Core stat blocks you can drop on a session card. Short look + full talents — not a setting essay.
How to read them: Rules → Reading a stat block.
No threats match.
AI Demon, Drone Swarm LV 3
Virtual demon · drone swarm
AI demons · AL C
A writhing cloud of micro- and mini-drones — insect spy-bots to blade-armed repair units gone rogue.
AC 13
HP 15
MV near (fly)
ATK 2 bite +2 (1d6 + Signal Interference)
S +0
D +2
C +2
I -2
W +0
Ch -3
-
Fearless
Immune to morale checks.
-
Signal Interference
DC 12 WIS or DISADV on checks and attacks for 1d4 rounds.
AI Demon, Mastermind LV 19
Virtual demon · unseen mind
AI demons · AL C
A vast unseen mind nesting in dead networks. Whispers through implants and screens.
AC 17
HP 89
MV near
ATK 2 touch +5 (2d4 + signal disruption) and 2 glitch +8 or 1 possess
S +2
D +3
C +4
I +6
W +4
Ch +4
-
Greater AI Demon
Immune to morale. Only damaged inside the Cyberdark or by cyber sources (glitches, hacking, cyber attacks).
-
Crowned Demon
Hostile glitches with a codecasting check < 20 reflect at the caster.
-
Signal Disruption
DC 15 CON or paralyzed 1d4 rounds.
-
Persistent
0 HP outside the Cyberdark: DC 13 CON to go to 1d10 HP instead.
-
Possess
Target with cyberware, far. Contested CHA. Win: control 2d4 rounds. Dead target: no check.
-
Grid Overheating (INT Glitch)
DC 14. 3d8 to enemies in a double-near cube centered on it.
-
Summon Demon (INT Glitch)
DC 13. Summon one LV 9 or less AI demon.
-
Time Freezing (INT Glitch)
DC 15. Self. Cyberdark only. Time freezes 1d4 rounds except for the mastermind.
AI Demon, Shadowcode LV 4
Virtual demon · digital phantom
AI demons · AL C
Half-erased AI will. Flickering silhouettes of code, voice, or memory drifting through the Cyberdark.
AC 12
HP 20
MV near
ATK 2 touch +2 (1d4 + signal disruption) or 1 possess
S +1
D +2
C +2
I +2
W +0
Ch +1
-
Greater AI Demon
Immune to morale. Only damaged inside the Cyberdark or by cyber sources.
-
Signal Disruption
DC 12 CON or paralyzed 1d4 rounds.
-
Possess
Target with cyberware, near. Contested CHA. Win: control 2d4 rounds. Dead target: no check.
AI Demon, Warmonger LV 17
Virtual demon · walking arsenal
AI demons · AL C
Brutal machine parts fused with weapon systems. Exists to hunt and erase people.
AC 18
HP 80
MV near
ATK 3 gunfire (far) +8 (2d10) or 1 rockets or 2 slam +8 (2d8)
S +5
D +0
C +4
I -1
W +0
Ch -2
-
Fearless
Immune to morale checks.
-
Rockets
Near-sized cube within far. DC 15 DEX or 4d10 and 1d4 burning for 3 rounds.
Blackmarket Merchant LV 4
Street trader · illegal goods
Street · AL C
Covert trader in illegal goods. Lives on secrecy and contacts, not a fair fight.
AC 13
HP 20
MV near
ATK 1 revolver (far) +2 (1d8) or 1 charged glitch implant +2
S +0
D +2
C +2
I +2
W +2
Ch +4
-
Autoinjector Implant
3/day, regain 1d6 HP.
-
Charged Glitch (Ghost)
DC 12. Self 1/day, invisible to detection systems 10 rounds.
-
Charged Glitch (Shutdown)
DC 11. 1/day, ICE LV 3 or lower in a near cube shut down until rebooted or damaged.
Breaker LV 5
Combat chrome · heavy hitter
Darkrunners · AL S
Visible combat grafts and scarred plating grown into muscle. Built to take recoil and give it back.
AC 16
HP 24
MV near
ATK 1 sledgehammer +3 (1d8) or 1 machine gun (far) +3 (1d10) or Burst +3 or grenade +3
S +3
D +2
C +2
I +0
W -1
Ch +1
-
Burst
1d10 to any target in a near cube whose AC ≤ the burst roll. Reload to use again.
-
Targeting Subroutine
3/day, +2 damage for 3 rounds; ignore cover / darkness / motion penalties.
-
Frag Grenade
1/day, all targets in a near cube in near range take 1d10.
Cloned Dinosaur Raptor LV 3
Engineered predator · sickle claws
Creatures · AL S
Lab-grown hunter: lean, scaly, sickle claws, a tail for balance. Opens doors. Hunts quiet.
AC 13
HP 15
MV double near
ATK 2 rend +2 (1d8)
S +3
D +3
C +2
I -2
W +1
Ch -3
-
Clever
+1d4 damage when attacking with surprise.
CodeMancer LV 6
Codecaster · glitch slinger
Darkrunners · AL S
Rides signal currents and throws volatile glitches while AI demons scratch at the edge of their mind.
AC 12
HP 28
MV near
ATK 1 glitch +5
S -1
D +1
C +1
I +4
W +1
Ch +0
-
Aim Disturbance (INT Glitch)
Self. DC 12. AC 15 for 10 rounds.
-
Glitch Removal (INT Glitch)
DC 13. End one glitch on one target within near.
-
Signal Burst (INT Glitch)
DC 13. 4d6 to all in a near cube within far.
-
Signal Ghost (INT Glitch)
DC 11. False signal within near. Lasts until dismissed.
CodeMaster LV 10
Elite codecaster
Darkrunners · AL S
A highly skilled codecaster who bends the Cyberdark instead of just surviving it.
AC 12
HP 46
MV near
ATK 2 glitches +7
S -1
D +1
C +1
I +4
W +2
Ch +0
-
Aim Disruption (INT Glitch)
Self. DC 14. AC 18 for 10 rounds.
-
Circuit Snap (INT Glitch)
DC 15. One ghostlink, device, or Cyberdark creature within far. LV 5 or less dies; LV 6+ takes 3d8. Similar devices fry.
-
Glitch Removal (INT Glitch)
DC 13. End one glitch on one target within near.
-
Signal Burst (INT Glitch)
DC 13. 4d6 to all in a near cube within far.
-
Signal Ghost (INT Glitch)
DC 11. False signal within near. Lasts until dismissed.
-
Halting Pulse (INT Glitch)
DC 15. Stream. Paralyze one ghostlink, device, or Cyberdark creature within far. LV 9+: CHA vs codecasting at start of turn to end.
-
Expandable Shell Implant
1/day, immune to damage for 1 round.
-
Footwork Subroutines Implant
1/day, avoid an attack.
Corp, Arbiter LV 1
Corporate codecaster
Corp · AL C
Corporate codecaster in business armor with cooling veins. Bends ICE and drones to corp decree.
AC 11
HP 4
MV near
ATK 1 knife (close/near) +1 (1d4) or 1 glitch +2
S -1
D +1
C +0
I +2
W +0
Ch +1
-
Signal Spike (INT Glitch)
DC 11. 1d6 to one target within near.
-
Control (INT Glitch)
DC 12. Stream. One ICE within near paralyzed for the duration.
Corp, Enforcer LV 1
Corp-sec · baton and shotgun
Corp · AL C
Well-equipped corp-sec. Cold, efficient, loyal only to the contract.
AC 13
HP 6
MV near
ATK 1 baton +1 (1d6) or 1 shotgun (near) +1 (1d10)
S +1
D +0
C +2
I -1
W -1
Ch +0
Corp, Executive / CEO LV 13
Corporate boss · kill-team on call
Corp · AL C
Orbital penthouse boss. Voice moves markets and kill-teams. Often wearing a nanosuit and an aim-baffler.
AC 19
HP 60
MV near
ATK 2 s-gun (far) +6 (2d8)
S +2
D +4
C +2
I +4
W +2
Ch +4
-
Anti-Hack System Implant
Hostile glitches targeting the CEO are DC 18 to cast.
-
Shadowdancer Implant
1/day, avoid an attack, move up to near, and make an attack.
-
Autoinjector Implant
3/day, regain 4d12 HP.
-
Mercenary Kill-Team
A mercenary group arrives in 1d4 rounds and follows orders.
-
S-gun
Revolver, 2d8 sonic, no reload. Nat 1 blows the weapon for 2d8 to the user.
-
Halo Care Extraction
At half HP, 1d4 Valkyries arrive after 3d4 rounds.
Corp, Gun-Beetle LV 3
Elite soldier · beetle exo-armor
Corp · AL C
Elite soldier sealed in heavy beetle-shaped exo-armor.
AC 16
HP 15
MV near
ATK 1 baton +3 (1d6) or 1 machine gun (far) +3 (1d10) or 1 burst +3
S +3
D +0
C +2
I -1
W -1
Ch +0
-
Anti Blast
Half damage from explosions.
-
Burst
1d10 to any target in a near cube whose AC ≤ the burst roll. Reload to use again.
Corp, Office Worker LV 1
Desk worker · cheap pistol
Corp · AL C
Desk-bound white-collar in a tailored suit. Cheap pistol, no training worth mentioning.
AC 10
HP 4
MV near
ATK 1 pistol (far) +0 (1d6)
S +0
D +0
C +0
I +0
W +0
Ch +0
Corp, Valkyrie LV 8
Chrome extraction trooper
Corp · AL C
Chrome extraction trooper. Drops from corporate skyrails to pull premium clients and flatten whoever is in the way.
AC 17
HP 38
MV near
ATK 2 sword +5 (1d8) or 2 machine gun (far) +5 (1d10) or 1 burst +5
S +3
D +3
C +2
I +3
W +2
Ch +1
-
Anti Blast
Half damage from explosions.
-
Servo-arms
Wield extra weapons/gear. Besides attacks, may use 1 stimshot or 1 grenade.
-
Burst
1d10 to any target in a near cube whose AC ≤ the burst roll. Reload to use again.
-
Anti-hacking program
Hostile glitches targeting the valkyrie are DC 15 to cast.
-
Shadowdancer Implant
1/day, avoid an attack, move up to near, and make an attack.
-
Stimshot
3/day, close, one target regains 3d10 HP.
-
Jetpack
Fly at normal speed for 3 rounds, then land.
-
Stun Grenade
1/day, all in a near cube in near range stunned 1 round (move or act).
-
EMP Grenade
1/day, implants, ICE, and electronics in a near cube disabled 1d4 rounds.
Criminal, Boss LV 4
Gang leader
Criminals · AL S
Gang leader who keeps the crew in line with fear, violence, and a show of force.
AC 14
HP 21
MV near
ATK 1 retractable cleaver +4 (1d6) or 1 twinned revolver (far) +4 (1d8 ADV)
S +2
D +2
C +3
I +1
W +0
Ch +2
-
Gangs
+1 damage while an ally is near.
-
Footwork Subroutines Implant
1/day, avoid an attack.
Criminal, Ganger LV 1
Street muscle · cheap guns
Criminals · AL S
Street muscle. Patched armor, cheap deadly guns, numbers over skill.
AC 12
HP 4
MV near
ATK 1 cleaver +1 (1d6) or 1 autogun (far) +1 (1d6) or 1 burst +1
S +1
D +1
C +0
I -1
W +0
Ch +0
-
Gangs
+1 damage while an ally is near.
-
Burst
1d6 to any target in a near cube whose AC ≤ the burst roll. Reload to use again.
Criminal, Scavenger LV 2
Scrap hunter
Criminals · AL S
Scrap-hunting street criminal. Wrecks and dead zones are a pantry.
AC 13
HP 10
MV near
ATK 1 knife (close/near) +2 (1d4) or 1 assault rifle (far) +2 (1d8) or 1 burst +2
S +0
D +2
C +1
I +0
W +1
Ch +0
-
Gangs
ADV on DEX checks to sneak and hide.
-
Burst
1d8 to any target in a near cube whose AC ≤ the burst roll. Reload to use again.
Dark-Link Apostle, Cultist LV 1
Cultist · cursed-code vessel
Cult · AL C
Gaunt, chrome-fused human wired into cursed code. Blank-eyed vessel for something that is not them.
AC 11
HP 4
MV near
ATK 1 scrap cleaver +0 (1d4) or taser dartgun (near) +1 (1d4 + link & stun)
S +0
D +1
C +0
I -1
W -1
Ch +0
-
Fearless
Immune to morale checks.
-
Link
At near, each turn auto-hit with the taser dartgun.
-
Stun
Stunned 1 round: move or act, not both.
Dark-Link Apostle, Firestorm LV 2
Cultist · walking fuel tank
Cult · AL C
Fanatic strapped with volatile fuel tanks. Ready to ignite themselves and anyone nearby.
AC 15
HP 7
MV near
ATK 1 knife (close/near) +2 (1d4) or 1 autogun (far) +2 (1d6) or 1 burst +2
S +1
D +2
C -1
I -1
W -1
Ch +1
-
Fearless
Immune to morale checks.
-
Burst
1d6 to any target in a near cube whose AC ≤ the burst roll. Reload to use again.
-
Firestorm
In place of attacks, explode: all within near DC 12 DEX or 2d6.
Dark-Link Apostle, Vox LV 3
Cult prophet · fiberoptic shroud
Cult · AL C
Prophet in writhing fiberoptic shrouds. Skull latticed with neural uplinks feeding corrupted code.
AC 13
HP 13
MV near
ATK 1 cleaver +0 (1d6) or 1 glitch +2
S +0
D +1
C +0
I +1
W +0
Ch +2
-
Fearless
Immune to morale checks.
-
Disruptive Pulse (CHA Glitch)
DC 12. Near, one target. 1d4 and DISADV on next attack or check to enemies in a near cube.
-
Rogue Drones Summoning (CHA Glitch)
DC 12. A drone swarm appears within near for 1d4 rounds.
Echo LV 2
Voice netrunner · performer
Darkrunners · AL S
Voice-wielding netrunner. Performance is a weapon. Crowds are a tool.
AC 13
HP 10
MV near
ATK 1 knife (close/near) +2 (1d4) or 1 flametorch (near) +2 (1d6 + Incendiary) or Burst +2
S +1
D +2
C +1
I +1
W +0
Ch +3
-
Burst
1d6 + incendiary to any target in a near cube whose AC ≤ the burst roll. Reload to use again.
-
Incendiary
Burns 3 rounds, 1d4 per round.
-
Fame
ADV on CHA checks to entertain and charm.
Factory Worker LV 1
Shift laborer · sledge
Street · AL S
Shift laborer on the industrial grind. Sledge, no chrome worth listing.
AC 10
HP 5
MV near
ATK 1 sledge hammer +0 (1d8)
S +0
D +0
C +1
I +0
W +0
Ch +0
ICE, Hound LV 6
Quad mech · pursuit ICE
ICE · AL C
Heavy quadruped mech for pursuit and area denial. Segmented plating eats small-arms fire.
AC 17
HP 31
MV double near
ATK 2 bite +6 (2d6) or 1 sonic deterrent
S +4
D +1
C +4
I +2
W +1
Ch -3
-
Fearless
Immune to morale checks.
-
Sonic Deterrent
Near cube from the hound. DC 13 CON or 2d4 and dazed 1d4 rounds.
-
ICE
Adds LV to checks to hack it.
ICE, Drone LV 2
Patrol drone · flying ICE
ICE · AL C
Cheap modular machine for labor, patrol, or war. Flies. Shoots.
AC 13
HP 9
MV double near (fly)
ATK 1 autogun (far) +3 (1d6) or 1 burst +3
S -1
D +3
C +0
I -1
W +1
Ch -3
-
Fearless
Immune to morale checks.
-
Burst
1d6 to any target in a near cube whose AC ≤ the burst roll. Reload to use again.
-
ICE
Adds LV to checks to hack it.
ICE, Mimic LV 4
Shapeshifter mech · object form
ICE · AL C
Shapeshifter mech. Looks like a common object until the taserwhip comes out.
AC 14
HP 18
MV near
ATK 2 taserwhip +4 (1d8 + link & stun)
S +2
D +2
C +0
I -1
W +0
Ch -3
-
Fearless
Immune to morale checks.
-
Link
At close, taserwhip auto-hits each turn.
-
Stun
Stunned 1 round: move or act, not both.
-
ICE
Adds LV to checks to hack it.
ICE, Sentry ED-209 LV 9
Towering biped mech
ICE · AL C
Massive bipedal mech, heavy armor, integrated guns. Walking turret.
AC 18
HP 44
MV near
ATK 3 slam +7 (1d10) or 3 machine gun (far) +7 (1d10) or 1 burst +7
S +5
D -1
C +4
I +1
W +0
Ch -2
-
Fearless
Immune to morale checks.
-
Burst
1d10 to any target in a near cube whose AC ≤ the burst roll. Reload to use again.
-
ICE
Adds LV to checks to hack it.
Mal-Were LV 5
Infected hardware · digital predator
AI demons · AL C
Dormant code that wakes under Blacklight satellites. Hardware mutates into a howling predator.
AC 13
HP 24
MV double near
ATK 2 rend +3 (1d6)
S +3
D +3
C +2
I +1
W +0
Ch -1
-
Hardware
Half damage outside the Cyberdark.
-
Persistent
0 HP outside the Cyberdark: DC 13 CON to go to 1d10 HP and possess the closest hardware.
-
Synthetic Howl
1/day, in place of attacks: all who hear within far DC 13 WIS or cyberware / devices fail 2d4 rounds.
-
Blacklight Code
If 12+ damage from the same mal-were, contract Blacklight Virus (becomes a mal-were at the next cycle).
Mastiff LV 2
Augmented guard dog
Creatures · AL S
Huge hybrid guard dog. Improved senses. Raised to watch both the net and the street.
AC 11
HP 10
MV double near
ATK 1 bite +2 (1d6)
S +2
D +1
C +1
I -2
W +1
Ch -2
-
Keen Senses
Cannot be surprised.
-
Grab
DC 11 STR or target held. DC 11 STR on turn to break free.
Slicer LV 4
Intrusion specialist · silent pistol
Darkrunners · AL S
Intrusion specialist. Cuts ICE, hijacks systems, steals data. Quiet pistol, quieter feet.
AC 15
HP 18
MV near
ATK 1 sword +4 (1d6 + system exploit) or 1 silenced pistol (far) +4 (1d6 + system exploit)
S +0
D +4
C +0
I +2
W +1
Ch +2
-
Adrenal Surge Module
1/day, advantage on initiative.
-
Silencer
Remains hidden after attacking.
-
Slicing Protocol
ADV on DEX checks for stealth and hacking.
-
System Exploit
3/day, target has DISADV on attacks and takes 1d4 for 1d4 rounds.
Synthsmith LV 5
Chrome fabricator
Darkrunners · AL S
Chrome-handed fabricator. Forges, repairs, and upgrades cyberware in the field.
AC 16
HP 24
MV near
ATK 2 baton +3 (1d6) or 2 shotgun (near) +3 (1d10)
S +3
D +1
C +2
I +2
W +1
Ch +1
-
Backup Protocol
3/day, if reduced to 0 HP, DC 15 CON to go to 1 HP instead.
-
Expandable Shell Implant
1/day, immune to damage for 1 round.
-
EMP Grenade
1/day, implants, ICE, and electronics in a near cube disabled 1d4 rounds.
Unbounded LV 12
Uploaded codecaster · scrap skeleton
AI demons · AL S
Codecaster who dumped their mind into storage. Scrap-skeleton frame, glowing sockets, wires like hair.
AC 16
HP 58
MV near
ATK 2 rend +6 (2d4) and 2 glitch +8
S +3
D +1
C +4
I +4
W +3
Ch +2
-
Supreme Unbounded
Immune to morale. Half damage outside the Cyberdark.
-
Souldisk
Cannot be truly killed while its memory storage is intact.
-
Possess
Target with cyberware, near. Contested CHA. Win: control 2d4 hours. Dead target: no check.
-
Anti-curse (INT Glitch)
Self. DC 14. Hostile glitches are DC 18 to cast. Lasts 1d4 rounds.
-
Data Dumping (INT Glitch)
DC 13. Stream. One target within near paralyzed for the duration.
-
Grid Overheating (INT Glitch)
DC 14. 3d8 to enemies in a double-near cube.
-
Signal Ghost (INT Glitch)
DC 11. False signal within near. Lasts until dismissed.
-
Null Trace (INT Glitch)
DC 12. Self. Undetectable 2d4 rounds or until it attacks or codecasts.
Wastedrake LV 15
Mutated wasteland predator
Creatures · AL S
Massive mutated burrower. Bloated, irradiated, jaws that swallow a person. Scales caked in rust and ash.
AC 17
HP 72
MV ×3 near (burrow)
ATK 1 bite +10 (2d12 + swallow) and 2 rend +10 (2d8) or 1 toxic breath
S +6
D +2
C +5
I -3
W +4
Ch -4
-
Radiation Aura
Living creatures within near at start of turn: DC 8 or 1d4 CON damage (cannot heal while ill). Repeat once per day; ends on success. Die at 0 CON. DISADV if swallowed.
-
Swallow
Nat 18–20 on the bite: swallowed. Darkness and 2d10 / round. Regurgitates all if dealt 15+ in one round to the gullet.
-
Toxic Breath
Near cube from the wastedrake. DC 15 CON or 2d10 and blinded 1 round.