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  1. Dungeon Break
  2. Lore

Threat Levels

Dungeon Break Threat Levels (for Franz)

A clear, shared scale used by the US Gate agency, the world Gate authority’s blocs, and partner coalitions to size a Gate, match it to monster ranks, and assign the right number and rank of heroes (“Breakers”). Wording is simple. Numbers are conservative on purpose.


Keys You’ll See Everywhere

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; lieutenants who boost how many monsters come out.

  • A: very high danger level bosses; anchor the Gate’s behavior.

  • S: titans/primarchs; reshape terrain and rules.

Gate Anatomy (plain terms):

  • Mouth (where mobs appear), Field (active zone), Tide (how fast monsters come out), Window (when a boss shows), Dormancy (quiet cycle, often managed with @Seal Rigs).


How to Read a Threat Level

  • Threat level # (Modifier, if any)
    Example: Threat level 3 (Urban, Abyssal) = Level 3 city Gate with ocean/abyss traits.

  • Every level lists: what it looks like, monster mix, civilian risk, recommended team, support, and who’s in charge.


Level-by-Level Standard

Threat level 0 (Dormant / Contained)

  • Look: Mouth sealed or sleeping. No active Tide. Seal rigs 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, @Seal Rig maintenance.

  • Command: Local city watch or facility staff.


Threat level 1 (Trace Breach)

  • 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 Gate office; notify regional desk.


Threat level 2 (Localized Gate)

  • 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 evacuation.

  • 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 seals.

  • Command: City authority with regional liaison.


Threat level 3 (Urban Gate)

  • Look: City district footprint (markets, rail yards, ring roads, or rig-rings). Waves of monsters come 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 overload.

  • 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: @Seal Rigs (partial), armored evacuation, mobile field clinics, signal-blocking units.

  • Command: National Gate authority (e.g., the US Gate agency) assumes lead; city stays in the loop.


Threat level 4 (City Siege)

  • Look: Multi-mouth net or a moving Field that hops between transit hubs, harbor rings, tower city 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 @Seal Rig deployment, shield corridors, heavy lift, long-burn seals, logistics trains.

  • Command: National lead with a liaison from the world Gate authority; international aid lanes open.


Threat level 5 (Regional Event)

  • Look: Fields link across towns, rivers, ridgelines, or coastal strips; ocean strips create firing 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 seal rigs, air/sea pickets, counter-siege artillery, deep med/logistics stack, relief corridors.

  • Command: Lead state/coalition command (e.g., the Chinese, Russian or Latin American Gate agency) under coordination by the world Gate authority.


Threat level 6, Black Level (Cataclysm)

  • Look: Rule changes in physics or time; sky or sea turns hostile; city plates shift; multiple Fields weave. The Gate tries to “own” the map.

  • Monsters: Multiple A bosses active at once; S or 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 seal rigs, heavy forts, full naval/air nets, strategic evacuations, long-cycle seals.

  • Command: Joint international under a mandate from the world Gate authority. Salvage law shifts to life-priority.


Modifiers (Attach to Any Level)

  • (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.

  • (Defense Ring/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.


Escalation & Downgrade Rules (Quick)

  • Escalate one level if:

    1. Tide doubles for >3 hours,

    2. A B commander holds ground for >1 hour,

    3. A boss (A) shows before scheduled window,

    4. Civ casualties cross local hospital overflow capacity.

  • Downgrade one level if for 12–24 hours:

    1. Tide stays below D-pack strength,

    2. No C elites appear,

    3. Seal rigs hold dormancy without manual refresh,

    4. Civ services stay online and evacuation corridors stay clear.


Tasking by Agency (Typical)

  • 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 coordination from the world Gate authority.

  • L6: Joint international under the world Gate authority; all partners contribute.


Loadout Guidance by Level (Short List)

  • 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 seal rigs, shield wagons.

  • L4: Siege gear, long-burn seals, evacuation buses, counter-siege launchers.

  • L5–L6: Full forts, continuous seal rigs, picket nets (sea/air), field hospitals.


Example Team Compositions

  • 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 seal rigs and med).

  • L6 Last Stand: 3 S, 10 A, 12 B, 12 C + reserves (multi-window control, nonstop relief).


Salvage & Civil Rules

  • 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.


Quick Field Card (for posting)

Threat level 1: E–D mobs. Send: 2–3 E–D + 1 C.
Threat level 2: D swarms, C elites. Send: 3–4 D–C + 1–2 C/B (or 1 A + 2–4 C).
Threat level 3: C heavy, B frequent, A window. Send: 4–6 C, 2–3 B, 1 A (or 1 S + 3–5 B/C).
Threat level 4: C–B constant, A repeats, S possible. Send: 6–8 C, 3–5 B, 1–2 A (or 1 S + 4–6 A/B).
Threat level 5: B everywhere, A parallel, S likely. Send: 8–12 C, 6–8 B, 3–4 A, 1–2 S.
Threat level 6: A stacks, S active. Send: 10–20 C, 8–12 B, 8–10 A, 2–3 S minimum.


Notes to Keep It Aligned With Existing Lore

  • @Seal Rig units are your lever to stretch dormancy and open safe windows; they become standard at L3+, mandatory at L4+.

  • The world Gate authority coordinates cross-border aid and seal rig standards; national authorities (the US, Chinese, Russian and Latin American Gate agencies, African Gate agency partners, etc.) run the ground fight.

  • Crucibles are still real Gates, marked with the (Crucible) modifier, but they operate inside a fortified perimeter and strict medical oversight.