42 named hunters — out there right now

THE HUNTED

Draw enough heat on this island and you stop being anonymous. One of these marks you by name, sends a warning, and comes for you — and every time they find your trail again, they bring more guns. Some hunt alone. Some ride in with a horde at their back.

Stalker Enforcer Warlord Deathless Revenant Harbinger Scourge Archon Island Myth
Island Myth · Threat Tier 10

The Warden of Bagne

The last authority TEC1 ever appointed here, and the only one who never stood down. He does not hunt you — he convenes a sentence, and the whole garrison carries it out.

Allegiance: TEC1 Sentries Rides with 22–32 Returns ×3, bigger each time
Island Myth · Threat Tier 10

Patient Zero

Everything shuffling on this island came out of one room, one body, one mistake. It is still walking, and everything it made comes with it.

Allegiance: The Re-Animated Rides with 22–32 Returns ×3, bigger each time
Archon · Threat Tier 9

General Hask

Runs the island like an occupied territory: sectors, checkpoints, quotas. You are not a prisoner to Hask, you are an administrative problem with a deadline.

Allegiance: TEC1 Sentries Rides with 19–27 Returns ×3, bigger each time
Archon · Threat Tier 9

Vosk the Unburied

Buried in the mass grave at Bagne twice. Dug himself out twice. The men who filled that grave now march behind him.

Allegiance: The Condemned Rides with 18–26 Returns ×3, bigger each time
Archon · Threat Tier 9

The Choirmaster

You hear them before you see them — hundreds of throats making one sound. He conducts. They arrive on the beat.

Allegiance: The Re-Animated Rides with 18–26 Returns ×3, bigger each time
Scourge · Threat Tier 8

Bran Kade

Took the west quarry with nine men and holds it with ninety. Kade does not raid — he annexes, and he has decided where you are standing is his.

Allegiance: The Condemned Rides with 16–23 Returns ×3, bigger each time
Scourge · Threat Tier 8

Nadja Vex

Sister Vex went looking for who armed the drifters. Nadja is the answer, and she brought the inventory with her.

Allegiance: The Drifters Rides with 15–22 Returns ×3, bigger each time
Scourge · Threat Tier 8

The Red Surgeon

Kept operating long after the anaesthetic ran out and long after the patients stopped objecting. His ward walks with him now.

Allegiance: The Re-Animated Rides with 15–22 Returns ×3, bigger each time
Harbinger · Threat Tier 7

The Tallman

Seen at distance for years and never up close by anyone still breathing. Where he stops walking, the dead start arriving.

Allegiance: The Re-Animated Rides with 13–19 Returns ×3, bigger each time
Harbinger · Threat Tier 7

Salt

Comes off the water at dusk with a crew that has never once left survivors to describe them. The tide going out is the only warning.

Allegiance: The Drifters Rides with 12–18 Returns ×3, bigger each time
Harbinger · Threat Tier 7

Mother Cinder

Burns a base down to see who runs out of it. Whatever survives the fire, her people take apart at the treeline.

Allegiance: The Condemned Rides with 12–18 Returns ×3, bigger each time
Revenant · Threat Tier 6

Grave-Nine

A TEC1 designation, not a name — the ninth burial detail, still filing reports on a network with nobody left to read them. They are behind on quota.

Allegiance: TEC1 Sentries Rides with 11–16 Returns ×3, bigger each time
Revenant · Threat Tier 6

Bonewright

Builds with what is left of the people who lost to him, and hangs the work where the next ones will walk past it.

Allegiance: The Condemned Rides with 10–15 Returns ×3, bigger each time
Revenant · Threat Tier 6

Ashjaw

Walked out of the nuclear zone with his crew intact and none of them right since. They do not take cover any more.

Allegiance: The Drifters Rides with 10–15 Returns ×3, bigger each time
Revenant · Threat Tier 6

Mother Rust

Collects the ones the island has already killed and sends them back out to work. Her congregation is always growing.

Allegiance: The Re-Animated Rides with 10–15 Returns ×3, bigger each time
Deathless · Threat Tier 5

Kroll the Undying

Shot, burned, and buried more times than anyone can count — Kroll always walks back out of the treeline. Comes with a wall of nuclear dead and does not stop.

Allegiance: The Condemned Rides with 8–12 Returns ×3, bigger each time
Deathless · Threat Tier 5

Colonel Ferro

TEC1 command sent the recall order years ago. Ferro burned it and kept the doctrine anyway — perfect formations, zero mercy, an occupation nobody is left to authorize.

Allegiance: TEC1 Sentries Rides with 8–12 Returns ×3, bigger each time
Deathless · Threat Tier 5

The Hollow Man

Never speaks, never runs. Where he walks the infected rise and follow. You will hear the horde before you ever see the man leading it.

Allegiance: The Re-Animated Rides with 7–11 Returns ×3, bigger each time
Deathless · Threat Tier 5

The Quiet

No name, no words, no warning — just the sudden certainty that you are not alone anymore. The best-armed drifters on the island answer to a man who has never once spoken.

Allegiance: The Drifters Rides with 7–11 Returns ×3, bigger each time
Warlord · Threat Tier 4

The Butcher

A slab of a man who fights with a cleaver and leaves what is left where the crows can find it. His crew are as heavy as he is.

Allegiance: The Condemned Rides with 6–10 Returns ×3, bigger each time
Warlord · Threat Tier 4

The Undertaker

Digs the grave before the fight. Patient, methodical, and never alone — his pallbearers arrive armed and in numbers.

Allegiance: The Condemned Rides with 6–10 Returns ×3, bigger each time
Warlord · Threat Tier 4

Sister Vex

A TEC1 field commander who treats the whole island as one long operation. Cold, precise, and never seen without a squad moving to her hand signals.

Allegiance: TEC1 Sentries Rides with 6–10 Returns ×3, bigger each time
Warlord · Threat Tier 4

Mother Gallow

They say she died first and simply refused to lie down. Now the dead shuffle after her like children, and she leads them to whoever is still warm.

Allegiance: The Re-Animated Rides with 6–10 Returns ×3, bigger each time
Warlord · Threat Tier 4

Reeves the Skinner

Keeps trophies from everyone who has ever fought him and lost. His raiding party wears the proof. Losing to Reeves means becoming part of his collection.

Allegiance: The Condemned Rides with 6–10 Returns ×3, bigger each time
Warlord · Threat Tier 4

Father Ambrose

Preaches to the reanimated like a congregation and genuinely believes he is shepherding them somewhere better. They follow. So does whoever he points them at.

Allegiance: The Re-Animated Rides with 6–10 Returns ×3, bigger each time
Warlord · Threat Tier 4

Grimjaw

Ran a prison block before the collapse and never gave up the habit of command. Rolls deep with drifters who owe him their lives.

Allegiance: The Drifters Rides with 5–9 Returns ×3, bigger each time
Warlord · Threat Tier 4

Iron Maribel

Used to keep the island's engines running. Now she welds scrap plate onto her crew instead and fields the heaviest-armored drifters anyone has seen.

Allegiance: The Drifters Rides with 5–9 Returns ×3, bigger each time
Warlord · Threat Tier 4

Six-Fingers Cato

Deserted TEC1 with a full weapons cache and never looked back. Runs his own private army now, paid in salvage, loyal to nobody but him.

Allegiance: TEC1 Sentries Rides with 5–9 Returns ×3, bigger each time
Enforcer · Threat Tier 3

The Pale Sergeant

Still wears the TEC1 insignia and still gives orders like the war never ended. Fights in disciplined fireteams, not a mob.

Allegiance: TEC1 Sentries Rides with 4–7 Returns ×3, bigger each time
Enforcer · Threat Tier 3

Bloodhound

Never loses a trail once he has your scent. Tracks for days and brings a squad to finish what the chase started.

Allegiance: TEC1 Sentries Rides with 4–7 Returns ×3, bigger each time
Enforcer · Threat Tier 3

Warden Koss

Ran the cell blocks before the collapse and never stopped thinking of survivors as inmates. His fireteam still enforces a curfew nobody agreed to.

Allegiance: TEC1 Sentries Rides with 4–7 Returns ×3, bigger each time
Enforcer · Threat Tier 3

Deacon Vale

A prison chaplain before the collapse, still gives last rites — right before his crew makes them necessary. Calm voice, cold work.

Allegiance: The Condemned Rides with 4–7 Returns ×3, bigger each time
Enforcer · Threat Tier 3

Old Sabar

Fought three wars before the island and lost count of the graves. Commands a warband of drifters who would follow him into hell — and usually do.

Allegiance: The Drifters Rides with 4–6 Returns ×3, bigger each time
Enforcer · Threat Tier 3

Ash

Burns out the places you sleep. Travels light and fast with a handful of hardened drifters who like fire as much as he does.

Allegiance: The Drifters Rides with 3–6 Returns ×3, bigger each time
Enforcer · Threat Tier 3

Cinder

Half his face is melted and he likes it that way. Everything Cinder touches ends up ash, and he brings friends who feel the same about fire.

Allegiance: The Condemned Rides with 3–6 Returns ×3, bigger each time
Enforcer · Threat Tier 3

Millie Cross

Fast, sharp, and never where you last saw her. Runs hit-and-run squads that hit once, hard, and are gone before you can regroup.

Allegiance: The Drifters Rides with 3–6 Returns ×3, bigger each time
Stalker · Threat Tier 2

Vane

A lone knife in the dark. Rarely more than one shadow with him — but that shadow is enough. Kills quiet and leaves before you know he was there.

Allegiance: The Drifters Rides with 1–3 Returns ×3, bigger each time
Stalker · Threat Tier 2

Rust

A TEC1 marksman who stayed at his post long after the orders stopped coming. One rifle, one shadow, and a patience that outlasts anyone he is hunting.

Allegiance: TEC1 Sentries Rides with 1–3 Returns ×3, bigger each time
Stalker · Threat Tier 2

The Tick

Twitching, scarred, and grinning through the rads. Scavenges the nuclear ground no one else will walk and drags back whatever is left of the people who tried.

Allegiance: The Condemned Rides with 1–3 Returns ×3, bigger each time
Stalker · Threat Tier 2

Marrow

Half-turned and all the more dangerous for it. Shambles at the edge of the dead, more corpse than crew, but he remembers your face.

Allegiance: The Re-Animated Rides with 1–3 Returns ×3, bigger each time
Stalker · Threat Tier 2

Widow

Barely speaks, barely seems to notice you're there — until you realize the shuffling behind her has been closing the distance the whole time.

Allegiance: The Re-Animated Rides with 1–3 Returns ×3, bigger each time
Stalker · Threat Tier 2

Scrap

A TEC1 scout who went rogue and never reported back. Works alone with one guard he trusts, and he is always closer than you think.

Allegiance: TEC1 Sentries Rides with 1–3 Returns ×3, bigger each time

A hunter loses your trail after three sightings — survive them, and the island forgets your name. For a while.

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