Void Entities
AX.GAT.13.02 - Void Entities
About Void Entities
The Ki Nebula is not empty. It contains remnants and active systems from the period when the ancient Chaos power used the region as a proving ground, biological magi-tech constructs, self-replicating organisms, and the evolutionary descendants of deliberate weapons programs left without direction or oversight. Survey Corps expeditions have catalogued dozens of void phenomena; what has been catalogued represents a fraction of what the nebula contains.
Void entities share certain characteristics: they are adapted to conditions that no unprotected biological organism survives, they have been shaped by the nebula's EM density and stellar radiation in ways that produce behaviors and capabilities with no equivalent on inhabited worlds, and some of them, particularly the older ones, register in Void Attunement perception before they register on instruments.
The entities in this file are organized from least dangerous to most. The Legendary entry represents a category of threat that the station's population has not encountered directly and that the Survey Corps has documented only from debris evidence and navigation anomalies.
A note on Chaos origin: Most void entities are Chaos-adjacent, products of the biological magi-tech systems the ancient Chaos power developed. This does not mean they are directed or purposeful in any cosmological sense. They are organisms doing what organisms do: feeding, reproducing, responding to stimuli. The Chaos origin matters for understanding their design logic and for certain tradition interactions, not for ascribing intent.
Category Overview: Common Traits
- Void entities are not subject to vacuum exposure; they evolved in it
- Most are not affected by radiation at levels that would harm biological organisms; some use radiation as a sensory medium
- Electronic equipment in active proximity to certain void entities may trigger EM Surge-like conditions (noted per entry)
- Void Attunement practitioners perceive void entities at greater range than instruments, and may gain advantage dice as specified per entry
- Standard biological conditions (Distracted, Hindered) apply to void entities unless the entry specifies otherwise
Threat Entries
Nebula Drifter
Minion, Biological, Void-Origin
A colonial organism that drifts through the nebula's currents in loose clusters, feeding on EM radiation and opportunistically consuming organic material it encounters. Individually fragile; dangerous in numbers.
Body: 2D Speed: 1D Wit: 1D Health: 27 Defense: 1
Attacks: - Absorption Contact: Touch, 1D damage, the Drifter adheres to a target on a hit; adhered targets take 1D damage at the start of each Turn until the Drifter is removed (Speed + Athletics roll, Threshold 2, as a Primary Action) - EM Burst (Cluster only): Close, no damage, when 3 or more Drifters are within Touch of each other, they may release a coordinated EM burst as a group action; all electronic equipment held by targets in Close range applies Disadvantage for one Turn
Special Abilities: - Colonial Dispersion: Drifters do not use standard formation tactics. When a cluster of 4+ is reduced to 2 or fewer, the survivors scatter rather than continue the encounter. Treat scattered Drifters as no longer a threat for the current scene. - Radiation Feeding: In high-radiation zones, Drifters regenerate 1 HP at the start of each Turn.
Weakness: Electrical discharge (Arc Theory Discharge or arc weapons) deals +2D damage to Drifters; the EM disruption disrupts their colonial coordination and prevents EM Burst for one Turn per hit.
Containment: Containment canisters rated for EM-active organisms; standard vacuum containers are insufficient, Drifters can phase partially through unsealed joints. A contained Drifter cluster can be kept stable in a shielded container indefinitely.
Deploy Drifters as environmental pressure in void operations, an encounter complication rather than the primary threat. A cluster that finds its way into the station through a compromised seal is a Tier 2 situation that escalates fast if the response team isn't prepared for colonial EM behavior.
Void Crawler
Standard, Biological, Void-Origin
A predatory organism adapted to move along hull surfaces and through structural gaps using magnetic adhesion. Void Attunement practitioners perceive Crawlers before instruments detect them; the tradition reads the Crawler's magnetic signature against background nebula fields.
Body: 3D Speed: 3D Wit: 2D Health: 33 Defense: 3
Attacks: - Armored Strike: Touch, 2D damage, the Crawler's limb structure is reinforced; this attack ignores 1 point of Armor Value - Breach Attempt: Touch, no damage, the Crawler attempts to puncture a vacuum suit or thin hull material; target makes a Speed Save (Threshold 2) or their suit gains a breach (initiating Vacuum Exposure, Exposed; AX.GAT.08.02) or the hull section loses integrity (GM determines structural consequence) - Magnetic Grip: Touch, the Crawler grapples a target; the target is Hindered (−2D physical) until they break the grip (Body Save, Threshold 3, as a Primary Action)
Special Abilities: - Hull Navigation: The Crawler moves along any metal surface at full Speed without a roll, including vertical surfaces and the exterior hull in vacuum. - Magnetic Signature: Void Attunement practitioners automatically detect Void Crawlers at Near range, even through hull material. Instruments detect them at Close range.
Weakness: Removing the Crawler from a metal surface into open space disorients it; it loses its Hull Navigation ability and all rolls are at Disadvantage until it reattaches to a surface (Threshold 2 Speed roll as a Primary Action). Magnetic disruption (arc weapons targeting the Crawler's grip system rather than its body) applies Hindered for one scene.
Containment: Void Crawlers are studied by Survey Corps xenobiologists. A Crawler can be contained in a magnetically shielded enclosure, if the enclosure is metal without disruption, the Crawler will simply adhere to the interior surface and remain docile. Live containment for research is feasible; transport requires shielded containers rated for full hull pressure.
Void Crawlers are the most common encounter in hull-exterior operations. They do not attack out of aggression; they investigate heat signatures and movement as potential feeding opportunities. An encounter with a single Crawler is a problem; three Crawlers on a team member's suit during an EVA operation is a crisis.
Resonance Echo
Elite, Hybrid, Void-Origin
A void entity of uncertain origin, part organism, part structured EM phenomenon, that exists in a state between physical presence and energy pattern. Instruments register it inconsistently. Void Attunement practitioners perceive it clearly; Psionics practitioners experience its proximity as acute sensory disruption. The Survey Corps classification as "hybrid" reflects that no one has determined whether it has a body in the conventional sense.
Body: 3D Speed: 4D Wit: 4D Health: 35 Defense: 4
Attacks: - Resonance Strike: Close, 2D damage, an EM discharge that bypasses physical armor (Armor Value does not apply); electronic targets (Synthari, CI-augmented characters, droids, electronic equipment) take +1D additional damage - Dissonance Pulse: Near, 1D damage, affects all targets in range simultaneously; triggers EM Surge conditions (AX.GAT.08.02) on all electronic systems in Near range for one Turn - Phase Step: No action required, the Echo can move through solid barriers (hull sections, bulkheads, doors) as if they are not present; this does not cost movement actions
Special Abilities: - Instrument Interference: All electronic sensing equipment in Close range of the Resonance Echo operates at Disadvantage; standard scanners cannot establish a lock on the Echo while it is in motion. - Psionic Disruption: Psionics applications made against the Resonance Echo or while within Near range of it are Overloaded regardless of the practitioner's current Flux state. The Echo's EM nature disrupts psionic contact rather than enabling it. - Void Attunement Clarity: Void Attunement practitioners are not subject to the Instrument Interference effect for their tradition-based perception. Void Attunement Read and Reach applications targeting the Resonance Echo gain +1D; the Echo's energy pattern is precisely what Void Attunement reads. - Phase Coherence: Physical attacks against the Echo require the attacker to succeed on a Wit + Notice roll (Threshold 2) to establish a targeting lock before rolling the attack. On failure, the attack passes through the Echo's current phase state and deals no damage. Arc Theory attacks and Void Attunement applications bypass this requirement; they target the Echo's EM nature directly.
Weakness: Sustained Arc Theory application (not just a single Discharge, a practitioner maintaining Field application for two consecutive Turns) forces the Echo into full physical coherence for one scene, removing Phase Coherence and Instrument Interference. A Resonance Anchor Focus (AX.GAT.08.04) used against the Echo similarly stabilizes its phase state, applying the same effect.
Containment: Theoretical. A containment field rated for EM-active entities and maintained by a Void Attunement practitioner using Resonance Anchor can stabilize the Echo's phase state in place. No Survey Corps mission has successfully transported a live Resonance Echo; the two attempts resulted in containment failure during transit.
The Resonance Echo is the encounter that teaches players the difference between instruments and tradition perception. Deploy it when you want to reward Void Attunement investment and create a specific challenge for CI-heavy parties. It is not aggressive by default; it investigates power sources and EM-active systems. Aggression triggers when it is confined or when someone attempts direct contact.
Void Leviathan (Juvenile)
Champion, Biological, Void-Origin
The juvenile stage of a creature the Survey Corps has never successfully observed at full maturity. Juvenile specimens have been encountered in the outer reaches of the Ki Nebula's accessible zones, large enough to threaten small spacecraft and Station wing sections, small enough that the collision was survivable. What the adult form represents in scale is not known; debris evidence and navigation anomalies at the nebula's deeper coordinates suggest something much larger.
Body: 5D Speed: 3D Wit: 2D Health: 65 Defense: 2
Attacks: - Ram: Close, 4D damage, the Leviathan drives its mass into a target; on Critical Success, the target (if a structure or vehicle) loses integrity in the struck section; personnel targets are knocked Back (moved Near in a direction of the GM's choice; Speed Save Threshold 3 to avoid) - Bio-EM Discharge: Near, 3D damage, an organ-generated electromagnetic burst affecting all targets within range simultaneously; triggers EM Surge on all electronic equipment at Near range for one scene (not one Turn; this Surge lasts until the encounter ends or the Leviathan is driven off) - Void Drag: Close, no damage, the Leviathan uses its gravitational mass to pull targets toward it; all characters within Close range must succeed on a Body Save (Threshold 3) or be moved to Touch range; characters at Touch range at the start of the Leviathan's Turn take 1D bludgeoning damage from the pull
Special Abilities: - Scale Resistance: Attacks made with personal weapons (not vehicle weapons or heavy ordnance) deal half damage to the Void Leviathan, round down. The creature's biology is designed to absorb the environmental stresses of the deep void; small-arms fire is an irritant. - Persistent EM Field: Electronic systems within Near range of the Leviathan operate at Disadvantage at all times, not just during Bio-EM Discharge. This is the Leviathan's ambient presence affecting the local EM environment. - Void Attunement Reading: A Void Attunement practitioner who succeeds on a Hazard Read (AX.GAT.08.04) before the Leviathan attacks may read its movement vectors one Turn in advance, the party gains +1D to Speed Saves and defense-relevant rolls for one Turn. A Deep Resonance application (Threshold 4) allows the practitioner to attempt to redirect the Leviathan's attention, it may disengage and move toward whatever the practitioner directs its perception toward, GM discretion on success.
Weakness: The Leviathan responds to threats by moving away from concentrated pain rather than escalating engagement; it is a creature, not a tactician. Dealing 25+ damage in a single Turn (from any source, including vehicle weapons) triggers a retreat response. It does not return to the same area in the current session. Arc Theory Field application sustained at the Leviathan's EM organ disrupts Bio-EM Discharge for the remainder of the encounter.
Containment: Not applicable at juvenile scale, the creature is too large for any station facility. Deterrence is the operational goal; driving it off is the win condition. The Survey Corps has standing orders to collect biological samples during encounters if personnel safety allows.
The Juvenile Leviathan is a scale encounter; it changes what the party can do by removing the assumption that personal weapons solve the problem. Deploy it when the party needs to think about environment, tradition capabilities, and vehicle assets rather than attacking into the teeth. The EM Field makes it an encounter that hurts everyone regardless of their attack plan.
The Confluence
Legendary, Hybrid, Void-Origin
Survey Corps designation for a class of void phenomenon that has never been directly observed at full expression, only encountered in its advance effects: navigation anomalies, instrument blackouts across entire sectors, Void Attunement practitioners reporting perceptions that have no correlate in any known taxonomy. The working classification is "Hybrid" because the data suggests both physical mass and EM coherence at scales that make the Resonance Echo look like a local weather event. Whether The Confluence is a single entity, a colonial superorganism, or a Chaos-origin construct that has been building toward something for centuries is a question the Survey Corps has no answer to.
The following stat block represents a Confluence event at its periphery, the leading edge of its EM influence and the smallest physical expressions that reach terminal space. Encountering the Confluence's core is a campaign-arc event, not a combat encounter.
Body: 7D Speed: 4D Wit: 6D Health: 90 Defense: 3
Attacks: - Resonance Collapse: Near, 5D damage, a focused collapse of local EM coherence affecting a single target; the target's electronic equipment ceases to function until repaired (Controlled-tier equipment requires Advanced Engineering Kit to restore; Standard equipment is destroyed); Synthari targets must succeed on a Wit Save (Threshold 4) or gain the Incapacitated condition as their integrated systems are overwhelmed - Tidal Force: Far, 3D damage, a gravitational anomaly that affects all targets in a Near-radius zone simultaneously; all targets in the zone are repositioned to a location of the GM's choice within Far range (no save, the force is sufficient to move a small spacecraft); structures in the zone take structural damage - Void Inversion: Close (Touch on Legendary scale), 4D damage, direct contact with the Confluence's physical expression; a character who takes damage from this attack also gains the Void Flood condition (AX.GAT.08.02, Disoriented, no Void Attunement until Short Rest) regardless of whether they practice Void Attunement
Special Abilities: - Station-Scale EM Disruption: The Confluence's presence within Far range of Astraeus Terminal triggers a persistent EM Surge condition across all affected systems, not for one scene, but for as long as it remains in range. The station's primary electronic systems begin failing; the Vigilants' analytical division loses instrument coverage; Oryx Logistics' supply tracking ceases to function. This is not an attack, it is the Confluence existing. - Void Attunement Double-Edge: Void Attunement practitioners within Far range of the Confluence can perceive its internal structure, the tradition reads the phenomenon at a resolution that no instrument achieves. This gives practitioners unique tactical intelligence (GM provides one piece of specific information about the Confluence's composition or approach vector per scene). However, practitioners attempting to use Resonate applications against the Confluence must succeed on a Wit Save (Threshold 4) or gain Void Flood, the phenomenon's scale overwhelms the practitioner's attunement before the application completes. - Distributed Coherence: Damage dealt to the Confluence's physical expressions (what the party can actually attack) does not reduce its Health unless dealt specifically to identified coherence nodes, structures within the Confluence that maintain its organized function. A Void Attunement Structural Read (Threshold 3) or a successful scanner analysis (Wit + Notice, Threshold 4, at Close range during a lull in EM disruption) identifies a coherence node. A node has 25 HP and Defense 2; destroying three nodes ends the Confluence's active engagement for the current session. - Psionics Null: Psionics applications against the Confluence have no effect. The phenomenon has no discernible emotional or cognitive architecture that the tradition can contact. This is not resistance; there is simply nothing there for Psionics to reach.
Weakness: Coherence nodes (identified above). Additionally: the Confluence is responding to something, it does not navigate randomly. A Void Attunement Deep Resonance application (Threshold 5) can identify what has drawn it to the Terminal's vicinity, providing the information needed to redirect it by addressing whatever signal it is following. This is the win condition that does not involve destroying it, remove what it is coming for.
Containment: Not applicable. The Confluence is a campaign arc, not an encounter. The party cannot fight it into submission; they can drive it off, redirect it, or survive long enough to understand what it wants. The scenario in which the party succeeds is one in which they have built the faction relationships, tradition competencies, and intelligence needed to address the cause rather than the symptom.
The Confluence is the answer to "what's the worst thing that could come out of the Ki Nebula?" Deploy it as a campaign pressure, the survey anomalies, the navigator's reports, the Void Attunement practitioner's inability to sleep in the outer habitation ring, long before it becomes an encounter. When it arrives, it should feel earned and inevitable. The coherence node structure gives the party a way to engage meaningfully; the Deep Resonance win condition gives Void Attunement practitioners a campaign-decisive moment.
Variant Rules
Swarm Encounters: When deploying four or more Minion-tier Drifter clusters simultaneously, treat them as a single Swarm entity with combined Health (sum all individual Health totals), Defense 1, and the ability to use EM Burst as a standard action without the cluster size requirement. The Swarm disperses when reduced to 25% Health.
EM Environment Encounters: When an encounter takes place in the Ki Nebula or in a high-radiation zone, the GM may apply a persistent EM condition, treat all electronic equipment as functioning under EM Surge rules (Disadvantage) for the duration of the encounter, without requiring a specific EM Surge event. This represents the nebula's baseline interference rather than a sudden spike.
Void Entity Escalation: Void entities encountered near the station are not necessarily the most dangerous thing in the area. When the party defeats or drives off a void entity, the GM may have a Void Attunement practitioner make a Hazard Read, a success indicates whether something attracted the entity here, and whether what attracted it is still present.
Plot Hooks
Hull Walkers, Three Void Crawlers have entered the station through a compromised airlock seal in the outer Hangar Ring. Vigilant response is delayed, the EM interference the Crawlers generate has disrupted the monitoring system that should have flagged the breach. The Survey Corps wants at least one contained alive. The Vigilants want them destroyed before they reach a populated section. The party is the team on-site when the seal fails.
The Echo in the Archive, A Resonance Echo has entered the station through a power relay conduit and established itself in the Auric section of the Spire's lower levels. It is not attacking, it is interacting with the Auric archive systems in a way that the station's instruments cannot parse. The Auric residents know it is there but have not reported it to the Vigilants. Someone else noticed the power anomalies and has reported them to Oryx Logistics. The party arrives before the situation becomes a formal Vigilant response.
Juvenile Contact, A Survey Corps vessel on a routine nebula boundary transit was struck by a Juvenile Leviathan and is limping back to the Terminal on partial power. The ship cannot dock safely at its current velocity; the Leviathan has not disengaged. The party has a vessel that can reach the damaged ship before it makes its final approach. The question is whether the solution is driving off the Leviathan or getting the crew off before the ship has to make an emergency stop that kills everyone aboard.
The Signal, Station instruments have detected a navigational anomaly at the nebula's edge that Void Attunement practitioners describe differently than the instrument read: the instruments say debris field; the practitioners say something is there and it is paying attention. The Survey Corps Director has not yet decided whether to send an expedition or suppress the report to prevent a station-wide panic. The party becomes involved when one of the practitioners, frightened enough to break chain-of-command, brings what she perceived to someone she trusts.