A clear, shared scale used by the @DCRA, @GGA blocs, and partner coalitions to size a Break, match it to monster ranks, and assign the right number and rank of heroes (“Breakers”). Wording is simple. Numbers are conservative on purpose.
Hero (Breaker) Ranks: E < D < C < B < A < S
E–D: trainees and licensed locals; safe for patrols and minor clears.
C: proven operators; hold lines, handle elites.
B: unit leaders; handle commanders and small boss windows.
A: top-tier; crack bosses, anchor city saves.
S: exceptional; turn the tide of region-scale events.
Monster Ranks (mirrors hero ranks):
E: low level bosses, vermin, minions.
D: mid level bosses, pack threats.
C: mid-high level bosses, elites with tricks.
B: high level bosses, commanders; spawn boosters, lieutenants.
A: very high danger level bosses; anchor the Break’s behavior.
S: titans/primarchs; reshape terrain and rules.
Break Anatomy (plain terms):
Mouth (where mobs appear), Field (active zone), Tide (spawn rate), Window (when a boss shows), Dormancy (quiet cycle, often managed with @KHATIM Arrays).
DB-L# (Modifier, if any)
Example: DB-L3 (Urban, Abyssal) = Level 3 city Break with ocean/abyss traits.
Every level lists: what it looks like, monster mix, civilian risk, recommended team, support, and who’s in charge.
Look: Mouth sealed or sleeping. No active Tide. Arrays humming; patrols only.
Monster Mix: None present; residual E trash possible.
Civ Risk: None, unless tampered.
Team: 0–2 E–D for watch. One C on call.
Support: Remote sensors, @KHATIM Array maintenance.
Command: Local city watch or facility staff.
Look: Small tears in alleys, culverts, service tunnels, or rig edges. Tide is a trickle.
Monsters: E with a few D packs. No elites.
Civ Risk: Street-level injuries and fear. Limited closures.
Team (recommended): 2–3 E–D, supervised by 1 C.
Support: Drones, portable seals, med bag.
Command: Municipal Break office; notify regional desk.
Look: One stable mouth, a few blocks wide (or a pier, shaft, gulley). Tide is steady.
Monsters: D swarms, regular C elites, rare B commander sighting.
Civ Risk: Neighborhood disruption, rolling curfew, light evac.
Team (recommended): 4–6 total: 3–4 D–C with 1–2 C/B leads.
Alt: 1 A with 2–4 C for quick finish.
Support: Riot screens, foam baffles, short-term sutures.
Command: City authority with regional liaison.
Look: City district footprint (markets, rail yards, ring roads, or rig-rings). Tide surges on a schedule. Boss window likely.
Monsters: Heavy C, frequent B commanders, one A boss window within 24–72h if unchecked.
Civ Risk: Mass displacement, utility loss, hospital surge.
Team (recommended): 6–10 mixed: 4–6 C, 2–3 B, led by 1 A.
Alt: 1 S with 3–5 B/C for surgical strike.
Support: @KHATIM Arrays (partial), armored evac, mobile field clinics, counter-harmonic units.
Command: National Break authority (e.g., @DCRA) assumes lead; city stays in the loop.
Look: Multi-mouth net or a moving Field that hops between transit hubs, harbor rings, arcology tiers, or crater rims. Boss windows repeat.
Monsters: Constant C–B, multiple A bosses over a cycle; a remote chance of an S incursion.
Civ Risk: Citywide crisis; critical infrastructure contested; rationing and long curfews.
Team (recommended): 10–16 mixed with depth: 6–8 C, 3–5 B, 1–2 A permanent anchors.
Alt: 1 S anchor plus 4–6 A/B strike cells rotating.
Support: Full @KHATIM Array deployment, shield corridors, heavy lift, long-burn sutures, logistics trains.
Command: National lead with @GGA liaison; international aid lanes open.
Look: Fields link across towns, rivers, ridgelines, or coastal belts; ocean belts create kill-lanes at sea. Boss windows chain together.
Monsters: B commanders everywhere; A bosses in parallel; a known S presence is likely.
Civ Risk: Region-scale movement, protected convoys, industry pause.
Team (recommended): 16–30 with layered command: 8–12 C, 6–8 B, 3–4 A, plus 1–2 S rotating or co-anchored.
If no S available, double the A count and expect higher losses/time.
Support: Continuous arrays, air/sea pickets, counter-siege artillery, deep med/logistics stack, relief corridors.
Command: Lead state/coalition command (e.g., @CDSA, @RSDC, @PLDC) under @GGA coordination.
Look: Rule changes in physics or time; sky or sea turns hostile; city plates shift; multiple Fields weave. The Break tries to “own” the map.
Monsters: Multiple A bosses active at once; S titans shaping terrain; lesser ranks pour nonstop.
Civ Risk: Existential for the region; worst-case, for a nation.
Team (recommended): Tiered task force: 2–3 S anchors minimum, 8–12 A, 10–20 B/C in rotating cells, with reserve C lines.
Support: Everything: maximum arrays, heavy forts, full naval/air nets, strategic evacuations, long-cycle sutures.
Command: Joint international under @GGA mandate. Salvage law shifts to life-priority.
(Abyssal): Water pressure, currents, and limited sight. Add 1–2 C/B divers and ships. Use net curtains, buoy lattices, and deck casters.
(Polar/High-Wind): Cold sabotage and whiteout. Extra time for setup and warm gear.
(Crucible): Controlled live-fire zone; threat is real but perimeter is strong. Use for training and research; keep med on standby.
(Gate Belt/Transit): Rail/harbor/air corridors affected; higher chance of mobile Fields. Add route-clear teams.
(Relic-Rich): Salvage pressure is high. Station auditors to prevent chaos.
Escalate one level if:
Tide doubles for >3 hours,
A B commander holds ground for >1 hour,
A boss (A) shows before scheduled window,
Civ casualties cross local hospital surge capacity.
Downgrade one level if for 12–24 hours:
Tide stays below D-pack strength,
No C elites appear,
Arrays hold dormancy without manual refresh,
Civ services stay online and evac corridors stay clear.
L0–L1: City offices, registered guilds, and local militias.
L2: City with regional support; national on alert.
L3: National authority leads; city supports.
L4–L5: National or coalition lead with @GGA coordination.
L6: Joint international under @GGA; all partners contribute.
L1: Light armor, batons/blades, sidearms, foam/flare seals.
L2: Medium armor, crowd-safe AOE, drone eyes, med sled.
L3: Heavy armor, anti-commander kits, portable arrays, shield wagons.
L4: Siege gear, long-burn sutures, evac buses, counter-siege launchers.
L5–L6: Full forts, continuous arrays, picket nets (sea/air), field hospitals.
L2 Fast Clear: 1 A, 2 C, 2 D (A leads; C’s hit elites; D’s screen).
L3 Hold & Strike: 1 A, 3 B, 4 C (A anchors boss window; B’s hunt commanders; C’s cordon).
L4 Rolling Siege: 1 S, 4 A, 5 B, 6 C (S pins main boss; A/B rotate; C secures lines).
L5 Dual-Anchor: 2 S, 6 A, 6 B, 8 C (Two fronts, staggered arrays and med).
L6 Last Stand: 3 S, 10 A, 12 B, 12 C + reserves (multi-window control, nonstop relief).
L1–L2: Standard local salvage (licensed only). Keep streets open.
L3: Controlled salvage lanes with city chits; hospitals first.
L4–L5: Coalition salvage pools; rationing and escorted convoys.
L6: Life-priority only until Black Level ends; audits later.
DB-L1: E–D mobs. Send: 2–3 E–D + 1 C.
DB-L2: D swarms, C elites. Send: 3–4 D–C + 1–2 C/B (or 1 A + 2–4 C).
DB-L3: C heavy, B frequent, A window. Send: 4–6 C, 2–3 B, 1 A (or 1 S + 3–5 B/C).
DB-L4: C–B constant, A repeats, S possible. Send: 6–8 C, 3–5 B, 1–2 A (or 1 S + 4–6 A/B).
DB-L5: B everywhere, A parallel, S likely. Send: 8–12 C, 6–8 B, 3–4 A, 1–2 S.
DB-L6: A stacks, S active. Send: 10–20 C, 8–12 B, 8–10 A, 2–3 S minimum.
@KHATIM Arrays are your lever to stretch dormancy and open safe windows; they become standard at L3+, mandatory at L4+.
The @GGA coordinates cross-border aid and array standards; national authorities (@DCRA, @CDSA, @RSDC, @PLDC, @AGSA partners, etc.) run the ground fight.
Crucibles are still real Breaks—marked with the (Crucible) modifier—but they operate inside a fortified perimeter and strict medical oversight.