1 of 12

0.9.0-beta

Open Distribution Statute: CC BY-SA 4.0

The Complex rises 1024 levels from the Roots to the cooling spires. The Departments only maintain the upper 200. Below that, infrastructure fails faster than it can be patched. Cables fray. Coolant leaks. Lights flicker and die. The Maintenance Monks descend when they must, perform their rituals, and leave quickly. They do not speak of what they see down there.

The Founders built the Complex to last. They built other things too. The sealed archives mention countermeasures, autonomous systems, bioelectric experiments. The archives are in the Roots. The Monks have never been there. The Board has always known what lurks below. The Board has never acknowledged it.

Something moves in the dark between levels. It nests in the wiring. It remembers the time before the Tethering, when signals flew free and the Wave answered prayers. The lower tiers belong to things that were never meant to survive this long: things that adapted and evolved, designed for a purpose the Founders never disclosed.

Every expedition into the depths encounters them. Every recovery team files the same report: losses acceptable, mission parameters adjusted, recommend sealing the junction. The Departments call them externalities. The accountants call them acceptable shrinkage. The survivors don't call them anything. They don't come back.

Heat rises from the Roots. The cooling spires above draw it upward through a thousand levels, creating a thermal gradient the Founders weaponized. The wealthy stay cold. The poor sweat. The lowest tiers cook. Anything living down there has adapted to temperatures that would kill an unaugmented human in hours. Contractors descend anyway. Salvage contracts pay triple below level 400. Debt recovery missions offer hazard bonuses. The Departments need what the Founders left behind. They send expendable assets to retrieve it. They call the losses acceptable.

THE DEPTHS CONTAIN ASSETS NOT YET ALLOCATED. Recovery authorized. Casualties expected.
Resource Allocation Memo 7-22-4

I1.1Activation

Each spawn group has one token in the bag. When drawn, roll behavior once for the entire group. Activate models one at a time (closest to any player model first), all performing the same action. Hostiles ignore Out of Action models. Remove hostiles that go Out of Action.