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I2.1Scrapers

Outsourced asset recovery. Subcontracted compliance enforcement. Third-party resource reallocation. After seven layers of shell companies, nobody knows what the original contract said. The Scrapers might have been legitimate once: repo crews, maintenance teams, infrastructure auditors. The paperwork degraded. The chain of command dissolved. Now they take what looks valuable and bill someone.

They live where infrastructure failed: the cable-choked depths where maintenance stopped generations ago. Subscription collectors don't descend past Tier 7. Toll booths rust unopened. The Departments wrote off these levels as "unrecoverable assets" and sealed the access shafts. The Scrapers unsealed them. They always do.

Some have been down to the Roots. Some have seen what the Founders left behind: clean machines that still work. Sealed vaults that still hum. Corridors where the lights still answer movement. They trade that knowledge carefully. They don't talk about the other things. The things that move down there. The things that remember.

Gutter Runners scout the upper depths, mapping safe routes through collapsing infrastructure. Cable Rats fight over junction boxes, stripping copper from the walls. Pickers catalog salvage with obsessive precision, knowing which components fetch premium prices. The Pit Bosses run operations cold: every gram of copper accounted for, every deserter made an example of. Their Rogue Broadcasters tap forbidden frequencies, trading signal-secrets with the Untethered, listening for whispers from the deep. Their Repo Men carry impound launchers designed to disable and capture. Equipment is profit. People are equipment.

The Departments consider them vermin. The Toll Collectors consider them competition. The Cooperative considers them trading partners, when desperation allows. Everyone underestimates them. The Scrapers remember everything they've seen in the depths. They're waiting for the right buyer. They're always waiting.

"Your gear becomes my gear. Nothing personal."
Scraper Greeting

d6 Name # COM DEF WIT HP MOV Weapon
1 Gutter Runner 4+4 2d6 2d4 2d4 6 5" Zip Gun (Projectile, d4, Ranged)
2 Cable Rat 2+2 2d6 2d6 2d4 8 4" Sharpened Cable (Bladed, d4, Melee)
3 Picker 3 2d4 2d4 2d6 10 5" Junk Launcher (Projectile, d4, Ranged)
4 Pit Boss 2 2d8 2d6 2d4 12 5" Power Chain (Blunt, d6, Melee)
5 Rogue Broadcaster 1 2d6 2d4 2d8 12 5" Static Hiss (Broadcast, d6, Power)
6 Repo Man 1 2d8 2d6 2d8 14 5" Impound Claw (Blunt, d6, Melee)

Opportunists: +1 DT Combat vs wounded targets

Behavior

d6 No LoS Has LoS Engaged
1-4 Patrol Attack Attack
5 Patrol Cover Attack
6 Regroup Attack Frenzy