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.
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).
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.
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.
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.
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.
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.
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.
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.
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.
(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.
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 overflow capacity.
Downgrade one level if for 12–24 hours:
Tide stays below D-pack strength,
No C elites appear,
Seal rigs hold dormancy without manual refresh,
Civ services stay online and evacuation 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 coordination from the world Gate authority.
L6: Joint international under the world Gate authority; 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 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.
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).
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.
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.
@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.