Heavy Weapons · Salvage Corps · Former Corporate Strike · Wall of Junktown-7
The Origin
Rex Dunn served eight years in Corporate Strike Teams. He was good at the work in the way that people who survive by being good at dangerous things are good at them: without pride, without sentiment, with a precise and functional understanding of what keeps people breathing.
His unit was fourteen people. He remembered their names in the order he learned them: Perris, Okafor, Singh, Demi, Volkov, Tran, Adeyemi, Liu, Carson, Bashir, Yee, Nakamura, Reeves, and himself. He was the fifteenth name, the one he didn’t need to remember because it was always there.
The Bio-Synth incursion at the Calder Processing Plant happened without warning. Mycelion’s spore clusters were a tactical weapon the Corporate had no data on because Corporate intelligence had classified Bio-Synth as “experimental, non-combat capability.” This assessment was wrong. Rex knows exactly how wrong it was because he was the only one of fifteen people who made it out of the Calder plant. He made it out because he was the first one through the door and the last one in his unit to go down, and because the spores reached him last.
He walked for three days through the eastern waste zone. The shrapnel wound in his left side had been treated with his own field kit. He was running a fever. He was going in the general direction of “away from Calder” without a specific destination because specific destinations require a reason to arrive somewhere and he didn’t have one anymore.
He found Junktown-7 at dawn on the fourth day, on the edge of consciousness. He knows what he saw first: a water tower. He knows what he heard second: someone running toward him. He doesn’t know what he said when Kara Voss reached him. She told him later it was just the names. All fourteen of them, in order.
I've killed for Corporate. I've bled for no one. This is the first time I've fought for something worth the mess.
— Rex Dunn, conversation with a Junktown-7 resident, Year 2073
The Breaking Point
Kara operated on him for six hours with salvaged surgical tools and a field medicine manual she had memorized. She told him afterward that she had been unsure for most of those six hours. He told her he had been unsure for most of the three days before that. They agreed this was a reasonable amount of uncertainty for the circumstances.
He never left. He did not make a decision about this. He woke up, he was in Junktown-7, and there were things that needed doing. He did them. He came back. This continued for six years. He stopped counting how many times he came back because it became the same as counting how many times the sun came up, which is the kind of thing you only notice when it stops.
He knows what Control node under the town square means. Kara told him the same night she found it. He asked two questions: “Is it active?” She said yes. “Is it going to bring everyone here to kill us?” She said probably. He said: “Okay. Then we have time to prepare.” He went to work.
Rex has built four independent defensive perimeters around Junktown-7 using salvaged Corporate military equipment, Synth sensor arrays he reverse-engineered from three drones Kara shot down, and approximately eleven thousand hours of accumulated tactical experience. The fourth perimeter has never been activated. It is the one Rex built for the scenario where the first three fail.
He does not think about Mycelion with professional detachment. Mycelion’s spore clusters killed thirteen people he remembers by name. He has cross-referenced everything the Resistance has on Bio-Synth combat capability and built countermeasures. If Mycelion ever comes to Junktown-7, Rex will know they are there before they reach the third perimeter.
He is aware that Kara is building something that requires her not dying before it is complete. He is aware that he is the thing standing between her and everything that wants to stop her. He considers this the most straightforward assignment he has ever had. He does not examine why it is also the first one that feels like it matters.
The Drive
Rex Dunn does not have a cause. He has a place and the people in it. He is aware that this is simpler than what most people in this war are fighting for. He is also aware that simple things can be defended more cleanly than complicated ones, because a complicated thing requires deciding what parts of it you’re willing to sacrifice. He has decided what parts of his thing he is willing to sacrifice: none of them.
He would walk into the Singularity itself if Kara asked him to. She would not ask him to. This is one of the seventeen things he understands about her that he has never said out loud. The other sixteen are in the same category. He intends to keep them there until the situation requires otherwise. The situation has not required otherwise yet.
Combat & Character Profile
Core Strengths
Critical Vulnerabilities
Key Relationships

Kara Voss
The Reason · Everything
She stitched him back together. He keeps her standing. He is aware this is not a neutral arrangement. He is equally aware that analyzing it further would not improve the outcome of either of their objectives. He has tabled the analysis indefinitely.

Mycelion
13 Names · Bio-Synth
Mycelion killed Perris, Okafor, Singh, Demi, Volkov, Tran, Adeyemi, Liu, Carson, Bashir, Yee, Nakamura, and Reeves. Rex knows Bio-Synth combat doctrine now. He built the countermeasures. He does not know if the countermeasures are enough. He is working on that.
Faction Reel
Visual Chronicle
Faction
Explore the full faction — their philosophy, territory, history, and place in the Singularity War.
Explore The Nomads →Primary Hero
The primary hero of The Nomads, Kara 'Scrap Queen' Voss leads where Rex Dunn operates in the shadows. Their missions overlap, their destinies are bound to the same faction.
Read Kara 'Scrap Queen' Voss's Story →