Professional Rating and Threat Level System Draft

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Grunts have two stats that describe their effectiveness.

Professional Rating

As described in more detail on pages 379 and 380 in the core rule book, the Professional Rating scale dictates the training and mental fortitude of the unit.

  • PR 0 - Untrained (Mall cops and thugs)
  • PR 1 and PR 2 - Semi-trained (Recruit soldiers, rookie cops, gangers and security staff)
  • PR 3 and PR 4 - Trained (Organized crime members, Professional bodyguards, experienced cops, and typical mercenary units)
  • PR 5 and PR 6 - Elite (HTR, Swat and Special forces)

Threat Level

This is the Haven house ruled measuring scale for how threatening an NPC is. The Threat Level scale is derived from fitting a function to all the known CGL statted units. Threat level should rarely exceed the unit's Professional Rating. If it does, it should hold up to scrutiny. Typical examples include giving a PR2 unit a riot vehicle, fighter pilots with multi-million nuyen aircraft and fire fighters with expensive trucks. Typically, this higher than expected threat level for a unit's PR rating comes from the resources column only. Increases in attributes and skill level are highly unusual and will need to hold up to a high degree of thematic and mechanical inspection before approval. Increasing the threat higher that the Professional Rating along multiple columns is discouraged and unlikely to get approval from the council.

If a unit's TL exceeds their PR, they will be treated as a less disposable unit. If things are going south for a team composed of multiple grunts, the high TL unit will try to escape to reduce the loss of resources to the grunt's faction.


The Threat Level system is as follows.

Threat Level Base Attributes Total Spent (Starting at metatype base) Max Attribute Delta from Metatype base Skill/Knowledge Points Spent Skill/Knowledge Max Skill Group Points Spent Skill Group Max Resources Spirit Force/Sprite Level/Resonance Grade/Magic Score Submersion Grade/Initiation Grade
0 15 3 9 3 0 0 500.00 1 0
1 18 4 18 4 3 2 14,000 2 0
2 20 4 25 5 4 3 39,000 3 0
3 21 5 31 5 4 3 74,000 4 0
4 23 5 36 6 6 4 136,000 5 0
5 26 6 39 7 10 6 236,000 6 0
6 31 6 41 9 20 10 391,000 7 1
7 31 7 41 12 20 12 613,000 8 2
8 31 7 41 12 20 12 918,000 9 3
9 31 7 41 12 20 12 1,321,000 10 4
10 31 7 41 12 20 12 1,834,000 11 5
11 31 7 41 12 20 12 2,474,000 12 6
12 31 7 41 13 20 12 3,254,000 13 7
13 31 7 41 13 20 12 4,188,000 14 8
14 31 7 41 13 20 12 5,291,000 15 9

Vehicles: Use these rules to stat out the controlling rigger or driver. Consider vehicles at the unit level and use thematically appropriate vehicles.

Gear: Limit gangers to availability 12 or lower. Restrict corporate units to operate in a non-extraterritorial land to 19 lower with no forbidden items unless they are acting as law enforcement. Extraterritorial corporate units can have forbidden gear.

Decks: Ignore the cost of a deck in building your grunt. Pick any deck that is their threat level minus one in device rating with a floor of one.

Comlinks and RCCs: Device Rating of these are limited to the threat level.

You do not have to spend every point available in a threat category. It is fine to have a threat level 5 pilot flying a VTOL, for example, making the combined unit threat level 8. Avoid skill specializations unless the unit is known for that skill. For example, Enduring Resistance protesters have a spec in spray paint to their artisan skill.