Clon01 GM ToolsCyberdark

Cyberdark threats

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.

All
Kind
Level band
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.
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.