The five machines
Every finding in your pentest walks the lane as one of five machines, scaled by severity. A Critical is a four-metre mech. An Info is a courier drone that never fights back. Nothing in between is left out.
None of it can touch you. Every boss weapon below, twin cannons, a carbine, an optical lance, is spectacle only. It never reduces your health or ends your run.
SIEGE FRAME
Four-metre mech

SIEGE FRAME closing in, both arm cannons tracking.

- Height
- 4.0 m
- Phases
- 3
- Plating
- 6 plates x 6 HP
- Core
- 4 HP, smallest exposure
- Points
- 6,000 + 900 clear bonus per phase
Attack (spectacle only, it cannot hurt you)
Twin arm cannons, 10 rounds alternating
Behaviour
- Slowest walker
- never jukes
- core lockout 3.5 s + vent wave on core damage
- re-armour ladder 6/4/2 plates
- deploys bee swarms (3 per wave, every 9 s, max 6 live)
- breach in 38 s
ENFORCER
Two-metre humanoid

ENFORCER on approach, plating still intact.

- Height
- 2.1 m
- Phases
- 2
- Plating
- 4 plates x 4 HP
- Core
- 8 HP
- Points
- 1,800 + 600
Attack (spectacle only, it cannot hurt you)
Carbine, 3 deliberate rounds
Behaviour
- At half health sheds broken plating, re-armours with two fresh plates and speeds up
- jukes every 1.2 s
HUNTER
Sub-metre canine

HUNTER moving fast, sensor bar live.

- Height
- 0.9 m
- Phases
- 1
- Plating
- 2 plates x 3 HP
- Core
- 4 HP
- Points
- 700 + 200
Attack (spectacle only, it cannot hurt you)
Optical lance, 4 pulses from its single sensor bar
Behaviour
- Fastest machine in the bestiary
- jukes every 0.6 s
- breach in 14 s
SWARM
Twelve-bee swarm

The swarm advancing on the wall, twelve bees strong.

- Height
- 0.18 m each
- Phases
- 1
- Plating
- none
- Core
- 1 HP each
- Points
- 40 per bee + 250 clear
Attack (spectacle only, it cannot hurt you)
Unarmed
Behaviour
- All core: shoot anywhere, it dies
- jukes constantly
- breach in 18 s
COURIER
Small courier drone

COURIER inbound, well ahead of any threat.

- Height
- 0.35 m
- Phases
- 1
- Plating
- none
- Core
- 1 HP
- Points
- 50
Attack (spectacle only, it cannot hurt you)
Unarmed
Behaviour
- Not a threat: arrives ahead of the fights and drops an intel cache
- never advances on the wall
How findings become bosses
A finding only ever hands the range a 4-field payload: an opaque id, a title, a category, and a severity. That severity is a straight cast to a machine.
On this page the ladder runs from Critical down to Info, to match how we report severity everywhere else. In the range itself the order flips: an encounter climbs from Info up to Critical, so the single worst finding in your pentest is always the finale. The first thing you meet in any chain is COURIER, dropping its intel cache at 2.5 seconds, well before HUNTER, ENFORCER, or SIEGE FRAME can reach the wall.
Loot caches
LOADED
A special ammunition load for whichever gun is already in your hand. Tried first, every drop.
FIELD KIT
Failing that, an 80% chance of a 22-second loan on a heavier weapon: SHELLSHOCK, SPEARPHISH, SUDO, DDoS, or LOGIC BOMB.
SCORE SURGE
Otherwise, a x1.5 score multiplier for 15 seconds.
Remediation banking
Fix a finding for real and its next visit to the range banks a permanent reward, by severity.
| Severity | Reward | Banked as |
|---|---|---|
| info | +1 intel cache per run (cap 5) | INTEL NETWORK EXPANDED |
| low | +3% boss score (cap 25%) | HAZARD PAY +3% |
| medium | +12% boss damage (cap 60%) | ORDNANCE UPGRADE +12% |
| high | A permanent standard-rack weapon unlock | UNLOCKED: {NAME} |
| critical | A permanent prestige unlock (SPEARPHISH, then SUDO, then LOGIC BOMB, then SIGKILL) plus +1 boss encounter per run | CONTRACT EXPANDED |
Boss runs stay off the record
Once a finding becomes a boss, the encounter carries only its opaque id, title, category, and severity, with no reference path back to the pentest it came from. THREAT ASSESSMENT runs, built from your own findings, can never post to the global leaderboard, a share link, or a QR code, by design.
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