Threat Level System

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Build your grunt following this table.

Threat Level Attributes Total Spent Attributes Max Skill/Knowledge Points Spent Skill/Knowledge Max Skill Group Points Spent Skill Group Max Resources Special Attribute
0 15 3 9 3 0 0 500.00 1
1 18 4 18 4 3 2 13,513.90 2
2 20 4 25 5 4 3 38,925.00 3
3 21 5 31 5 4 3 74,985.80 4
4 23 5 36 6 6 4 136,093.00 5
5 26 6 39 7 10 6 236,642.00 6
6 31 6 41 9 20 10 391,029.00 7
7 31 7 41 12 20 12 613,651.00 8
8 31 7 41 12 20 12 918,904.00 9
9 31 7 41 12 20 12 1,321,180.00 10
10 31 7 41 12 20 12 1,834,890.00 11
11 31 7 41 12 20 12 2,474,410.00 12
12 31 7 41 13 20 12 3,254,150.00 13
13 31 7 41 13 20 12 4,188,500.00 14
14 31 7 41 13 20 12 5,291,859 15

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.