A hostile presence triggers a real battle against a Breach entity, not an abstract loss. Intensity is rolled after the “hostile presence” result; space uses a single ratio for the enemy budget, while land rolls a ratio for each unit type.
| Intensity | Probability | Space ratio applied to enemy budget | Land ratio rolled per unit type |
|---|---|---|---|
| Small | 60 % | 20 % to 30 % | 10 % to 20 % |
| Medium | 30 % | 40 % to 60 % | 30 % to 50 % |
| Large | 10 % | 60 % to 70 % | 65 % to 85 % |
With a small number of units, the actual hostile force may be proportionally larger than the stated ratio. Enemy units remain whole: any positive fraction is rounded up to at least one unit of the relevant model or type. For example, in a small space encounter at 20% after sending one ship, a calculation of 0,2 of a hostile ship yields one whole ship. The same rounding applies to land encounters.
The presence receives combat technologies randomly rolled between −3 and +3 relative to the player. Enemy forces bear Breach class names in reports; these names are cosmetic and do not change the statistics of Errant models or copied units, losses, wounded, or captures.
A hostile encounter generates an exploration narrative message and a detailed battle report. For space fleets, a return mission is created if ships survive. The specific rules for space combat and Debris fields are detailed in Space Encounter, Debris, and Position 11; land combat results are covered in Land Encounter.
Example
A fleet may encounter Breach Scouts, a Wandering Force, or Awakened Sentinels; combat is then resolved using the normal combat engine.

