"By the time the Ironclad squad realized they were being picked apart, the Strider had already moved three times. They were shooting at where she had been. She was somewhere else entirely, reading the next shot."
— Field debrief, Ironclad Dominion Tactical Review, Debt Cycle 9Striders remove threats before the threats arrive.
You mark one target — a resonance tag reading their movement, breathing, and hemotech signatures — and everything you put into them lands harder. One mark at a time. Switching costs you, so the class rewards deciding early who matters most and being right.
As you advance, the mark stops being a damage bonus and becomes a sentence: their saves fail, their speed drops, and eventually their death sets off a pulse that stuns whoever was standing too close. Then you move, because the whole point is never being where they're shooting.
Controls altitude. Airship crews, cliff-face scouts, tower-top sentinels — and overwatch zones that punish anyone crossing the ground below.
Controls time. Out of the deep Wastes, where landmarks don't exist and the things hunting you have been at it since before the Mourning. They find you eventually.
Level progression to 20, every class feature, both paths in detail, and the Relic cards. Free with an account — no payment, no tier. We'll email you a sign-in link.
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