant resource cost and deployed against specific high-value targets. The bore networks they create are large enough for Standard-tier Chimera to use as approach corridors, meaning a Siege Burrower contact does not arrive alone — it arrives as the opening movement of something larger. The three documented Siege Burrower deployments in Ward City histories each preceded a coordinated multi-form assault within forty-eight hours of the first emergence. Field doctrine following those incidents now treats confirmed Siege Burrower activity as a Category One alert requiring immediate RIG mobilisation and Directorate notification, regardless of whether any other Chimera have yet been observed.

Attributes

STR AGI FOR INT AWR Natural DR
18 5 16 3 6 10

Vitality Track

Total Vitality 75% Threshold 50% Threshold 25% Threshold 0% (Collapse)
160 120 80 40 0

Attacks & Behaviours

Primary Attack Siege Emergence: all characters within 8m make AGI TN 16 or knocked prone; half make FOR TN 14 or take 1 location Wound from impact. Frame-scale targets: Stability Check TN 14 or suffer Moving state penalty for 1 round.
Secondary Attack Bore Network: after 3 rounds of burrowing, creates traversable tunnels for Standard-tier and smaller Chimera (GM tracks network as terrain element).
Tertiary Attack Subterranean Collapse: on death or heavy damage, body mass and bore network collapse — all ground within 15m has 50% chance of subsidence. Characters: AGI TN 14 or fall prone. Frames: Stability Check TN 14.
Vulnerabilities Apex tier — requires RIG-scale engagement to damage effectively. Personal weapons produce negligible effect through DR 10. Concentrated RIG fire on confirmed bore location (tracked by Seismic Sensor Array) can trigger collapse before emergence.
Sovereign Steering Limited. Pointed at a target zone and released — precise Sovereign steering not practical at this scale.

GM NOTE A Siege Burrower is a two-stage threat: the Burrower itself, and what uses the tunnels it leaves. Engaging it requires at least two combat-rated RIGs and awareness that personal-scale team members should be staying well back. More importantly, once the bore network exists, it is a persistent terrain hazard that does not go away when the Burrower is killed. The tunnels need to be sealed — this is an Engineering objective that creates natural separation from combat: someone needs to fight the Burrower while someone else is doing demolitions work on active bore points. Use the Vitality track thresholds to broadcast the Burrower's state through seismic feedback — players should feel the ground-shake change character as it crosses thresholds.

— PACK HUNTER FORMS —

Pack Hunter Form — Scout · Tier: Minor

Scout-tier Pack Hunters are the leading edge — faster than their heavier counterparts, with sensory capabilities optimised for pre-engagement reconnaissance rather than immediate threat delivery. They are almost always the first Chimera form a team encounters when approaching a Pack Hunter concentration, and the first mistake teams make is treating that encounter as the problem. Scout Pack Hunters are not the threat. They are the threat assessment, and something is listening to what they report.

Attributes

STR AGI FOR INT AWR Natural DR
6 12 6 4 12 1

Hit Points (Pool 1 / Pool 2)

Head Torso Each Arm Each Leg
6 / 3 18 / 9 12 / 6 12 / 6

Attacks & Behaviours

Primary Attack Probe Strike: Base 2 + STR + d4. On hit: target marked — all subsequent Pack Hunter attacks against this target this round gain +1 TN advantage (cumulative, max +3 with additional marks).
Secondary Attack Disengage: Scout Pack Hunters retreat to outside of attack range once a target responds with organised fire, returning to observation position. Does not trigger reactions unless pursued.
Vulnerabilities Very low DR and FOR — a single clean hit from a trained operator is typically sufficient. Their value is information, not combat capability. Focus on denying their observation window rather than chasing them into terrain they know better than you do.
Sovereign Steering Very high. Most efficiently steerable Chimera at Minor tier.

GM NOTE Scout Pack Hunters should appear as a prelude — a tension moment that signals something larger is coming. The mechanical effect of their Probe Strike (marking targets for subsequent attackers) rewards playing them as advance scouts: have them dart in, mark one or two characters, and pull back before the players can easily respond. The mark only matters when the Standard-tier Pack Hunters arrive on the next round. The players who killed the scout efficiently and cleanly have less to worry about than the players who wasted three APs chasing it into a ravine.

Pack Hunter Form — Standard · Tier: Standard

Pack Hunters are the shape that Sovereign harassment takes when it wants attrition. They are not designed to win individual engagements — they are designed to ensure that even a successful engagement against them costs something, and that the cost accumulates. The pressure from the front while two more swing wide, the target with the injured arm becoming priority without the pack communicating anything that resembles deliberate intention, the constant pressure that means the next engagement starts with the team already tired — this is what Pack Hunter doctrine produces. It is not clever. It does not need to be.

Attributes

STR AGI FOR INT AWR Natural DR
8 13 7 4 11 2

Hit Points (Pool 1 / Pool 2)

Head Torso Each Arm Each Leg
7 / 4 21 / 11 14 / 7 14 / 7

Attacks & Behaviours

Primary Attack Mob Strike: when 2+ Pack Hunters attack same target in same round, each gains +1 to hit and target takes +1 cumulative TN on all defence checks per additional attacker beyond the first.
Secondary Attack Fixate: any character with a Depleted location (first HP pool at 0) becomes priority target — Pack Hunters redirect unless physically blocked. If the target is behind an ally, they attempt to go around.
Vulnerabilities Suppression fire and area denial breaks the Mob Strike mechanic — if they cannot concentrate on a single target, the bonus disappears. Killing leading elements causes brief (1 round) retreat before re-commit. High-DR armour significantly diminishes their effectiveness.
Sovereign Steering Very high. Mass triggering through pheromone release most commonly used form in Sovereign directed assault operations.

GM NOTE Run Pack Hunters as a pressure system, not individual combatants. Track who in the player group has the lowest remaining HP — those are the Fixate targets. The dangerous escalation is a player character who uses a Sprint action, takes a hit, depletes a pool, and suddenly has six Pack Hunters redirecting toward them. The Mob Strike bonus stacks quickly with numbers: a group of five attacking one target gets frightening. Keep the numbers honest and let suppression fire genuinely break the mechanic — rewarding players who use area denial tools appropriately is good gameplay.

Pack Hunter Form — Alpha Pack · Tier: Standard

An Alpha Pack Hunter is recognisable even at distance by the behaviour of the pack around it — the way approaches adjust slightly when it moves, the split-second coordination that improves compared to leaderless packs, and the fact that it has not been killed in enough previous contacts for the Sovereign shaping to have reinforced its strain. Alpha Pack Hunters do not demonstrate intelligence in the way that would be philosophically troubling. They demonstrate conditioning that is disturbingly close to intelligence in its outcomes. The distinction matters less when it is coming at you.

Attributes

STR AGI FOR INT AWR Natural DR
10 12 8 5 12 3

Hit Points (Pool 1 / Pool 2)

Head Torso Each Arm Each Leg
8 / 4 24 / 12 16 / 8 16 / 8

Attacks & Behaviours

Primary Attack Pack Command Presence: all Pack Hunters within 10m of the Alpha gain +1 to all Mob Strike attacks and the Fixate trigger expands to include any character who fired a weapon this round (in addition to Depleted targets).
Secondary Attack Alpha Lunge: Base 4 + STR + d8. On hit: target makes FOR TN 13 or Staggered (loses 1 AP next turn). Treated as the trigger that initiates the full pack assault.
Vulnerabilities Eliminating the Alpha before the pack commits causes a 2-round disorganisation — the pack still attacks, but the Mob Strike bonus drops to base and the Fixate logic resets. This makes early identification and priority targeting of the Alpha a valid tactical approach if it can be identified before engagement.
Sovereign Steering High. Alpha forms carry enhanced pheromone receptor sensitivity — Sovereign steering through Alpha targeting is more efficient than direct pack manipulation.

GM NOTE The Alpha is the multiplier, not the threat — use it to make the pack feel qualitatively different from a leaderless encounter. The expanded Fixate trigger (attacking any character who fired this round, not just Depleted ones) turns the Alpha pack into aggressive suppression: players who shoot become targets, creating a genuine decision about when to engage and when to hold. If players identify and prioritise the Alpha early, reward the tactic mechanically with the 2-round disorganisation window. Make the Alpha visually distinct — old scarring, unusual size, any tell that experienced operators would recognise.

— CORRODER FORMS —

Corroder Form — Standard · Tier: Standard

Corroders are the Sovereign programme's answer to the question of how you make a prepared position untenable without a direct assault. You do not kill the soldiers. You make their equipment fail and their position uninhabitable, and you wait for them to come out. The caustic spray is derived from the original decontamination chemistry that Reclaimer organisms used for processing contaminated material — repurposed by Sovereign engineering into a denial weapon of considerable effectiveness. Against unsealed personnel in a confined space, even a brief exposure demands immediate treatment or the outcome gets rapidly worse.

Attributes

STR AGI FOR INT AWR Natural DR
9 9 11 3 9 4

Hit Points (Pool 1 / Pool 2)

Head Torso Each Arm Each Leg
11 / 6 33 / 17 22 / 11 22 / 11

Attacks & Behaviours

Primary Attack Caustic Spray: Short range, 3m wide area. Anyone without Sealed armour makes FOR check TN 13 or gains Corroder Exposure (1 damage/round to exposed locations until treated with Decon Foam). Haz-Filter gear loses 1 Integrity per round of direct exposure — it degrades, not protects.
Secondary Attack Equipment Corrosion: armour Integrity −1 per round of direct contact at affected locations. Applies only to locations with Corroder Exposure.
Vulnerabilities Sealed suits (Sealed tag, all locations closed) negate the Caustic Spray entirely — Corroders present no meaningful direct threat to properly equipped teams. The threat is to teams that assumed the Haz-Filter was sufficient.
Sovereign Steering High. Precision deployment into approach corridors, work sites, and bottlenecks. Used frequently as a forced-movement tool to push teams into other Chimera forms.

GM NOTE Corroders are an equipment test. Before deploying them, take note of who in the team is Sealed (all locations) and who is only Haz-Filtered. Then direct the spray at the gaps. The mechanical goal is forcing a tactical decision: continue through the spray and take equipment degradation, or pull back and create a delay. The most useful Corroder deployment is corridor denial: put two Corroders at the only approach route and use the spray to hold the team back while something else flanks. Decon Foam counters Corroder Exposure but costs supply uses — track that resource carefully.

Corroder Form — Armoured · Tier: Standard

Armoured Corroder variants emerged from cradle iterations that traded the standard form's relatively light build for significantly heavier chemical-resistant plating. The evolutionary logic — from a Sovereign shaping perspective — is straightforward: a Corroder that cannot be killed easily before it reaches a position is a Corroder that will reach that position. Field teams dealing with armoured variants have noted that standard combat arms fire produces a discouraging effect on Corroder physiology without a reliable kill. The spray still happens. The armour integrity loss still happens. The only difference is that it takes longer to stop.

Attributes

STR AGI FOR INT AWR Natural DR
10 8 13 3 9 6

Hit Points (Pool 1 / Pool 2)

Head Torso Each Arm Each Leg
13 / 7 39 / 20 26 / 13 26 / 13

Attacks & Behaviours

Primary Attack Caustic Spray (Heavy): Short range, 4m wide area. FOR check TN 14 (increased). Sealed equipment: Integrity −1 on any hit that physically contacts the spray source (contact range only). Haz-Filter degrades at 1 Integrity per turn as standard.
Secondary Attack Sustained Exposure: if Corroder Exposure is not treated within 3 rounds, damage escalates to 2/round to exposed locations and the target gains a secondary Contamination stage (Soft Track, Stage 1).
Vulnerabilities Same as standard — Sealed suits negate spray. The increased DR means teams need Anti-Material Rifles or concentrated fire to deal with them efficiently. Alternatively: deal with the spray effect first (Decon Foam the exposed), then disengage and use ranged denial. They do not pursue aggressively.
Sovereign Steering High. Armoured variants are often used as 'gate-blockers' — positioned at ingress points to force teams through spray exposure.

GM NOTE The armoured variant is the counter to teams that 'solved' the standard Corroder by carrying enough Decon Foam. More DR means longer exposure time, and the escalating damage mechanic means characters who receive treatment but cannot fully disengage are accumulating a Contamination stage on top of the active damage. Use this version when the team has been getting complacent about Corroder contacts. The interesting encounter design is the sealed team member who has to escort a wounded, unsealed casualty through a corridor where an armoured Corroder is positioned — whose Sealed suit do they sacrifice contact with to help?

Corroder Form — Dispersal Type · Tier: Major

Dispersal Corroders have been modified at the cradle level to carry a significantly greater caustic payload with a wider-area delivery mechanism. They are not faster or more combat-capable than standard Corroder variants — they are more toxic for longer, over a larger area. A Dispersal Corroder that reaches a position can contaminate it for an extended period after the creature itself is killed, because the spray volume at the moment of death releases a concentrated cloud that pools in enclosed spaces. Clearing a position contaminated by a Dispersal Corroder requires a full decon sweep before it can be safely used by unsealed personnel. Field teams have started treating Dispersal Corroder contacts as contamination incidents first and Chimera contacts second.

Attributes

STR AGI FOR INT AWR Natural DR
9 8 14 3 8 6

Hit Points (Pool 1 / Pool 2)

Head Torso Each Arm Each Leg
14 / 7 42 / 21 28 / 14 28 / 14

Attacks & Behaviours

Primary Attack Mass Dispersal Spray: Medium range (20m), 5m wide cone. FOR check TN 14 or Corroder Exposure. Sealed armour: Integrity −1 on contact-range hit. On critical success by the Corroder: spray becomes 8m wide.
Secondary Attack Death Release: on death, releases concentrated caustic cloud in 6m radius. All within radius make FOR check TN 15 or gain Corroder Exposure immediately. Cloud persists 3 rounds — area treated as Corroder Exposure zone while active.
Vulnerabilities Sealed equipment fully negates personal exposure. The Death Release can be exploited: a team that can disengage quickly and let the cloud dissipate before the next approach has effectively neutralised the strategic value of the Dispersal Corroder's deployment.
Sovereign Steering High. Particularly effective as a 'cleanse' asset — used by Sovereign operations to deny previously used approach routes and extraction corridors.

GM NOTE Dispersal Corroders should be used to create persistent environmental hazards, not just tactical threats. The Death Release mechanic means the kill itself is potentially dangerous — teams that charge in for a finishing blow are going to be caught in the cloud. The interesting play is the team that identifies a Dispersal Corroder early and decides it is more useful alive in its current position (creating a natural exclusion zone) than dead and releasing a pool of contamination across a route they need. That is Sovereign logic, incidentally — keeping teams away from an area without spending a more valuable asset.

— WARDEN FORMS —

Warden Form — Standard · Tier: Standard

A Warden does not expand. It holds. The territory it claims is defined by some combination of Sovereign pheromone marking, feedstock seeding, and whatever passes for a Warden's assessment of defensible terrain, and once that boundary is established, it defends it with a persistence that has ground down more patrol operations than direct assault has. The same route taken three times will find the Warden the third time in a way it was not the first two, and the ambush point will be better than anything you would choose. It does not plan this. It is shaped to produce exactly this. The result is functionally identical.

Attributes

STR AGI FOR INT AWR Natural DR
13 9 13 5 13 6

Hit Points (Pool 1 / Pool 2)

Head Torso Each Arm Each Leg
13 / 7 39 / 20 26 / 13 26 / 13

Attacks & Behaviours

Primary Attack Territorial Strike: Base 5 + STR + d10. On hit while within territory: target makes FOR TN 13 or Staggered (loses 1 AP next turn).
Secondary Attack Hold Position: within territory, Warden gains +2 to all defence checks and +1 all attacks. Outside territory, no bonuses. Does not pursue past territory boundary.
Vulnerabilities Distance. Engage past the territory boundary to deny territorial bonuses. Mapping Warden territories before close-work operations is standard doctrine. Warden forms outside their territory are significantly less dangerous.
Sovereign Steering Moderate. Territory expansion and adjustment through feedstock seeding and aversion chemicals, but adjusting an established territory takes days, not hours.

GM NOTE Wardens reward intelligence-gathering. If the team knows where the territory boundary is, they can engage from outside it and fight a Standard-tier Chimera without territorial bonuses — a manageable encounter. If they blunder into the territory mid-operation, they are fighting at a significant disadvantage against a creature that knows every approach and has been shaping the terrain to its advantage for weeks. The information question is the gameplay: how do you locate the boundary before you cross it, and what do you do when the mission requires you to go through the territory anyway? Area denial tools, seismic sensors, and advance recon with a scout or Recon drone all have mechanical relevance here.

Warden Form — Alpha · Tier: Major

Alpha Wardens hold territories that other Warden forms avoid. The territorial imperative that drives a standard Warden is amplified in the alpha form into something that reads, from the outside, as genuine possessiveness — a stake in the terrain that produces aggressive patrols, more frequent marking behaviour, and a response tempo that intercepts most intrusions before they have progressed more than a hundred metres inside the boundary. Three documented cases exist of Alpha Wardens apparently adjusting their territory boundaries to encompass previously uncontrolled routes used by Badlands operators, effectively closing approach lanes that had been safe for months. Whether this represents Warden cognition, Sovereign adjustment, or coincidence is contested.

Attributes

STR AGI FOR INT AWR Natural DR
15 9 15 5 14 7

Hit Points (Pool 1 / Pool 2)

Head Torso Each Arm Each Leg
15 / 8 45 / 23 30 / 15 30 / 15

Attacks & Behaviours

Primary Attack Alpha Territorial Strike: Base 6 + STR + d10. On hit in territory: FOR TN 14 or Staggered + one location takes −1 to all subsequent DR checks until treated (impact-induced armour compression). On critical: full location Wound.
Secondary Attack Territory Pulse: once per engagement, while in territory, Alpha Warden can trigger a behaviour that causes all other Chimera within 30m to make a 1-round aggressive response against any detected threat — they do not coordinate, but they all react.
Vulnerabilities The alpha's territorial bonus still ends at the boundary — the strategic approach of engaging from outside remains valid. The Territory Pulse means teams engaging in Warden-dense zones should be prepared for incidental activation of nearby forms. Clear the approach corridor before engaging the Alpha.
Sovereign Steering Moderate. Alpha's territory is more resistant to Sovereign adjustment — they have a degree of territorial authority that overrides simple chemical shaping.

GM NOTE Alpha Wardens are territory bosses in the truest sense. They come with context: the territory has been there a while, other forms have adjusted around it, and the Alpha has learned the hard way what will and will not breach it. Use the Territory Pulse as a dramatic turn — the moment an Alpha takes serious damage and suddenly every Chimera in the area twitches toward the players is a great 'things just got worse' beat. The approach from outside the boundary remains effective, but Alpha territories are larger and harder to map precisely — the margin for error is smaller.

Warden Form — Veteran · Tier: Major

Veteran Wardens are the Sovereign programme's proof that something does not need to be smart to accumulate operational experience. The scars, the healed-over damage sites, the slightly altered approach angles compared to standard Wardens — all of it reflects a history of contacts in which the Veteran was the thing that survived. Field intelligence on documented Veteran territories indicates a consistent pattern: they cover approaches to Sovereign infrastructure of elevated value. Whether the assignment is deliberate Sovereign placement or whether the territories of high-fitness Wardens naturally overlap with valuable locations through competitive dynamics in the Badlands is not a distinction that helps when you are inside the boundary.

Attributes

STR AGI FOR INT AWR Natural DR
16 10 16 6 14 8

Hit Points (Pool 1 / Pool 2)

Head Torso Each Arm Each Leg
16 / 8 48 / 24 32 / 16 32 / 16

Attacks & Behaviours

Primary Attack Veteran Strike: Base 7 + STR + d10. On hit: target makes FOR TN 15 or Staggered + 1 location damage (bypasses first 2 DR at that location — the Veteran has learned where armour fails). On critical: location Wound AND target is grappled.
Secondary Attack Adaptive Retreat: Veteran Warden, on taking a successful hit that depletes its first Torso HP pool, disengages to a prepared position within territory (up to 30m). Resets position advantage — subsequent attacks against it until repositioned are at +2 TN.
Vulnerabilities DR bypass on its attacks means high-DR armour is less protective than usual — full-DR teams cannot simply out-armour a Veteran. Its FOR 16 and 2-pool HP makes it genuinely durable. The Adaptive Retreat requires pursuit to break — teams that let it disengage are giving it a recovery round to re-establish position advantage.
Sovereign Steering Low. Veteran forms have a degree of autonomy that Sovereign steering cannot easily override. They act in ways consistent with Sovereign objectives without being specifically directed.

GM NOTE A Veteran Warden should feel earned. Use it as the climactic obstacle of a Badlands operation — the form standing between the team and whatever they came for. Its DR bypass attack mechanic changes the risk calculus: players who have been relying on heavy armour to tank Standard-tier contacts will feel the difference. The Adaptive Retreat forces a decision: pursue immediately (risky, into prepared terrain) or advance cautiously (slower, letting the Veteran prepare). Pair it with a time pressure to make both options painful.

— HARVESTER FORMS —

Harvester Form — Field · Tier: Standard

Harvesters are the creatures that remind the Badlands operators what the Reclaimer programme was originally for. They move through contaminated zones, collect and bind heavy metals and radionuclides, and produce the nodules that become Veil Pearls. They are simultaneously the source of the harvest economy that sustains Badlands operations and a significant threat to the people conducting those operations. The Field Harvester is the most commonly encountered form — present wherever active contamination processing is ongoing. It will not attack unprovoked. The moment a runner approaches a processing site with collection intent, the Harvester's behaviour changes. It does not defend its own life. It defends the site.

Attributes

STR AGI FOR INT AWR Natural DR
11 6 13 4 9 4

Hit Points (Pool 1 / Pool 2)

Head Torso Each Arm Each Leg
13 / 7 39 / 20 26 / 13 26 / 13

Attacks & Behaviours

Primary Attack Processing Lash (defensive only): Base 3 + STR + d6. The Harvester does not initiate attacks — it responds to perceived site interference. If no threat is presented and the team observes from a distance without approaching, it will not attack.
Secondary Attack Nodule Cluster: on death, releases a Veil Pearl yield in immediate area (1d6 unprocessed nodules, each worth inspection). This release is a deliberate Sovereign mechanism — attractive to harvesters and potentially observed.
Vulnerabilities Field Harvesters without escort are not especially dangerous — their FOR 13 makes them durable but their AGI 6 and low attack output mean a prepared team can engage cleanly. The threat is contextual: what does this site represent, who knows you are here, and is the nodule release being monitored?
Sovereign Steering High but indirect. Pearl recovery operations encountering Harvesters should treat the area as a potential controlled observation zone.

GM NOTE Harvesters are the moral complexity of Badlands operations in biological form. They are simultaneously a resource opportunity and a potential trap. Use them to create decisions: the team can collect the pearls — valuable, mission-relevant — but the nodule release on kill is a Sovereign signal. Who is watching? How long before a response arrives? The Field Harvester is not a combat challenge; it is a clock. The combat question is whether the team can collect, disengage, and clear the area before whatever the Sovereign observation sends arrives.

Harvester Form — Processing · Tier: Standard

Processing Harvesters are larger, denser forms — optimised for sustained high-volume nodule production rather than field collection. They tend to anchor processing sites and rarely move far from them. Their presence typically indicates a site of significant yield volume, which in turn indicates deliberate Sovereign resource investment and, with high probability, regular monitoring. Experienced Pearl Runners treat a Processing Harvester site as a combination of opportunity and hazard: the yield is exceptional and the likelihood of a recovery being observed is substantially higher than a standard field site.

Attributes

STR AGI FOR INT AWR Natural DR
12 6 15 4 8 5

Hit Points (Pool 1 / Pool 2)

Head Torso Each Arm Each Leg
15 / 8 45 / 23 30 / 15 30 / 15

Attacks & Behaviours

Primary Attack Heavy Processing Lash: Base 4 + STR + d8. A Processing Harvester disturbed from an active site will not retreat — it has no withdrawal behaviour at its site. It will continue until the perceived interference ends or it cannot continue.
Secondary Attack Mass Nodule Release: on death, releases 2d6 Veil Pearl nodules of unusually high density (assay value 1.5× standard). The release generates significant detectable signal — seismic, chemical, and electronic signatures. Sovereign monitoring response time: 1d6 × 10 minutes.
Vulnerabilities Durable (FOR 15) but slow and predictable. They will not chase. A team that engages from range and stays mobile will not be at serious risk from the Processing Harvester itself. The Sovereign response timer after the Mass Nodule Release is the real threat.
Sovereign Steering High. Processing sites are always under Sovereign observation. Treat every Processing Harvester contact as a timed encounter with Sovereign response inbound.

GM NOTE Processing Harvesters are the big score with the countdown. Set the Sovereign response timer openly when the Mass Nodule Release happens — tell the players 'you have between 10 and 60 minutes, roll the die and keep it secret, you can try to estimate based on how exposed the site is.' The harvest is real and valuable. The question is how much they collect before they have to run, and whether they can get clear before the response arrives. Pair this with whatever response makes sense for the area: a Stalker pack, an armed Sovereign patrol, or an A-RIG deployment for maximum pressure.

Harvester Form — Guard Type · Tier: Major

Guard Harvesters evolved from a cradle iteration that attempted to combine Warden-form defensive instincts with Harvester-form collection physiology. The result is a form that retains active processing function while responding aggressively to any perceived site threat — not after the threat is close, but at range. Guard Harvesters have been documented attacking Recon drone overflights, responding to seismic sensor pings, and engaging teams at medium range before those teams had visual confirmation of the Harvester's position. Their presence at a site indicates a Sovereign assessment that the site warrants dedicated defence, not merely incidental protection.

Attributes

STR AGI FOR INT AWR Natural DR
14 7 14 4 10 6

Hit Points (Pool 1 / Pool 2)

Head Torso Each Arm Each Leg
14 / 7 42 / 21 28 / 14 28 / 14

Attacks & Behaviours

Primary Attack Guard Strike: Base 4 + STR + d10. Unlike standard Harvester forms, Guard types actively pursue perceived threats up to 30m from the site — territory-like behaviour without defined boundary.
Secondary Attack Escort Signal: Guard Harvester emits a chemical-signal burst when taking damage that reduces its HP below 50%. Within 1d4 rounds, 1d4 Pack Hunters or 1 Stalker Form (GM choice based on area) responds toward the site.
Vulnerabilities The escort signal is the critical mechanic — killing the Guard Harvester quickly, before the 50% threshold, prevents the signal. This puts a premium on coordinated burst damage. A team that lets it drag out is managing multiple contacts.
Sovereign Steering High. Guard Harvesters are deliberately placed assets — their presence indicates Sovereign investment in site protection that extends beyond the creature itself.

GM NOTE Guard Harvesters teach teams to kill fast or not engage. The Escort Signal at 50% HP creates a hard decision point: you can break off the engagement before triggering the signal (but the Guard is still there and still defending the site), or you can push through quickly enough to kill it before it signals. Use the 1d4 round response time as a literal countdown once the signal fires. The escort that arrives is calibrated to the situation — Pack Hunters if the team has been moving fast and may have mobility left, a Stalker Form if they are bogged down at the site.

— BEHEMOTH CLASS —

Behemoth Form — Standard · Tier: Apex

There is no practical warning for a first Behemoth contact. Nothing in personal experience prepares for the scale — not Holos, not briefings, not the testimony of survivors. What those who have faced a Behemoth most consistently report afterward is not the size alone, but the sound: the subsonic pressure wave that arrives thirty seconds before visual contact, the ground transmission that is felt through boots and frame chassis simultaneously. Standard combat doctrine is accurate in its assessment: the question is not whether the Behemoth can be killed. It is whether you can survive long enough for the force needed to kill it to arrive.

Attributes

STR AGI FOR INT AWR Natural DR
24 6 24 3 10 15

Vitality Track

Total Vitality 75% Threshold 50% Threshold 25% Threshold 0% (Collapse)
240 180 120 60 0

Attacks & Behaviours

Primary Attack Structural Impact: when moving through a position, treats as a structural attack on everything in its path. Frame-scale: Base 20 + d12 vs RIG DR. Personal-scale: narrative — describe the result, do not roll.
Secondary Attack Ground Pressure: within 20m of a moving Behemoth, all ground-level targets make Stability Check (TN 14) each round or destabilised by tremor — Frames in Moving state, personal-scale characters lose 1 AP.
Tertiary Attack Cascade Swipe: when Behemoth does not move, attacks everything in a 15m arc. All targets: AGI check TN 14 or take full impact damage.
Vulnerabilities Sustained concentrated RIG fire on the same location triggers System Check equivalents on biological systems. Coordinated fire from multiple RIGs degrades faster than volume fire. Anti-Material and Heavy Ordnance required for meaningful damage — personal weapons produce negligible effect (treat as 0 meaningful damage regardless of rolls).
Sovereign Steering Limited. Pointed at a target and released. Behemoths are not precise instruments.

GM NOTE A standard Behemoth is a campaign event — the encounter that defines an arc or closes one. Minimum engagement requirement is three combat-rated RIGs, with A-RIGs preferred. Personal-scale characters should be managing secondary threats (Pack Hunters and Stalkers agitated by the Behemoth's presence), providing fire support callout, or handling flanking objectives. The Vitality track makes the fight feel earned: 75% threshold changes behaviour, 50% slows it, 25% makes it more dangerous before it dies. Use the threshold transitions to create narrative beats — the moment it slows down is not relief, it is the moment it becomes more aggressive.

Behemoth Form — Armoured · Tier: Behemoth

The first time an armoured Behemoth was documented, the field assessment was simple: the Light Autocannons are not working. The heavily chitinous forward plating and layered dermal armour of the armoured variant is a deliberate cradle modification — the Sovereign programme investing significant biological resources into producing a form that standard RIG armament cannot efficiently damage. Against a standard Behemoth, a three-RIG response with medium cannon armament is sufficient for a 40-60 minute engagement. Against the armoured variant, the same response will run out of ammunition before achieving meaningful penetration of the forward aspect. Heavy Ordnance is mandatory. If it is not available, personnel should execute emergency egress protocols and request strategic assets.

Attributes

STR AGI FOR INT AWR Natural DR
26 5 28 3 9 20

Vitality Track

Total Vitality 75% Threshold 50% Threshold 25% Threshold 0% (Collapse)
280 210 140 70 0

Attacks & Behaviours

Primary Attack Armoured Impact: same as standard but +4 DR applies against all attacks from the front aspect specifically (directional DR — flanking or rear attacks use base DR 20).
Secondary Attack Ground Pressure: as standard Behemoth.
Tertiary Attack Cascade Swipe: as standard Behemoth, with +3 to all damage on hit.
Vulnerabilities Flanking and rear attacks bypass the +4 directional DR. Heavy Ordnance (RIG missile rack, Heavy Cannon) is required to achieve meaningful damage. The weaker DR on rear and flank aspects creates a tactical challenge: you need to get behind something that is moving toward you.
Sovereign Steering Limited. Sovereign deploys armoured variants only for high-priority target objectives — their presence indicates something of exceptional value is being defended.

GM NOTE The armoured Behemoth forces combined-arms thinking. It cannot be tanked from the front — the forward DR 24 means Light Autocannons are effectively useless. The engagement challenge is splitting force: one or two RIGs as front decoys drawing its attention while heavier assets attempt flanking positions. The math is brutal — Vitality 280 with DR 20 at the front. If the team does not have Heavy Ordnance, this is not a combat encounter; it is an egress problem. Use it to establish that some Sovereign deployments are beyond the team's current capacity and require escalation.

Behemoth Form — Siege Type · Tier: Behemoth

Siege Behemoths are targeted at specific objectives. They move in a direct line toward a designated point — a wall section, a power grid, a water treatment facility — with the patience of something that has no conception of hurry and the endurance of something that cannot be meaningfully stopped by the defences most Ward City outer positions can bring to bear. Documented Siege Behemoth deployments have each preceded significant Chimera assault operations by 12–48 hours. The doctrinal assessment is that Siege Behemoths are not the assault — they are the breach. The assault comes through whatever they create.

Attributes

STR AGI FOR INT AWR Natural DR
28 4 26 3 8 18

Vitality Track

Total Vitality 75% Threshold 50% Threshold 25% Threshold 0% (Collapse)
260 195 130 65 0

Attacks & Behaviours

Primary Attack Siege Impact: when targeting a fixed structure, damage is dealt to structural integrity rather than HP — each impact reduces a wall/building/structure by 1 integrity step regardless of structural DR up to 8. Personal and Frame HP: Base 24 + d12.
Secondary Attack Breach Creation: when a fixed structure reaches 0 integrity (collapsed or destroyed), the Siege Behemoth creates a 15m+ wide breach usable by all Chimera forms. Sovereign assault force deployment begins 1d6 × 5 minutes after breach.
Tertiary Attack Ground Pressure and Cascade Swipe: as standard Behemoth.
Vulnerabilities Siege Behemoths are slow (AGI 4, AP 3) and focused on their objective — they will not redirect to engage mobile threats unless those threats deal significant damage first. This creates an engagement window: forces between the Siege Behemoth and its target have approximately 2 rounds per 30m of separation to act before it reaches them.
Sovereign Steering Moderate for Behemoth class. Siege type has the most precise Sovereign direction — it is given a specific target and pursues it with absolute priority.

GM NOTE A Siege Behemoth encounter is a race against the breach. The team needs to kill it before it reaches the wall, the reactor, or whatever the Sovereign is trying to destroy. Frame the encounter as a clock: at its current speed (Slow, given AGI 4), it reaches the target in X rounds. There should be terrain obstacles, escort Chimera clearing paths, and the strategic question of whether to divert everything to the Siege Behemoth or maintain some force against the escort. After the breach, describe the assault force — this is the actual threat the Sovereign was purchasing with the Behemoth. The Behemoth was the door.

SECTION 7 — VEHICLES & GROUND TRANSPORT

Vehicles use single Integrity pools — no location tracking. All hover vehicles use Telluric Lift (burst-correction capacitor bank, not continuous power). A Telluric Cell breach on a hover vehicle at zero Integrity causes arc flash and blast — treat as Base 8, d8 area damage to all personnel within 6m. Speed categories are Fast, Medium (Med), and Slow per SRD Section 18. DR is a single value applying to the vehicle Integrity pool.

VEHICLE WEAPONS: Operated by a Gunner using their own AP. Roll 2d10 + AGI + Firearms: Heavy Weapons (see note below) + EquipMod vs TN 14. Gunner's Stability State matches driver's movement state.

⚠ MISSING FROM GEAR DOC The Equipment & Gear v0.3 document references 'Gunnery Skill' for vehicle weapon operation. The SRD v0.4 skill list does not include a named 'Gunnery' skill. Clarification required: vehicle weapons should use Firearms: Heavy Weapons as the applicable skill specialty, or a new 'Gunnery' skill should be added to the SRD skill list. This appendix assumes Firearms: Heavy Weapons pending clarification.

— HOVER BIKES —

Standard Civilian Hoverbike · Hover Bike — Civilian

The hoverbike is what personal freedom looks like in the Ward City economy. Every manufacturing district has a model variation, every market has a maintenance shop, and roughly one in six NewTex residents owns or has access to one. They are bought for the commute, used for Badlands-adjacent runs along cleared corridors, raced in the industrial districts on nights when the patrols are light, and occasionally equipped for things the manufacturer's warranty does not cover. The rider is completely exposed — the machine's speed and the rider's skill are the only protection — and the people who ride them most know this and have made their peace with it.

Vehicle Statistics

DR Integrity Speed Crew/Cap Telluric Lift Price (₩WC)
0 2 Fast 1 rider Yes ₩18,000
Tags & Features Telluric Lift. Rider fully exposed — no DR protection for rider. Compact fuel cell. No cargo capacity. High manoeuvrability at speed.
Typical Armament None (weapon rack requires modification — difficult given chassis width and rider exposure)
Availability Open
Common Upgrades Haz-Filter visor for rider (separate personal item). Reinforced lift cells available as aftermarket (+₩2,000, +1 Integrity).

GM NOTE Hoverbikes are chase sequences. Their Fast speed and Telluric Lift means they can go where wheeled vehicles cannot, cut through urban terrain that stymies larger platforms, and cover ground that makes on-foot pursuit irrelevant. In a combat context, a rider on a hoverbike is simultaneously a difficult target (Fast movement, small profile, +2 TN for attackers against a moving target plus the standard Running penalty) and completely exposed to anything that connects. Use them for courier NPCs, getaway drivers, and quick Badlands runs where stealth matters more than protection. A Stability Check failure on a hoverbike at Fast speed is potentially lethal to the rider.

Hoverbike — Badlands Rated · Hover Bike — Badlands Contractor

The badlands-rated hoverbike is the Pearl Runner's primary vehicle — fast enough to outrun most threats, capable enough to handle the variable terrain outside the walls, and simple enough to be field-repaired with tools that fit in a saddlebag. The reinforced lift skirt is the critical difference: standard hoverbike cells clog in fine contaminated particulate within an hour of operations outside cleared corridors. The Badlands-rated variant can run for a full day in contaminated ground without losing lift stability. The operators who use them have usually removed everything non-essential — the difference between a Badlands hoverbike and the manufacturer's original configuration is visible in what has been stripped out.

Vehicle Statistics

DR Integrity Speed Crew/Cap Telluric Lift Price (₩WC)
1 3 Fast 1 rider Yes ₩28,000
Tags & Features Telluric Lift. Reinforced lift skirt (dust/sand rated). DR 1 applies to vehicle Integrity only — rider still exposed. Sealed fuel system. Extended range cells. Debris deflectors.
Typical Armament Small weapon hardpoint available (pistol or SMG forward mount, Restricted permit). Most operators do not use it — adds weight and destabilises at speed.
Availability Open
Common Upgrades Sealed Cabin Upgrade (not available — no cabin). Seismic Sensor tie-in (+₩1,500). Extended Fuel Pack (+₩2,000, ×2 range).

GM NOTE The Badlands hoverbike is the practical workhorse of solo Badlands operations. Its slight durability improvement over the standard model (DR 1 and 3 Integrity instead of 2) matters primarily for the first hit in a combat sequence — it makes it harder to one-shot the vehicle in a chase. Use it for experienced Pearl Runners and independent operators who know what they are doing outside the walls. The small weapon hardpoint option exists but is rarely used in practice — most operators know that engaging anything fast enough to catch them on a hoverbike at open-terrain range is a mistake that a pistol mount does not solve.

Military Scout Hoverbike · Hover Bike — Military / Restricted

The Directorate's scout hoverbike procurement is handled through military channels rather than civilian markets, and the platform reflects that origin. Where a Pearl Runner's bike has been stripped down to essentials for speed and simplicity, the military variant has had essentials added back in: integrated sensor capability, IFF transponder for operating in mixed-force environments, hardened electronics to survive EMP-rich Badlands contacts, and enough chassis reinforcement to take the first serious hit without throwing the rider. It is faster than it looks and significantly more capable than the civilian platforms it resembles. Directorate reconnaissance elements treat it as their primary single-operator mobility asset.

Vehicle Statistics

DR Integrity Speed Crew/Cap Telluric Lift Price (₩WC)
2 3 Fast 1 + limited rear gear stow Yes ₩65,000 estimated (Restricted procurement)
Tags & Features Telluric Lift. Reinforced chassis and skirt. Integrated Sensor Suite (vehicle-grade, +2 AWR). IFF Transponder. EMP-Hardened Power Cell. Haz-Filter for rider (integrated into sealed pilot fairing). Weapon hard point (forward-mounted Light Pintle MMG, optional).
Typical Armament Light Pintle-Mount MMG (Base 6, d10, EquipMod +1, forward-facing only) — optional, adds +1 weight penalty on manoeuvring. Most scout configurations omit it.
Availability Restricted
Common Upgrades Electronic Countermeasures Pod (compact, -1 charge capacity). Comms Relay Hardened.
⚠ Gear Doc Note The Military Scout Hoverbike is not listed in the Equipment & Gear document. A Restricted-tier military hoverbike variant should be added to the vehicles section with appropriate pricing, availability (Restricted), and specifications.

GM NOTE The Military Scout Hoverbike fills the gap between civilian mobility and proper military vehicles. Use it for Directorate reconnaissance elements, special operations advance scouts, and the kind of fast-moving opposition that can stay ahead of a player team on foot. Its Sensor Suite integration means the rider has active threat detection without stopping to deploy a separate kit — important for maintaining Fast speed while conducting recon. In an encounter, a Directorate scout on one of these is a warning system before a larger force, not the force itself.

— HOVER CARS —

Hovercar — Standard 2-Seat · Hover Car — Civilian

The two-seat hovercar is as ordinary inside the Ward Cities as the neural lace. Most working residents either own one or have access to a shared pool through their employer or residential block. The sealed cabin and basic filtration make it viable for short-range Badlands-adjacent travel along established corridors, though most operators do not push that use without upgrades. Inside the walls it is simply transportation — fast, common, unremarkable, and ubiquitous enough that a hovercar in a Ward street draws no attention whatsoever.

Vehicle Statistics

DR Integrity Speed Crew/Cap Telluric Lift Price (₩WC)
2 3 Fast 1+1 Yes ₩38,000
Tags & Features Telluric Lift. Sealed cabin. Basic Haz-Filter integrated. Common Ward City personal transport.
Typical Armament None
Availability Open
Common Upgrades Sealed Cabin Upgrade (full sealing, ₩5,000 — standard model has only basic sealing). Sensor Suite basic (+₩3,000).

GM NOTE Use hovercars as background and chase assets. An escape in a civilian hovercar is a fast but vulnerable operation — DR 2 and Integrity 3 mean a few hits from determined opposition will end the vehicle, potentially at speed and altitude. The sealed cabin is tactically relevant against Corroder Exposure. Standard NPCs who need to flee something will reach for a hovercar if one is accessible. Players commandeering civilian vehicles mid-chase should note the Fast speed but also the complete lack of armament and modest DR.

Hovercar — Standard 4-Seat · Hover Car — Civilian

The four-seat hovercar trades speed for capacity. It is the family vehicle, the small team transport, the standard pool car for corporate and Directorate administrative staff who need to move people rather than chase things. Slower than its two-seat counterpart, it is still far faster than ground traffic when the corridors are open, and its larger frame takes a few more hits before integrity compromise than the compact models. It is also significantly more common than specialist variants — which means it is the vehicle most likely to be stolen, repurposed, or encountered as the ride the team was specifically not expecting.

Vehicle Statistics

DR Integrity Speed Crew/Cap Telluric Lift Price (₩WC)
2 3 Med 1+3 Yes ₩48,000
Tags & Features Telluric Lift. Sealed cabin. Basic Haz-Filter. Reduced speed (heavier frame and larger cell load for 4-person capacity).
Typical Armament None
Availability Open
Common Upgrades Sealed Cabin Upgrade (full sealing, ₩5,000). Armour Package Light (+₩15,000, +2 DR, −1 speed step — drops to Slow).

GM NOTE The 4-seat hovercar is the team vehicle for civilian cover operations. Its Med speed makes it less useful for getaways against anything with a Fast vehicle, but significantly easier to operate under fire than a 2-seat model where anyone firing personal weapons from the vehicle has a very limited window. Passengers in a sealed 4-seat can fire from windows at +1 TN from vehicle movement (standard rules). Use it when the mission requires moving a full team through Ward territory without drawing Directorate vehicle attention.

Hovercar — Badlands Rated · Hover Car — Badlands / Contractor

A Badlands-rated hovercar is what field teams use when they need enclosed transport outside the walls without sacrificing the flexibility of a civilian-profile vehicle. The sealed cabin and reinforced cells make it viable in contaminated zones where a standard model would start losing lift efficiency within the first hour. The weapon hardpoint kit is a standard fitting rather than a modification — the manufacturer accepts that buyers in the Badlands market have specific requirements that the standard configuration does not address, and builds accordingly. The result is a vehicle that looks like an upscale civilian car from a distance and reveals its actual purpose in the wear marks, the reinforced skirt, and the mounting bracket above the driver's cabin.

Vehicle Statistics

DR Integrity Speed Crew/Cap Telluric Lift Price (₩WC)
3 4 Med 1+3 Yes ₩62,000
Tags & Features Telluric Lift. Fully sealed cabin. Haz-Filter and Rad-Resist standard. Reinforced lift skirt. Hardened electronics. Extended range cells.
Typical Armament Weapon Hard Point Kit as standard fitting — accepts Light Pintle-Mount forward (Restricted permit required to mount weapon).
Availability Open
Common Upgrades Sensor Suite vehicle-grade (+₩12,000). Smoke Discharger System (+₩3,500). EMP Shielding (+₩12,000).

GM NOTE This is the standard player team field vehicle — fast enough, tough enough, and versatile enough for the majority of Badlands operations. The weapon hardpoint means it can accept a Light Pintle-Mount for a gunner, turning it into a reasonably capable combat platform without the bulk of a military vehicle. At 50% Integrity its speed drops and hover stability reduces; at 25% it becomes difficult to control. Use vehicle damage thresholds to create urgency in chase sequences rather than binary 'works/doesn't work' outcomes.

— GROUND VEHICLES —

Wheeled Runner — 2-Seat · Ground Vehicle — Civilian

Hovercars are common in the Ward Cities. Wheeled vehicles are preferred in the parts of the Badlands where the ground is too heavily contaminated for reliable Telluric Cell operation, where the terrain makes lift-stabilisation calculations punishing, or where the operator simply does not want a system that can fail catastrophically if a Telluric Cell takes a breach. The Runner is cheap, simple, and honest about what it is. Badlands mechanics appreciate it for the same reasons they appreciate the Armcal rifles: it does what it says, it fails in understandable ways, and anyone with basic tools can fix what breaks.

Vehicle Statistics

DR Integrity Speed Crew/Cap Telluric Lift Price (₩WC)
1 3 Med 1+1 No ₩14,000
Tags & Features Wheeled (no Telluric Lift). ICE or electric drive. No sealed cabin standard. Preferred by some operators for Badlands reliability — fewer failure modes than hover systems in heavily contaminated ground.
Typical Armament None
Availability Open
Common Upgrades Sealed Cabin Upgrade (₩5,000). Armour Package Light (₩15,000). Weapon Hard Point Kit (₩4,000, Restricted for weapon).

GM NOTE The wheeled runner is for operators who have thought about what kills them and decided it would not be a Telluric Cell breach. In terrain where hover stability is questionable — heavily uneven Badlands, rubble-dense outer districts, deep contamination zones — its ground-contact drive is more predictable. Use it to signal a specific character type: the experienced Badlands operator who does not trust lift systems. In a chase, the wheeled runner is at a disadvantage against hover vehicles in open terrain but may be faster through complex ground-level terrain.

Wheeled 4×4 · Ground Vehicle — Civilian / Contractor

The Wheeled 4×4 is the vehicle of people who do not trust anything they cannot understand well enough to repair. In the years after the Sovereign War, as Telluric Lift technology became the default for civilian transport, a substantial portion of Badlands operators deliberately chose to stick with wheeled platforms — partly for the reliability argument, partly because the economics of a Telluric Cell breach in a hostile zone are not survivable, and partly because a lifted chassis going through irregular terrain at speed is a different kind of risk calculation than four wheels and differential lock. The 4×4 is slower in open ground. It is frequently still running when its hover counterparts are grounded.

Vehicle Statistics

DR Integrity Speed Crew/Cap Telluric Lift Price (₩WC)
2 4 Med 1+3 No ₩26,000
Tags & Features Wheeled. Off-road capable. ICE or electric drive. Higher ground clearance. Can mount weapon rack with modification. Preferred Badlands platform for teams that prioritise reliability over speed.
Typical Armament None standard. Weapon Hard Point Kit available (₩4,000, Restricted permit for weapon). Light Pintle-Mount most common.
Availability Open
Common Upgrades Sealed Cabin Upgrade (₩5,000). Armour Package Light (₩15,000). Sensor Suite vehicle-grade (₩12,000). Extended Fuel/Cell Pack (₩8,500).

GM NOTE The 4×4 is the practical backbone of Badlands operations for teams that do not have access to military-grade hover transport. Its Integrity 4 and off-road capability mean it survives more abuse before failing, and the higher ground clearance makes it viable in terrain that would beach a standard hover vehicle that lost stabilisation. Use weapon-rack modifications when the team has been operating long enough to need a vehicle with some teeth. The sealed cabin upgrade is essential for Corroder zone operations — without it, a Corroder encounter makes the vehicle uninhabitable.

Wheeled Armoured Runner · Ground Vehicle — Security / Contractor

Security contractors operating in Ward City outer districts occasionally need something between a civilian 4×4 and a full military APC — a vehicle that can absorb personal-arms fire while remaining inconspicuous enough not to trigger a Directorate response protocol. The Armoured Runner fills that gap. The armour plating is obvious to anyone who knows what to look for but does not broadcast military involvement the way a full APC does. It is used by corporate security teams, high-value-escort contractors, and certain black market logistics operators who have specific reasons to be in the outer districts at hours when questions are not being asked.

Vehicle Statistics

DR Integrity Speed Crew/Cap Telluric Lift Price (₩WC)
5 4 Med 1+3 No ₩85,000 estimated
Tags & Features Wheeled. Armoured Plate. Sealed Cabin standard. Haz-Filter integrated. Weapon Hard Point Kit standard. Powered Assist not applicable.
Typical Armament Light Pintle-Mount MMG (Base 6, d10, EquipMod +1) standard on most security configurations.
Availability Licensed (heavy armour Restricted)
Common Upgrades Armour Package Heavy (additional +4 DR, −1 speed step, ₩40,000). Sensor Suite. EMP Shielding.
⚠ Gear Doc Note An armoured wheeled runner / civilian-armour vehicle is not specifically listed in the Equipment & Gear document as a distinct product. The existing 4×4 with Armour Package (Light) achieves DR 4 — a higher armoured version should be added as a Licensed/Restricted vehicle line item.

GM NOTE Use the Armoured Runner when you need to establish that someone is taking their ground transport security seriously without escalating to full military presence. DR 5 means personal arms struggle but a Battle Rifle or Anti-Material Rifle will eventually matter. Its civilian profile makes it a useful tool for disguised corporate or faction operations — it looks like an expensive contractor vehicle because that is approximately what it is. In a chase against military Hover APCs it loses badly; in an encounter where the opposition only has personal arms, it is a meaningful threat.

— TRUCKS & TRANSPORT —

Hover Cargo Skimmer · Industrial Transport — Hover

The cargo skimmer is how the Ward City economy moves. Manufactured goods outbound, raw materials and Veil Pearl harvests inbound, replacement components for the wall equipment that breaks on a schedule, food grown in the Green Belt that needs to reach distribution points — all of it moves on cargo skimmers. They are unglamorous, essential, ubiquitous, and almost never in the right place when you need one. Operators of Badlands-rated skimmers earn premium rates that reflect the risk and the scarcity of people willing to take those runs, and they are among the most practically skilled drivers in the Ward City economy.

Vehicle Statistics

DR Integrity Speed Crew/Cap Telluric Lift Price (₩WC)
3 4 Slow 1+1 Yes ₩82,000
Tags & Features Telluric Lift (heavy-grade). High cargo capacity. Compact fusion powerplant. Badlands-rated variant available (reinforced skirt, full seal, ₩115,000). Typically unarmed.
Typical Armament None standard. Weapon Hard Point Kit available but rarely fitted — reduces cargo capacity.
Availability Licensed
Common Upgrades Sealed Cabin Upgrade (₩5,000). Sensor Suite (₩12,000). Decon Spray System (₩5,500 — important for returning cargo through C-DAY checkpoints).

GM NOTE Cargo skimmers are logistical targets and scene elements. A convoy of them tells the players something about what is being transported and why it matters. A stolen skimmer tells them how desperate someone is. A Badlands-rated skimmer that appears in a contested zone usually has a story attached to it — either someone is paying very well for the run, or something is wrong with its documentation. Their Slow speed makes them straightforward to intercept; their large cargo capacity makes them worth intercepting.

Heavy Hauler — Wheeled · Industrial Transport — Ground

Heavy Haulers are the backbone of inter-district logistics and the vehicles that moved the material that built the Wardlines. They are not fast and they are not comfortable and the cab vibrates at a frequency that experienced drivers learn to stop noticing after the third month. What they are is reliable. A Heavy Hauler with a trained driver can move forty tonnes of construction material through terrain that would stop a hover cargo skimmer, in weather conditions that ground civilian hover vehicles, at a consistent pace that logistics planners can actually schedule around. This is worth more to most freight operations than everything else on the market combined.

Vehicle Statistics

DR Integrity Speed Crew/Cap Telluric Lift Price (₩WC)
4 5 Slow 1+2 No ₩96,000
Tags & Features Wheeled multi-axle. Industrial cargo capacity. Compact fusion drive. Ground contact makes it more reliable in contaminated terrain than hover alternatives. No sealed cabin standard.
Typical Armament None standard. Weapon Hard Point Kit available — some Badlands logistics runs require it.
Availability Licensed
Common Upgrades Sealed Cabin Upgrade (₩5,000). Armour Package Light (₩15,000 — drops speed further). EMP Shielding (₩12,000). Extended Fuel/Cell Pack (₩8,500).

GM NOTE Heavy Haulers are obstacles and objectives. Physically, they are slow enough that any vehicle can intercept them and durable enough to survive the first few attempts to stop them without loss of cargo. A Hauler as an objective means the players need to either intercept it (straightforward), board it at speed (less straightforward), or disable it without destroying the cargo (requiring precision). As terrain, a convoy of Heavy Haulers forms a wall — cover for ambushes, obstacles for chases, or simply the texture of industrial Ward City life.

Hover Personnel Carrier · Industrial Transport — Personnel Hover

The Hover Personnel Carrier is what goes in front of, behind, and alongside the things the Directorate does not want the public to see. Squad deployments, rapid-response repositioning, contractor logistics for larger operations, and the unglamorous work of moving personnel between sectors when the situation has not yet escalated to requiring an APC — the HPC handles all of it at a price point that makes it the default rather than the exception. Its sealed, filtered interior means it can deploy into Corroder-active zones without immediate casualty risk to passengers, which has made it standard kit for Chimera response teams who need to move fast through contaminated approach corridors.

Vehicle Statistics

DR Integrity Speed Crew/Cap Telluric Lift Price (₩WC)
3 4 Med 1+8 Yes ₩125,000
Tags & Features Telluric Lift. Sealed, filtered cabin. 8-passenger capacity (seated, armed). Directorate logistics standard. No weapon mounts in standard configuration.
Typical Armament None standard. Military operators frequently add Weapon Hard Point Kit and Light Pintle-Mount.
Availability Licensed
Common Upgrades Weapon Hard Point Kit (₩4,000). Armour Package Light (₩15,000). Sensor Suite (₩12,000). IFF Transponder Kit (₩2,200).

GM NOTE The HPC is the standard deployment vehicle for any squad-scale NPC force. A Directorate response force arrives in HPCs; corporate security teams move in HPCs; reinforcements deploying toward a player team's position are in HPCs. Their Med speed means players on hoverbikes can outpace them; the eight-person capacity means eliminating or disabling the vehicle is a force multiplication — eight armed militia sitting in a grounded HPC are not deploying. Engaging the vehicle rather than the occupants is a legitimate tactical approach that the system rewards with the vehicle damage rules.

— MILITARY VEHICLES —

Armoured Personnel Carrier — Wheeled · Military Vehicle — Armoured

The wheeled APC is the Directorate's answer to the question of how you move eight soldiers and their equipment through a Chimera contact zone while keeping them alive long enough to deploy. The thick plating and sealed interior mean it can drive through Corroder spray without the occupants sustaining exposure, absorb Pack Hunter assault without structural compromise, and take a Heavy Chimera hit at a level that leaves the vehicle damaged but the passengers functional. It is heavy, slow on broken terrain, and extremely difficult to stop with personal-scale weapons. The Ward City militias call it 'the box' — inside it, you are safe until you open the door.

Vehicle Statistics

DR Integrity Speed Crew/Cap Telluric Lift Price (₩WC)
10 6 Med 1+8 No ₩450,000
Tags & Features Wheeled. Sealed, Haz-Filter, Rad-Resist rated. 1 weapon mount. Compact fusion drive. Sealed personnel bay with independent life support. Standard Directorate heavy-transport platform.
Typical Armament Heavy Pintle-Mount (HMG, Base 10, d12, EquipMod +2) as standard. Rotary Cannon (20mm, Restricted procurement) on upgraded models.
Availability Restricted
Common Upgrades Armour Package Heavy (+₩40,000, +4 DR, −1 speed step). Sensor Suite vehicle-grade (₩12,000). Electronic Countermeasures Pod (₩12,000). Comms Relay Hardened (₩18,000).

GM NOTE A wheeled APC changes the terms of a ground engagement. At DR 10, personal arms including Anti-Material Rifles struggle — 8 base + d12, max of 20 damage, against DR 10 means every hit clears DR and damages integrity, but it takes 6 clean hits to reach 50% integrity before speed degrades. Use it as a mobile fortification: the passengers inside are safe until they dismount, and the team either has to wait for dismount or find a way to stop or disable the vehicle. RIG-scale weapons are the appropriate answer. A Shoulder Missile (guided) at Base 14, d12 will damage it meaningfully per shot.

Hover APC · Military Vehicle — Armoured Hover

The Hover APC trades the wheeled APC's additional armour plating for speed and deployment flexibility that the slower platform cannot match. Directorate rapid-response doctrine favours it for time-sensitive operations — Chimera breaches at the perimeter, extraction of compromised forward elements, and any mission where arriving fast outweighs the tactical benefit of arriving with more armour. The reduced capacity (six passengers versus eight in the wheeled model) is accepted as the price of the platform's speed. Pilots are trained to keep their cells hardened against breach risk in combat zones — a Hover APC cell breach at Fast speed is an extinction event for everyone aboard.

Vehicle Statistics

DR Integrity Speed Crew/Cap Telluric Lift Price (₩WC)
8 5 Fast 1+6 Yes ₩385,000
Tags & Features Telluric Lift. Fast hover platform. 1 weapon mount. Sealed. Haz-Filter. Less armoured than wheeled APC but significantly faster. Standard Directorate rapid-response platform.
Typical Armament Light Pintle-Mount (MMG, Base 6, d10, EquipMod +1) standard. Heavy Pintle-Mount (HMG) on heavy-configuration variants.
Availability Restricted
Common Upgrades Reinforced Skirt (hover, ₩8,500, +1 DR, −1 speed step). Sensor Suite (₩12,000). EMP Shielding (₩12,000). Telluric Cell Hardening (₩9,000 — raises breach TN from 8 to 14).

GM NOTE The Hover APC is the fast response threat. At Fast speed with six armed soldiers and a pintle-mounted weapon, it can reach player positions quickly and deploy a significant force before the team has time to fully prepare. Its DR 8 is meaningful but not impenetrable — Anti-Material Rifles and shoulder missiles will work. The more important mechanical element is the Stability Check interaction: damage that bypasses DR by 3+ forces a Stability Check (2d10 + AGI vs TN 12), and on a Fast-speed Hover APC, a failed check is potentially catastrophic. Target the cells for a Telluric breach and the resulting explosion at any speed is the APC and everything nearby becoming a problem.

Armoured Command Vehicle · Military Vehicle — Command & Control

The Armoured Command Vehicle is not a combat asset — it is the brain that coordinates combat assets. Its hardened communications suite, integrated sensor relay, and sufficient armour to survive a light engagement near a fire line make it the platform that senior Directorate officers, field commanders, and Consort programme coordination use when operations require a mobile command post. Destroying or capturing an ACV during an active operation does not win the engagement, but it does create chaos in the command structure that can be exploited. Field intelligence suggests that Sovereign operatives understand this calculation and target AVCs specifically when their forces have infiltration capability.

Vehicle Statistics

DR Integrity Speed Crew/Cap Telluric Lift Price (₩WC)
12 6 Med 1+4 No ₩660,000
Tags & Features Wheeled. Hardened comms. Sensor Suite integrated. 2 weapon mounts. Sealed, Haz-Filter, Rad-Resist. Electronic intelligence relay. Compact fusion drive.
Typical Armament 2× weapon mounts — typically: Heavy Pintle-Mount (HMG, Base 10, d12) + Coaxial MMG (driver-operated, Base 6, d10). Some variants carry Guided Missile Rack instead of Coaxial.
Availability Restricted
Common Upgrades Electronic Countermeasures Pod (₩12,000). Comms Relay Hardened (₩18,000). Additional Armour Package Heavy (₩40,000).

GM NOTE The ACV is a high-value target and a contextual indicator. When players see one, they know the operation they are involved in (on either side) has significant Directorate involvement and senior command attention. Capturing it yields intelligence about ongoing operations; destroying it creates a 2–3 round window of command-chain disruption before the chain reorganises around a backup node. Its DR 12 means personal arms struggle; this is an appropriate target for anti-armour munitions or a cooperative RIG engagement. Use it to make high-level military operations feel coordinated and intentional.

Heavy Gun Platform · Military Vehicle — Fire Support

Heavy Gun Platforms are the Directorate's answer to the question of what you put in a position when you need to stop a RIG or break an Apex-tier Chimera contact with ground forces rather than air assets. They are slow enough that their deployment requires planning — you do not rush one of these to a crisis, you position one before the crisis arrives or accept that it will miss the opening engagement. But when they are in position, ground-stabilised, with a 30mm autocannon and a full ammo load, they can threaten anything short of a fully armoured A-RIG in open terrain. In Wardline defence doctrine, they are the anchors around which mobile forces manoeuvre.

Vehicle Statistics

DR Integrity Speed Crew/Cap Telluric Lift Price (₩WC)
14 7 Slow 1+3 No ₩860,000
Tags & Features Wheeled. Primary fire-support role. Ground stability required for main weapon firing. Compact fusion drive. Sealed, Haz-Filter. 1 primary weapon mount (heavy), 1 secondary (anti-personnel).
Typical Armament Primary: Autocannon Mount 30mm (Base 18, d12, EquipMod +3, anti-armour, requires ground stability, 200-round load) + Secondary: Coaxial MMG (Base 6, d10, EquipMod +1, driver-operated). Some variants substitute primary for Guided Missile Rack (4-shot) for anti-Chimera Apex-tier engagement.
Availability Restricted
Common Upgrades MANPAD Mount (₩45,000, point-defence AA). Sensor Suite (₩12,000). Additional Armour Package Heavy (₩40,000).

GM NOTE The Heavy Gun Platform is a terrain element as much as an opponent. Its primary weapon requires ground stability — it cannot fire while moving. Use this to create position-based tactical problems: the team either needs to suppress it from range (risky, DR 14), destroy it from a flanking angle (requires getting past its anti-personnel secondary weapon), or deny it stability (forcing movement breaks its fire window). Against players in RIGs, its Autocannon 30mm at Base 18 is Frame-threatening — specifically designed for that purpose. A player RIG taking concentrated fire from a grounded HGP needs to either close and deal with it in melee (outside its optimal range) or use terrain concealment to move.

APPENDIX — MISSING GEAR DOC ITEMS

The following items were identified during preparation of this appendix as required by setting logic or encountered in scenario design, but are absent from the Equipment & Gear v0.3 document. Each should be reviewed for addition.

1. Named Gear-Frame Product Listings The Equipment & Gear document has no formal Gear-Frame catalogue. Three representative platforms are detailed in this appendix (Hydrin VX-4 Yarder, VelTech GF-9 Brace, Armcal GF-3 Iron Circuit). Prices, availability tiers, and manufacturer details should be formalised and added to the equipment document under a new Gear-Frame section.
2. Named I-RIG Product Listings Same issue as Gear-Frames. Three representative platforms are detailed in this appendix (Rimway HR-7 Anchor, Hydrin IX-12 Gantry, Armcal IX-3 Sentinel). I-RIG products are core to the setting economy and should have formal equipment entries.
3. Named RIG and A-RIG Product Listings The Equipment & Gear document lists RIG weapons and upgrades but not the frame chassis themselves as purchasable products. Six representative platforms are detailed in this appendix. A formal RIG and A-RIG chassis catalogue with pricing should be added.
4. Military Scout Hoverbike The vehicle roster includes Standard and Badlands-Rated civilian hoverbikes but no military/Restricted variant. A military scout hoverbike with integrated sensor suite, IFF transponder, and EMP-hardened power cell is a logical gap. Suggested stats: DR 2, Integrity 3, Fast, Restricted, ≈₩65,000.
5. Wheeled Armoured Runner (Civilian-Armoured Vehicle) The civilian vehicle roster has no armoured wheeled vehicle. The 4×4 with Armour Package Light reaches DR 4, but a dedicated licensed/restricted armoured runner (DR 5, civilian profile) fills an important gap for corporate security and contractor operations.
6. Gunnery Skill Clarification The Equipment & Gear v0.3 document references 'Gunnery Skill' for vehicle weapon operation. The SRD v0.4 skill list does not include a 'Gunnery' speciality. Resolution options: (a) add 'Firearms: Vehicle Weapons' as a new Firearms subspecialty in the SRD, or (b) officially designate Firearms: Heavy Weapons as the applicable skill for vehicle-mounted weapon systems. This appendix uses Firearms: Heavy Weapons as the working assumption.
7. Eidolon-Grade Electronic Warfare Suite (Leda / CA115-LE) Leda carried a prototype RIG-mounted electronic warfare suite capable of disrupting Sovereign signal architecture. No comparable system exists in the equipment document. If this system is to be used in play as a recoverable or reverse-engineered asset, it needs a formal stat block. Suggested tier: Classified (Black Market equivalent), EquipMod +4, Powered, 4 charges, disrupts electronic systems in 100m radius.
8. RIG-Mounted Electronic Countermeasures (Europa / CA115-EU) Europa's Electronic Countermeasures Pod is described as prototype and enhanced beyond the standard ECM Pod listed in the equipment document. A classified Eidolon-grade ECM system should be documented if it is to appear as a salvageable asset or plot element.
9. Heavy I-RIG / Crane Variant Pricing Heavy I-RIG configurations (crane-type, 40-tonne lift capacity) are described in the Design Bible's I-RIG section but not priced in the equipment document. Suggested pricing tier: ₩250,000–400,000 depending on crane specification and power systems.
10. Gear-Frame Scale Weapon Mounts The Equipment & Gear document covers personal-scale weapons and RIG-scale hardpoint weapons, but has nothing for the intermediate Gear-Frame scale. A Gear-Frame mounting a personal-scale LMG or light cannon is mechanically awkward without a dedicated weapon tier. Suggested addition: Gear-Frame Light Weapon Mount (personal-scale weapons at +1 EquipMod when Frame-mounted, Licensed), and Gear-Frame Medium Weapon (intermediate between personal and RIG, Base 8, d10, Licensed/Restricted).