Cyberpunk Combat v1.1
Cyberpunk Combat v1.1
Cyberpunk Combat v1.1
combat zone
™
Rulebook v1.1
®
combat zone
™
The kind of feeling that lets you know: if you’re scared, BRAWLS 26
you’re gonna die. WOUNDS & THE WOUNDED 28
Back in the time before the Red, city dwellers cared about pop [RE]ACTIONS 31
songs, going to prom, and spacious backseats. Pop’s store did NETRUNNING 34
alright, and skills with a guitar could land you your sweetheart. DRONES 36
Honestly, stuff hasn’t changed that much. Just, everything has. BUILDING YOUR TEAM 36
Since the bomb went off, nobody wants to be governed, and ACTION EFFECT RULES 39
everyone wants to do the governing. That’s why factions exist
CAMPAIGN GAMES 42
– but even those don’t last long in this special hell pit called the
Combat Zone. Folks there follow no man. It’s dog-eat-dog, on a BEGINNER’S LUCK 45
massive scale. GEAR: THE HQ’S ARMORY 45
The weak flock together and try to survive the lawless zone. LIFE & DEATH IN THE
Allowed the chance to gain experience, and swallow down some COMBAT ZONE 46
factory-made sludge, and accumulate weapons, a team might PROVING YOUR WORTH 47
rise above the others to command a portion of the Zone. OPTIONAL CAMPAIGN
Each group of gangers has their specialty; some are leftover MODE: SHARED MARKET 47
from before the bomb. Vets, police, medics. Some groups don’t MULTIPLAYER GAMES 48
remember a time when someone didn’t have to lose a finger over
TEAM GAMES 48
an imported dolly.
IN CONCLUSION 49
Explore these gangs for yourself, and see if one of them is worth
GLOSSARY 50
your time. Are you, though, worth their time?
GAME SUMMARY 54
Get ready to enter...
PLAYER TURNS 54
The Combat Zone.
1
The Combat ZOne This was soon followed by the fourth
corporate war. International Megacorps
THE YEAR IS 2045. The uncaring sky, are the pinnacle of power in the
dyed blood-red by the fourth corporate Cyberpunk age and when war broke out
war, hangs heavily over humanity as it between them, no government could
tries to put the pieces of a once-great get in their way. Of course, a corporate
society back together. In the Combat war was not waged like one between
Zone of Night City, none of that really nations. There were no borders. There
matters. In the Zone there is no law. were only assets and properties, often
But where there is danger, there is located within the same city. Lightning
also opportunity. raids happened on a global scale, turning
Night City was the brainchild of Richard every major city into a battlefront.
Night. He envisioned a self-sufficient In 2023, the fourth corporate war reached
city, unaligned with any nation and Night City with a bang when a small
beholden only to the Megacorporations suitcase nuke was set off; a quick and
that ran its economy and selected its brutal solution to Arasaka’s stronghold
city council. It would be a city free from in the financial district of Night City. The
the chains of crime and government nuke was not big enough to truly level
regulation, the ultimate expression of Night City, but it decisively ended the
free trade and capitalism. era of the Megacorp’s total stranglehold.
Before the city was even complete, his Over a million people were killed and the
dream began to fall apart. Construction central city was reduced to rubble.
was controlled by the mob, and that gave The nuke was the final straw. The
crime a foothold in Night City before US nationalized Militech and banned
it was even done being built. Once the Arasaka from its territory. The two
heavy lifting was done, the Megacorps Megacorps had expended so many
cleared out the mob in a brutal street resources, and drawn so much public
war. Corporate-sponsored mercenaries ire, that they were unable to do anything
equipped with the latest cybernetics about it. Other countries followed suit,
stormed every district of the city, and soon the war was at an end. But the
pushing the mob out street by street. world would never be the same.
2
The US was fragmented, with
the federal government only
holding onto the territory
East of the Mississippi.
To the West, the Pacifica
Federation hold power.
Across the Atlantic, a United
Europe rose from the ashes,
maintaining their economies.
Here the Megacorps still hold
a great deal of power. However, the hold of
The UK was left in ruin, plagued by the Megacorps is broken.
faulty infrastructure and an influx of While they still hold massive
American refugees. In Russia, the Neo- power, there is room for others to build
soviets hold power, while the rest of the their futures. Criminal organizations
Asian continent is fractured. The African have moved in, a lot of regular working
States, coming together and calling folk have moved out, and small sections
themselves the Highriders, have taken of the city that were too radioactive have
the lead in the world’s tech race. The been sunk into the bay.
most futuristic cities in the world exist Largely spared by the nuke, the Combat
on the African continent, and the African Zone area of Night City saw some of
States firmly control the networks of the toughest street to street fighting
satellites and orbital relays that circle during the fourth corporate war. The
the planet. Combat Zone is heavily occupied, but
Even the NET was ravaged by the fourth totally lawless. An area completely free
corporate war. Cyberspace was just of government or even corporate control
another of the battlefields on which the has certain advantages when it comes
war was fought and, by the end, it was to trade. There is no cybernetic or drug
nothing more than a no-man’s land of that is off limits in the Zone, creating
corrupt data, psychic booby traps, and markets that exist almost exclusively
rogue demon programs. The war had within its borders. Corporate meetings
truly changed the shape of humanity, can be held in utter secrecy here, and
both in cyber and meat space. loyalty can always be bought.
The years following the fourth corporate As such, different areas of the Zone
war are known as the time of the are controlled by different gangs.
Red. Radioactive particles and other One building might be crawling with
munitions have left the sky a permanent Maelstrom while right next door Zoners
blood-red color. Sometimes these rule the turf. The areas that each gang
particles mix with rainwater, forming controls are ever shifting, depending
“blood rains” as a thick, red liquid falls on how the latest firefight or payoff
from the sky. A fitting metaphor to the went. However, lawless does not mean
bleeding world that has been left by the entirely without order. Each gang has its
Megacorps. own rules, and some of them are simply
people who lived there before the war
Night City, like the rest of the world, has and have banded together to get by. Life
been entirely reshaped during the time continues in the Zone, goods are traded,
of the Red. It is still a bustling megacity and people go on. But gang violence is
where fortunes can be made or lost. always one wrong turn or careless insult
A place where no government holds away. And, if you’re handy with a gun,
dominion and free trade is the ideal. there is always ample work to be found.
3
Gangs of night City
MAELSTROM
Making a home across the industrial Maelstrom chapters tend to make their
warehouses and earning a living from home near the dockyards and industrial
arms and tech sold on the black market, sectors close to and in the Combat Zone.
the Maelstrom are a brutal gang of heavily Their expansion into the Zone is primarily
modified, hulking fighters. to secure networks of transit for elicit
Heavily into body modification—to the goods, cybergear, weapons, and to profit
point of cyberpsychosis—Maelstrom on the misery of the constant violence
gangers leverage the latest cyberwear that plagues the city. The Maelstrom will
and focus on gear that makes them more put their hands on anything that can turn
physically intimidating and brutal melee a Eurobuck.
fighters.
Their attention to reworking their bodies
has brought them into conflict with more
puritanical groups like the Inquisitors; their
long-running feud has cut a bloody tear
across parts of the Zone. But for the most
part, their rivals give them a wide berth, to
prevent being chopped into scraps.
TYGER CLAWS
After the War, the Tyger Claws started to Though effectively a Combat Zone in its
break away from Arasaka as a corporate own right, Japantown inhabitants moved
sponsor. Their goal: protect the Asian on to Watson, across the bay, where there
community of Night City in 2045. The gang is new development and a better chance
controlled the district of Old Japantown to escape the constant gang violence. This
and were slowly expanding. has left Japantown mostly empty, save the
Japantown, even with the reconstruction gangs that still fight their never-ending war
efforts all over the city, was still a lawless for turf and loot. This is where you can find
sector with many groups vying for control the majority of Tyger Claws today.
of the streets. Its strategic position, Gang members typically eschew heavy
and the more insular interests of its cyber modifications, leaning heavily on
inhabitants, made for an inconvenience to speed and guile. Alterations that can
many would-be smugglers and syndicates. improve reflexes and combat abilities
But the Tyger Claws would not be daunted. are heavily prized and sought after. Tyger
They were the muscle and the blood that Claws are organized similar to late 20th
kept this area of town together, and were Century Yakuza gangs — they respect
essential in seeing it rebuilt. their “family” and have a hierarchical
structure that respects the business of
the gang over their ability to unleash the
gang’s sheer brutality. But when called to
violence, the very air will be full of razor
sharp blades, and attackers that can fade
from a fight on their fast street bikes as
quickly as they appeared.
4
THE BOZOS
Of the Combat Zone’s many different predators, the Bozos lurk at
the edge of every shadow. Biosculpted to look like circus clowns,
Bozos call forth childhood fears and apply sadistic violence
when their prey is at their most vulnerable. The Bozos aren’t
clowning around.
LAWMEN
For the law, every day in the Combat Zone is a battle to retake the
streets and maintain order. The Lawmen are both hammer and
anvil. Well trained, well equipped, and well led.
ZONERS
Combat Zoners represent the many warlords and their followers
scratching out a living in the Combat Zone. Profiting off of illicit
trade routes, salvage, or hired-muscle gigs, Zoners make the
most of a bad situation with grit, guns, and a strong survival
instinct.
GEN RED
Led by a child genius, the kids of Gen Red are a gaggle of
streetsmart orphans and runaways: scrappy, stabby, and born into
tech. The streets of the Combat Zone aren’t kind to the small or
weak and quickly weeds out those without the instinct to survive,
leaving a highly adaptable (and frequently underestimated) gang
of tech-savvy teens.
ARASAKA
Corporate interests in the Zone mean that they are willing to lay
down blood and treasure to ensure their investments see profit.
With some of the best military gear money can buy, Arasaka
teams represent the pinnacle of modern military hardware in the
confined spaces of the zone.
EDGERUNNERS
For anyone who isn’t rocked out of their skull on Black Lace,
making a living in the Zone is either a short term occupation, or a
death sentence. That said, where there is no law, there can be a
lucrative opportunity for anyone plying their skills for fortune.
For any of the gangs vying for control in the Zone, Edgerunners
can be a valuable asset, even if you can only afford their help for
a little while. Mercenaries of all types work the streets, and for the
right price, you can make a lot of headaches go away.
5
INTRODUCTION [RE]ACTIONS
Welcome to Combat Zone, the skirmish If one of your characters is wounded by a
miniatures game by Monster Fight Club®. rival’s attack, you’ll have the opportunity
Combat Zone lets you play out fast and to react to it – instead of just getting
furious Cyberpunk Red battles using pummeled!
the unique [RE]action System, which Actions and [RE]actions are explained
combines Character cards with dice and a in detail further along in these rules, but
GREEN
special LIMITER measuring device. it’s good to have a handle on the basics
Combat Zone is scenario-driven, and before diving in.
scenarios can be played as one-off games
YELLOW or linked as a campaign. In each scenario, THE DICE
you’ll control a team, represented by Combat Zone uses four different colors
miniatures on the table. of dice. Three of them are called Action
dice. They are rolled to see if an Action
RED THE [RE]ACTION SYSTEM™ succeeds or not:
At the core of the Cyberpunk Red: Combat GREEN Twelve-Sided (d12)
Zone game is the [RE]action System. The
Action Tokens YELLOW Eight-Sided (d8)
[RE]action System uses three different
colors of dice which link to three colors of RED Six-Sided (d6)
actions your models can take.
ACTIONS
GREEN When it’s your turn to play, you’ll be
taking actions with your models. Actions
include moving, attacking, healing,
hacking, and more. You’ll roll these three colored Action dice
YELLOW Each model has a number of actions throughout the game when taking actions
available to them, colored GREEN, with your models.
YELLOW, or RED. You’ll use Action OBSTACLE Ten-Sided (d10)
Tokens to track how many actions each
RED character has. The black ten-sided dice are called
When one of your models takes an action, Obstacle dice, used when
you’ll flip one of their Action Tokens, to models attempt something
Action Dice
show it’s been used. that doesn’t target a
rival, such as climbing or
The color of Action Token used
attempting to hack a terminal.
determines what color die you’ll roll, to see
if the action succeeds or fails. Generally, Models are considered “the attacker”
GREEN actions are the best, then when rolling against the Obstacle die, and
OBSTACLE YELLOW, with RED actions being the least fail in the case of a tie.
Dice likely to succeed.
CRITS & FUMBLES
OPPOSED DICE ROLLS Each die also has a CRIT and a FUMBLE
When you attempt an action, your face. Crits usually mean success, and can
opponent gets to make an Opposed Roll. If trigger other special rules.
your roll is higher than their roll, the action Fumbles can sometimes trigger worse
Crit Fumble succeeds. Otherwise, the action fails. results, and usually mean you have failed
whatever you’re attempting.
6
THE LIMITER
Combat Zone uses the “The Limiter”
to measure distances during the game.
The Limiter is divided into three ranges:
GREEN, YELLOW, and RED: MODELS
Models are the physical representation
GREEN 12” long of your team members on the board. Your Limiter ▼
YELLOW 7” long models are called “friendly” models and
those belonging to your opponent are
RED 3” long
referred to as “rival” models.
12”
REACH Models are mechanically defined in two
The Limiter is 1” wide. Some Actions and parts; the figure and the base. The figure
GREEN
rules, such as Brawling, apply to models is the sculpture of a character which
“within reach” of another model. A model determines which card and abilities the
is within reach when it is within the model uses in game. The base is a round
Limiter’s 1” width. disk at the bottom, which keeps the
model upright and is used for measuring
THE PURPLE D4 distances and position mechanics. The
As Cyberpunk Red: Combat standard [RE]action base is 27mm in
Zone embarks on its second diameter, but some models may be issued
printing, we’re excited to with larger bases if the model requires.
evolve the [RE]action system.
We’re introducing the purple d4 die to our
mechanics. Keep an eye out for gear cards
and future updates that will integrate this
dynamic component!
7”
YELLOW
3”
RED
7
How to Play Each scenario will determine which player
Takes Control first.
Combat Zone is scenario-driven. This
If you are playing a campaign, winning or
means that each game uses a scenario
losing will have consequences for your
that defines your goals, explains how to
gang in future games.
set up your teams, and gives structure
to the game. You can play a single WINNING A SCENARIO
scenario as a “one-off” game, or you can Different scenarios have different goals,
link a series of scenarios together as a which might range from taking out your
campaign and you can watch your team rivals, stealing tech, capturing territory,
grow and develop through a number of and more.
games (see “Campaign Play”, right).
CONSTRUCTING A BATTLESPACE
There are three things you must do to
The area your models will fight and
prepare for a game of Combat Zone:
move through is called the Battlespace.
build your team, choose a scenario, and Before play, you will have to create the
construct a Battlespace. Battlespace using scenery, guided by
the instructions for the scenario you are
BUILDING A TEAM playing. See page 38 for instructions on
The world of Cyberpunk Red is rich with
how to construct the Battlespace.
gangs, corporate agents, and dramatic
personalities vying for wealth, control, After you have constructed the
information, and tech. You can use the Battlespace, follow any other instructions
Tyger Claws or Maelstrom included in in the setup for the scenario you are
the core game or you can choose from playing. The scenario will tell you which
a number of other factions available player has Control first. Once you are
separately. ready, the fight is on!
Gonk Cards
Gonks of the same type share a single card INCLUDING GONKS
with their Skills and special rules. Some IN YOUR TEAM
teams may have different types of Gonks The maximum number of
to choose from. Different teams’ Gonks Gonks you can include in your
will have different names, but they will all team is the total combined
have the Gonk keyword on their card. Influence of all your characters.
For example, a Zoner gang with
MODELS: GONKS VS. CHARACTERS
a combined influence of 5 could
The rules will sometimes refer to “models,”
include up to 5 Gonks.
which includes both Gonks and characters.
If a rule refers to a “character,” then it can’t The EB cost listed on Gonk
be used by or affect Gonks. cards is per Gonk.
Gonk Card
9
There are six different Skills that models can have. Higher Skills
Skills improve the chance that actions using that Skill will succeed.
10
Gear cards may be equipped to your models to give them
Gear Cards additional actions or abilities.
NAME
The name of the Gear card. A
model may not equip more than
one Gear card of the same name. COST
The EB (Eurobucks) it costs to
KEYWORDS equip this card to a model at the
If the Gear has any keywords start of the game.
(that may be referenced by other
rules) they will be listed here.
STREET CRED REQUIREMENT
The total amount of Street Cred your
team must have (by adding all
Street Cred stars on characters
and Objectives) in order to add
this card to your
HQ so it is available to you.
RARITY
The maximum number of
copies of this card that your
team may include.
RULES
Actions or abilities granted to
the model are listed here.
11
INSPIRE YOUR TEAM
PLAYER TURNS When you choose to Inspire Your Team,
you may activate each of your Gonks.
CONTROL OF THE BATTLE
When a Gonk activates, it takes a single
At any one time, one player will have
action. You can activate your Gonks in any
Control of the Battlespace. The player in
order you choose.
Control takes actions with their models,
moving through the Battlespace and While your Gonks are taking actions, all
interacting with other models. When you of your characters take a quick breather:
take Control, you choose to Activate a after you are done activating your Gonks,
Character or Inspire Your Team. refresh all of your characters’
used Action Tokens by
ACTIVATE A CHARACTER flipping them to the Ready
When you Activate a Character, you side (see next page).
choose one of your characters: they are After you refresh your
now your Active Model. While you have characters’ Action Tokens,
Control, you may take actions with your your rival takes Control.
Active Model.
If you have no Gonks, you will
Control passes to your rival when you still choose Inspire Your Team to refresh
cannot, or do not want to, take any more your characters’ actions. If none of your
actions with your Active Model. characters have ready actions, you must
Some models have the ability to activate choose Inspire Your Team. If all your
other models on your team, allowing you characters’ actions are ready, you must
to use multiple models without letting your choose to Activate a Character.
rival take Control!
GONK ACTIONS
When Control passes to you and you
choose to Inspire Your Team, each of
your Gonks activates and may take one
basic action (usually YELLOW). This is
in addition to refreshing your characters’
actions.
Gonks may choose from any of the basic
actions listed on pages 15-16, except
the basic Influence Action. Gonks aren’t
influential enough to command anyone!
Gonks don’t use Action Tokens, since each
Gonk model may take one action. If they
suffer a wound, they’re taken out of action.
12
GETTING LUCKY If two players are making an Opposed
Each team starts a scenario with three Roll, the order in which they choose to
Luck tokens. You can spend your Luck use their Luck tokens may matter. In
tokens at any time to re-roll a single die roll. this case, the player who has Control
You may never re-roll the same die roll must decide if they would like to re-roll
more than once. first. Then their opponent may choose to
re-roll. If the second player chooses to
Some Gear, characters, and completed
re-roll, the player who has Control may
Objectives (in campaigns) will increase
choose to re-roll after seeing the result,
how many Luck tokens with which you
so long as they did not already use their
begin the game.
re-roll initially.
TAKING ACTIONS
Action Tokens are used to keep track STARTING ACTION TOKENS
of how many actions of each color each Each character begins the game with the
character has and whether those actions Action Tokens shown on their card (see
are Ready or Used. Page 9). Actions begin the game Ready.
When a character takes an action, Place them on or near the card, so it’s
choose one of its Ready Action Tokens very clear which tokens belong to which Used
and flip it to its Used side. The color of character. Action
tokens
the Action Token determines the color Gonks take a single action whenever
die used to determine success, if a die they’re activated and don’t use Action
roll is necessary. Tokens.
13
ANATOMY OF AN ACTION
There are three components of every action: the Skill used, the Range, and the Result.
14
You ever really just wanna punch someone? Take action!
If you wanna jump over a barrier so you can punch your neighboring gang’s lights out? Reflexes
check, friend. You wanna Hack somebody’s brain and make them short-circuit because you’re
tired of their face? Well, first you have to be able to Hack, friend. You gotta know how.
The Basic Move Action allows your model to move up to the portion of the Limiter that
matches the color of the Action Token used (RED, YELLOW, or GREEN).
If there is nothing in the way, no Skill Roll is needed. Moving over obstacles or through
scenery uses Reflexes, opposed by the Obstacle die. For details on moving through the
Battlespace, see page 20.
15
BASIC RANGED ACTION ▼
In the Combat Zone, everyone’s packing a basic sidearm they can use to make
short-range attacks.
Ranged BASIC RANGED ATTACK
A Basic Ranged Attack uses your Ranged Skill to attempt to wound a rival within
YELLOW or GREEN ranges – but not RED. The attack symbol in the action’s
effects tells us that this is an attack action, so it may only target rivals and will
deal a wound to the target if it is successful.
All ranged attacks are opposed by the target’s Reflexes.
A Basic Melee Attack action uses your Melee Skill to attempt to wound a rival
within RED.
All melee attacks are opposed by the target’s Melee Skill.
With the basic MED action, Triage, a model can attempt to heal another badly
wounded model within reach (the shortest edge of the Limiter). For details on
Healing, see page 30.
The basic Tech action removes a Hacked token from a character within RED
(including the acting character), protecting them from rival Netrunners. Models
with one or more Hacked tokens are referred to as “Hacked”.
Hacked Token
16
BASIC INFLUENCE ACTION ▼
The ability to command, convince, or manipulate other people.
BASIC COMMAND Influence
Only usable by characters (not Gonks), the Basic Command action activates the target
if successful. This may be used as a [RE]action to take Control (but not during an Inspire
Your Team), as the target is now the Active Model.
GAMEPLAY EXAMPLE
John’s Maelstrom are facing off against Lizzie’s Tyger Claws. Here’s a quick back and
forth between their models. John gets the first turn and chooses to activate his Warlord,
who has three Action Tokens available.
20
MOVING & BARRIERS
Some things are going to stop you in your tracks:
solid walls, security doors, concrete bunkers, etc. You
cannot move through barriers – you have to either go
around or climb over. If a barrier is taller than RED, it
must be climbed or avoided.
When faced by tall
OPENINGS IN BARRIERS barriers like solid
Some scenery elements, especially solid walls, may walls, you must
either go around or
have holes or windows that a model might use to
climb over.
pass through them. These openings are treated as
obstacles. Some especially dilapidated buildings may
have so many openings that you’ll want to count the
entire thing as an obstacle rather than a barrier with
separate openings.
Going through a door or similar opening intended
to allow the passage of a person does not require a
Openings in
Reflexes roll.
barriers are treated
Again, players should confer before playing and as obstacles. A
agree on what counts as openings and doors. Reflexes roll is
needed to move
MOVING & DRAGGING OBJECTS through.
Before the game, discuss with your opponent which
objects are light enough to be dragged. A model
within reach of an object that may be dragged can
attempt to drag the object by making a Reflexes roll.
When dragging an object, you may only move within Some objects can
RED, even if using another action color. Make another be dragged: make a
Reflexes roll if you encounter an obstacle. Reflexes roll vs. the
Obstacle die to move
Dragging an object is opposed by the Obstacle die. the model within RED,
In some instances models may also be dragged; then place the dragged
see page 27. object within reach.
If successful, move the Active Model and then place
the dragged object within reach of it after completing
the move. This can include dropping objects off of
elevated scenery. Look out below!
JUMPING GAPS
To move across a gap between two elevated surfaces,
make a Reflexes roll vs. the Obstacle die. If you
succeed, complete your Move Action normally. If
you fail, your model has miscalculated its leap and
fallen mid-jump: move them downwards to the next
horizontal surface below the middle of the gap (see Leap across gaps (RED distance or less) with a
Falling Damage, next page). A model may only attempt Reflexes roll vs. the Obstacle die.
to jump across a gap that is a distance of RED or less.
21
FALLING DAMAGE
When a model falls, use the Limiter to measure the distance
fallen, stopping at the next horizontal surface below the
model. If the distance is within the RED range, you suffer
no wounds. If you fall within the YELLOW or GREEN range,
the model takes 1 wound. If you fall more than the length of
the Limiter, the model is taken out. For details on wounds,
see page 28.
If an object (or model) falls onto a model on a lower level,
If the model falls from this YELLOW height the model on the lower level suffers falling damage as if it
ledge, it will take one wound (replacing one had fallen the same distance as the object. The object is
of its Action Tokens with a RED token). then placed into base-to-base contact with the model on
the lower level.
1. This Tyger Claws 2. An Obstacle is in its path, 3. Finally, this Maelstrom Ripper is also in the
Ronin uses a GREEN so the Ronin must make a path of the Ronin. The Ronin must make a
Action Token and Reflexes roll opposed by the Reflexes roll, opposed by a Reflexes roll from
attempts to move Obstacle die – and succeeds. the Ripper. This time the Ronin fails and must
the full length of the If it had failed, it would stop at stop within reach of the Ripper. It is unable
Limiter. the obstacle. to move the full length of the Limiter.
23
Targeting
actions
Many actions target another
model: friend or foe. When
choosing a target for an action,
the Active Model must have a
Path of Attack to their target.
PATH OF ATTACK
When an action targets another
model, imagine a path the width of
the Limiter connecting the acting The model has a clear Path
model to the target: this is the of Attack to their target.
Path of Attack.
OBSCURED PATHS
OF ATTACK
Scenery can be an obstacle or
a barrier. For more details on
obstacles and barriers, see
page 20.
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ELEVATED ATTACKS
Any barrier taller than RED that a model can stand on is elevated. When a model is
within reach of the edge of an elevated barrier (such as the edge of a rooftop), that
barrier counts as an obstacle to being attacked, but not attacking.
ACTIONS WITH
MULTIPLE TARGETS
When an action targets more than one 3
model, the attacker makes a single die
roll, which is opposed by all the targeted
models, who each make their own Opposed
Roll. This can result in an attack that
2
wounds one model but misses another.
This happens most often with Torrent
attacks and when models shoot at
Brawling models.
Torrent attacks target all models within the
action’s Path of Attack.
1
In the example to the right, since the action
has a YELLOW range, the two closer Tyger
Claws models would both be targeted by the
attack, but the third Tyger Claws in GREEN SAMPLE TORRENT ATTACK
range would not.
Both targeted models make their own Target all models within the action’s
Opposed Roll. Each model whose Opposed Path of Attack.
Roll is lower than the attacker’s roll will be
wounded by the attack.
25
ARMOR BRAWLS
Nano-weave body armor, ablative-plated When the action really gets up close and
cyberskin, and other high-tech Gear personal and two rival models’ bases
confers Armor, which protects the wearer are within reach of each other, they are
from ranged and melee attacks. “Brawling” with each other.
Armor
Armor does not protect against other If multiple models
Symbol
actions or attacks, such as a Netrunner from the same team
using a Tech attack. are within reach,
they are not Brawling
Gear with
GEAR CARDS WITH ARMOR with each other.
Armor Some Gear cards have Armor. When taking actions
A target with Armor Gear may that have a target,
choose to add the Armor from one Brawling models Two rival models
piece of Gear to their Opposed may only target are within reach:
Roll, instead of their Skill. rivals that they are they are Brawling.
You cannot combine Armor Brawling with.
values from multiple
pieces of Gear. MOVING IN A BRAWL
If the Attack is successful, Movement while in a Brawl is limited.
the model discards the When moving, Brawling models must
Armor Gear card used, finish any move within reach of all the
instead of taking a wound. rivals they were Brawling with at the
start of their movement.
If the Attack fails, the Armor
Gear and the model are
ESCAPING A
unaffected, as normal.
BRAWL
To move out of a
CHARACTER CARDS rival’s reach while
WITH ARMOR Brawling, attempt a
Some models have an Basic Move Action,
Armor value on their card. opposed by the
To the right, you can see a Reflexes of one
model who has two YELLOW rival that is within
actions and two Armor. reach of the model
Models with Armor can use you wish to move
their Armor against ranged (of your opponent’s
and melee attacks, just like a choice, if there’s
character with Armor Gear. more than one).
The difference is that the Armor on a If the action succeeds, move normally.
model’s card is not removed if the model If it fails, your action is used and you
is targeted by a successful attack. Instead, don’t move.
the model suffers a wound as normal.
They can still use their built-in Armor value OUTNUMBERING ENEMIES
against later attacks. IN BRAWLS
Armor which is on a model’s card may not If the model you wish to move has more
be combined with Armor from that model’s friendly models within reach than rival
Gear. A model may only ever use one models, you “outnumber” your enemy.
source of Armor against a single attack. Models may freely leave a Brawl when
they outnumber their rivals.
26
CHOOSING TARGETS WHILE DRAGGING MODELS
BRAWLING A model may attempt to drag another
Brawling models may only target rivals model that is within its reach.
they are Brawling with. Once an enemy is Dragging a friendly model that is not
grappling with you, it is very hard to pay Brawling is opposed by the Obstacle die.
attention to anything else! Dragging a friendly Brawling model is
This means many actions are not usable opposed by the Reflexes of the Rival in the
in Brawls, if they can’t be used within Brawl (of your opponent’s choice, if there’s
RED or within reach, or if they have a more than one).
target that is not a rival. Dragging a rival model within reach is
opposed by that rival’s Reflexes. If the
SHOOTING INTO A BRAWL roll is successful, move your model and
A model that is not Brawling may attempt the target following the rules for dragging
to target a Brawling rival – but be careful, objects on page 21.
since you can easily end up wounding your
models!
When you target a Brawling rival who
the Active Model is not Brawling with
themselves, you count as targeting the
selected rival and all models that are
within reach of that target. The active
model’s roll is opposed by all the target
models (friend and foe).
Only the targeted model with the lowest
defense roll (after modifiers) is affected
by the action. In the case of a tie, the
original target’s controller chooses which The active character attempts to drag the rival model within
model is affected. reach. Their roll is opposed by the rival’s Reflexes.
When firing a blast or torrent weapon into
a brawl, resolve the attack against the
target(s) as you normally would for those
weapon types.
27
WOUNDS & THE WOUNDED
When a model is the target of a successful attack, they suffer a wound.
Other situations, such as falling, can also cause wounds.
28
TAKING OUT YOUR RIVALS EXAMPLE 5: One of your characters
If a model opposes an attack with a Red has one GREEN Action Token and two
Action Token and is wounded, they are YELLOW Action Tokens. It is targeted
taken out: place a Body token in base to with a Deadly attack (Deadly attacks deal
base contact with the taken out model and an additional wound), defends with a
then remove the model from the table. To YELLOW token, and fails.
remember which body belongs to which
model, they are numbered. Find the Body
token which matches the number of the
token that was placed on the table and
place it on the model’s card (a Gonk card
may end up with multiple Body tokens on
it). Taken out models can no longer be
healed and are removed from play.
WOUNDS OUTSIDE OF
OPPOSED ROLLS
Your model is now suffering two
On a rare occasion a model may be
wounds. The first must be applied to
wounded even when there was no
the YELLOW token that was used to
Opposed Roll (for example, an ability that Body
defend, so it is replaced with a RED
automatically causes a wound). On other tokens
token. You may choose which token
occasions, a model may suffer more than
suffers the second wound, so you
one wound during an Opposed Roll, so
choose the remaining YELLOW token
there are still more wounds to apply after
to preserve your GREEN token.
the Action Token that was used to defend
is wounded (such as with a Deadly attack).
WOUNDING GONKS
In these instances, the model’s controller Gonks don’t use Action Tokens like other
chooses which of the model’s Action models, so don’t take wounds in exactly
Tokens is replaced with a RED Action the same way. When a Gonk would be
Token. If the model was Red-lined (or if it wounded, they are immediately taken out.
is a Gonk), it is taken out. Place a Body token on the table, as normal.
29
LOOTING BODIES HEALING
A character within reach of a Body token If a model or Gear has the ability to heal
can attempt to loot the body of its Gear wounds, it will say “Heal [X],” where X is the
or goods, by taking either of the following number of wounds healed. Each wound
actions. Gonks haven’t earned the right to healed restores one RED Action Token
loot yet: looting is Characters only. to its original color. Characters cannot be
Note that both looting actions are healed to give them more actions than
Complex, so you can’t loot bodies when they began the game with.
there are rivals within RED.
30
[RE]ACTIONS UNREACTIVE GONKS
[RE]actions represent your models When a Gonk is wounded, they’re taken
adapting quickly as the battle gets more out, so they don’t make [RE]actions.
bloody, taking a shot or throwing a punch
at the person who just bloodied them – [RE]ACTION ATTACKS
or moving out of the line of fire to avoid If you use a [RE]action to attack, the
being attacked again. attack must target the model who dealt
When a character takes a wound from an the wound.
attack, that character may immediately
make a [RE]action. [RE]actions use Action [RE]ACTIONS AND CONTROL
Tokens like normal actions do, so the [RE]actions do not normally change the
character must have a Ready Action Active Model and do not change who has
Token in order to use a [RE]action. Control.
[RE]actions are a single action, taken However, if you take out the rival Active
after your Rival’s wounding action is Model with a [RE]action, your opponent
fully resolved. They interrupt the normal loses Control. If you take out a Gonk
sequence of your opponent taking actions. while your opponent is Inspiring their
Team, they retain Control and finish
Each model may only [RE]act once per
Inspiring their Team.
enemy action, even if that action causes
more than one wound (such as a Rapid In addition, some Command Actions
attack). If that character is wounded do change who is the Active Model.
again by a different action (and has If one of these actions is used as a
another Ready Action), then they may [RE]action, Control may pass to a new
[RE]act again. player. However, actions which change
who has Control may not be used while
If a character suffers a wound that was
your opponent is Inspiring their team.
not dealt by an attack, it may not [RE]act.
(A player may not lose Control while
You may not [RE]act to a [RE]action.
using Inspire Your Team unless a card
If the wound caused the character to be specifies otherwise).
taken out, it may not [RE]act.
[RE]ACTING TO
The Tyger Claws character
AN ATTACK 3 can now [RE]act, if she has
a ready action.
1 The Maelstrom
ganger wounds the
She chooses to use that RED
action to move away, to stop
Tyger Claws character the Maelstrom ganger from
with a melee attack. attacking again.
31
GAMEPLAY EXAMPLE John chooses to attack with Ripper.
John’s Maelstrom are still tangling with Attacks taken during a [RE]action must
Lizzie’s Tyger Claws. Lizzie gets the first target the model that dealt the wound, so
turn and chooses to activate her Veteran Ripper must target Kyodai.
Kyodai, who has two actions available (the
Ripper uses its YELLOW Action Token to
Veteran version of a character is the one
attempt a Basic Ranged Attack targeting
with the Street Cred star in the upper right).
Kyodai. Lizzie chooses to defend with
TYGER CLAW ACTION 1: ATTACK Kyodai’s Used YELLOW Action Token.
Below, Lizzie uses the Kyodai’s YELLOW
Action Token to attempt a Basic Ranged
Attack targeting John’s Veteran Ripper, who
vs. is in range. John chooses to defend with
the Ripper’s GREEN Action Token and roll
the Green die (this does NOT exhaust the
token). Because a YELLOW Action Token
was used, Lizzie rolls the YELLOW die. The
Kyodai has no Ranged Skill, so it adds 0 to
the roll. The Ripper has no Reflexes Skill so After both players roll and add their
it also adds 0 to its roll. models’ relevant Skills, John has the higher
result, the attack was a success and Kyodai
suffers a wound!
32
MAELSTROM ACTION 1: ATTACK TYGER CLAW [RE]ACTION 1:
John chooses to activate his Warlord, who INFLUENCE
has three ready Action Tokens. John uses Lizzie chooses to attempt a Basic Influence
a GREEN Action Token to attempt a Basic Action with her Oyabun. She chooses to
Ranged Attack targeting Kyodai. Lizzie use the Oyabun’s GREEN Action Token
chooses to defend with her remaining and target the Onee-san (who is within the
GREEN Action Token. Basic Influence Action’s range of RED).
Lizzie rolls the GREEN die (because she
used a GREEN Action Token) opposed by
the Obstacle die (because she is targeting
Onee-san, a friendly model). Lizzie adds the
Oyabun’s Influence Skill of 2 to the roll.
34
COMBAT NETRUNNING Some programs’ abilities have “Dangerous”
Your Netrunners are your first line of in their description. Like other Dangerous
defense against enemy hacking. When actions, Fumbling a Dangerous program
one of your models is targeted by a causes a wound, in addition to the normal
rival’s program, you may oppose their program Fumble effects above, potentially
TECH roll with a Netrunner instead of the causing two wounds if they didn’t have an
declared target, if that Netrunner has a action to use.
Path of Attack to the rival attempting to
run the program. NETRUNNER ACTIVATIONS Hacked
When you activate one of your Netrunners, Token
If your Netrunner doesn’t stop the
they can use both “meat-space” actions
program, your Netrunner is now the target
and their installed programs. Netrunners
of the successfully run rival program.
can alternate between launching programs
and using their Action Tokens in any order.
HACKING YOUR RIVALS
Many programs have the effect “Hack Example: A Netrunner could use a YELLOW
target rival” when run. If these programs Action Token to move, then launch two
are run successfully, place a Hacked programs, then use a second Action Token
token on the target’s Character card. to move again. Vulnerable
Characters may have more than one SAMPLE NETRUNNER ACTIVATION Token
Hacked token at a time. John activated one of his Netrunners, who
Many programs only affect “Hacked” has two YELLOW Action Tokens and two
Rivals and may have a greater effect installed programs: one RED, one GREEN.
on characters with more than one 1. First, he uses a
Hacked token. YELLOW action to
Note: Because Gonks are low-level move, to create a
scum who don’t merit decent cyberware, Path of Attack.
they can’t be Hacked. They can still be Then, the Netrunner
affected by programs that do not involve attempts to use his
Hacking tokens. GREEN Adware
program. He rolls the
SAFEGUARDING YOUR BRAIN GREEN die, opposed
The higher a character’s TECH by the target’s TECH
Skill, the less likely they are to be Skill. Success!
Hacked in the first place.
However, most decent Cyberware has
some self-repair functionality built in:
2. The program
when you Inspire Your Team, remove up
runs and when
to one Hacked token from each character.
the target fails an
action roll, John will
MEMORY LEAKS
draw a Loot card.
In the time of the Red, Netrunners’ programs
are often slapdash, untested ideas that don’t
come with a warranty. Using them can be
dodgy or downright hazardous.
When a Netrunner Fumbles an attempt to
run a program, they suffer a Stun 1 effect:
they must immediately flip one Ready 3. Next, John tries
Action Token to Used, if possible. If they to use his RED
Running Rabbit
have no Ready actions, they take a wound
program to provide
instead. Either way, their activation ends
some bonus
and Control passes to their opponents.
movement to
his gang.
35
drones Building your team
Drones are models controlled by a player In order to compete in the Battlespace,
that do not have their own character or you’re going to need a team. These rules
Gonk card. These represent small robots assume you are playing a single, one-off
used for gathering scrap, spying, or even game. However, Combat Zone also
self-destructing near the enemy! works great as a campaign. For more on
Drones are always brought into play with campaigns, see page 42.
a Program card (either at the start of a Follow these steps to build your team:
game or during it). The program card that
brings a drone into play will specify what CHOOSE A FACTION
the drone may do and how. Each unique The first step is to choose your faction.
drone has its own task: once a drone is in Each faction has its own deck of
play, it continues to act as outlined Character, Objective, and Gear cards to
on the program’s Running side, choose from.
regardless of whether the program
All of the models in your team must have
is refreshed (unless the program
that team’s keyword or the Merc keyword.
specifies otherwise).
For example, if you have chosen the Tyger
ATTACKING DRONES Claws Gang as your faction, every model
Drones are immune to actions you use has to have Tyger Claws or Merc
other than attacks unless the action on their card.
specifies that it works on drones.
However, drones may be attacked CHOOSE YOUR LEADER
normally. A drone is considered Every team must have one (and only
friendly to the team that controls it one) character with the Leader keyword.
and a rival to all other teams. Leaders are typically one of your strongest
and most valuable characters, and they
When a drone is targeted by an attack, it
can have abilities that affect your entire
defends itself using the Obstacle die. Its
strategy, so choose carefully.
roll is unmodified and may not be changed
with Luck tokens or other effects (unless Your Leader and Specialists are the only
they specify they work on drones). unique characters. You may have as many
copies of other characters on your team
If a drone ever would suffer a wound, it is
as you wish.
taken out and does not drop a body token.
36
SPENDING YOUR EUROBUCKS HIRING VETERANS
Every Character, Gear, and Program card has Most characters have two versions of their
a EB cost in the upper right corner (lower card. One of the versions shows one or
right on Programs). The total cost of all the more Street Cred stars in the upper right.
cards you include in your team must be The version with Street Cred is the Veteran
equal to or lower than the amount you and version of the character.
your opponent have agreed upon. Teams If you are playing a one-off game,
worth 100 EB are a good starting point, but the Veteran version of the character
you are free to play smaller or larger games. costs an additional 5 EB for each
Remember: The maximum number of Street Cred star it shows.
Gonks you can include in your team is Veterans may not be hired in the first game
equal to the total Influence Skill of all your of a campaign, but they may be hired
characters, and you must also pay EB for once you have earned them. Also, during a
each of them. campaign, you do not need to spend the
During a campaign, you may be able to 5 additional EB for a Veteran’s Street Cred.
increase the value of your team beyond the
limits of the scenario you are playing. HIRING MERCS
Some models have the Merc keyword,
RARITY which means they may be hired regardless
Both Gear and programs have a Rarity of faction. In a one-off game, your team
value in the lower left corner of the card. may include up to two Mercs. All teams can
Your team may not include more copies include Mercs. If you hire Veteran Mercs,
of a card with the same name than that you must pay 5 additional EB for each of
card’s Rarity value. their Street Cred stars as normal.
For example: The Maelstrom Gear Spikey In campaign games, you may only hire up
Leathers has a Rarity of 2, so no more than to two Mercs in the first game, and they
2 models in your team may equip Spikey must be the basic version. However, there
Leathers. is no limit to the number of Mercs you
may include in your team in a campaign
EQUIPPING GEAR once you have earned more. Like normal
When you purchase Gear for your Veterans, Veteran Mercs do not cost
team, equip it to a character. It will stay additional EB in a campaign.
equipped to that character for the entire
scenario. There is no limit to the amount STREET CRED REQUIREMENTS
of Gear a character may equip, except Many Gear and program cards have a
that a character may only equip a single Street Cred requirement. This is shown
Gear card with the Bulky keyword, and a as a number in the upper right of the
character may not equip two or more Gear card. To determine your team’s Street
cards with the same name. Cred, total the Street Cred stars on all
your characters. You may purchase any
Gear and programs with a Street Cred
requirement equal to or lower than your
team’s total Street Cred.
In a campaign, completed Objectives can
Some Gear has the “Cybergear” keyword. also add to your team’s Street Cred.
Any characters with Cybergear equipped
are referred to as “Cyber-Characters”
(Cyber-Characters are referenced in some
abilities and Objectives).
37
THE BATTLESPACE
The area your models are moving and
fighting within is a key part of the game.
Monster Fight Club offers mats in both
22”x30” and 44”x30” sizes. The core box
includes a 22”x30” mat. With that size
Battlespace, you’d want 10-15 pieces
of scenery (3 or 4 per quadrant). With a
double-size battlespace, you’d also double
the scenery.
You can play on any size space, but
something between 20”-48” inches per
side works well, with 2-3 pieces of scenery
per square foot. You can play in a larger
area, but the larger the table, the longer the
game (usually).
Anything from buildings to scattered
obstacles and cover make for a great
Battlespace, and help define the
environment. You can play on a wide-open
field, but the game will be less varied and
ranged attacks will be a lot more powerful. RESERVES
Combat Zone scenario maps measure If a model has rules that allow them to be
distances from the edges and center of in Reserve, that means that you do not
the table. For example, a scenario might deploy them during setup. Instead, you’ll
say that one player can deploy their wait and deploy them into the Battlespace
models within YELLOW (7”) of the center. later in the game: set them aside for now.
Cyberpunk Red: Combat Zone includes a
folded game board. It may be helpful to DEPLOYING FROM RESERVES
mark the center of the map with a token or Some scenarios have special rules about
piece of scenery. where Reserve models can be deployed.
If the scenario doesn’t specify Reserve
THE SCENARIO deployment rules, a model in Reserve is
To determine the scenario, you will deployed the first time they are activated:
randomly choose one Scenario (unless deploy them within reach of any board
you and your opponent agree on one edge. When deployed, they must be either
you both want to play). The scenario will more than GREEN away from all rivals OR
determine setup and how to win. For more within RED of a friendly model. The first
on scenarios, see page 43.
time you activate a model in Reserve, you
must deploy it before taking any actions.
DEPLOYING YOUR TEAM
The scenario will tell you how to set up QUARTERS
your models in the Battlespace. You may
Some Objectives or scenarios require you
be told to set up in the middle of the zone
to control “quarters.” When asked to do
with your rivals coming from all sides. Or
so, divide the Battlespace into four equal
you might set up along one side of the
quarters. You control a quarter if there are
Battlespace and have to fight your way
past your rivals and escape! more friendly models completely within
that quarter than rival models completely
within that quarter.
38
Action effect SUCCESSFUL BLAST HITS
When a Blast action succeeds, the
rules targeted model (touching the Impact
Each action has an effect in the game if token) is affected by the action.
it is successful. These often include one Next, all models within RED of the Impact
or more keywords that describe common token will also be affected (including the
effects. Keywords only take effect if the target), unless they can move out of the
action is successful unless they state Blast area or evade the Blast. All models
otherwise, such as Dangerous. with a Ready Action Token may attempt a
Basic Move Action.
RULE OF X Models not able to move farther than
Wherever a rule has an [X], the X will be RED from the impact must attempt a
replaced with a number on a Character or Reflexes roll against the roll that originally
Gear card, such as “Pierce 2.” placed the Blast. All models that fail this
roll suffer the Blast’s effect. This could
ACCURATE result in the target being affected twice
You may re-roll Accurate actions, (often resulting in two wounds).
after rolling. You may only ever re-roll
each die once. MISSING WITH BLAST ATTACKS
If the action fails, the target is not affected
BLAST and the targeted player may move the
Blast actions affect a large area. When Impact token up to RED away from its
attempting a Blast action, place an original location. The Blast action is then
Impact token in base-to-base contact with resolved at the new location.
the target, then roll to see if the action
succeeds and hits or fails and misses,
opposed by the target’s appropriate Skill
(often Ranged vs Reflexes)
39
FUMBLING BLAST ACTIONS COMPLEX
If you Fumble a Blast action, the Complex actions may not be attempted if
targeted rival places the Impact token there are enemy models within RED.
in base contact with the attacker
and the Blast is resolved as a “miss” CRIT EFFECTS
against the Obstacle die (instead of the Some special rules occur when a
original result). If the weapon is also Crit is rolled and succeeds. On Gear,
DANGEROUS the Blast will cause an these appear as (Special Rule) Crits.
For example, “Deadly Crits.”
automatic wound to the attacker, too.
DANGEROUS
VERTICAL BLASTS If a model rolls a Fumble when attempting
Blasts have a radius in all directions – a Dangerous action, they take a wound
including vertically. Models above and (and the action fails, as normal).
below the attack may be caught in the
Blast too! DEADLY
Deadly attacks deal an additional wound
BLASTS AND BARRIERS when they hit. Deadly is often triggered by
If there is a barrier between a model and a Crit, as in “Deadly Crits.”
the center of the Blast, that model is not
affected. DEFENSE: [SKILL X]
When using the listed Skill for an Opposed
Roll, add X to your total. Note that unlike
most effect keywords, this applies when
the model is opposing an action.
DISCARD
If you use an action on a Gear or Loot card
with Discard, you must discard that card
after completing the action (success or
failure).
HEAL [X]
This action can restore [X] wounds (page 30).
You can’t draw a line from the blast
marker to model 4 that doesn’t INDIRECT
pass through a barrier, so they Obstacles in this action’s Path of Attack
aren’t affected by the blast. have no effect: they do not add to the
Opposed Roll. Note that barriers still have
the normal effect.
PIERCE [X]
Pierce attacks reduce the value of the
target’s Armor by X. If that takes it to zero
or below, that Armor may not be used to
oppose that attack.
PUSH
A successful Push action moves the
target model RED directly away from the
Active Model.
REFRESH [X]
Refresh actions flip [X] Action Tokens
to Ready.
40
RAPID [X] SILENT
Rapid actions allow you to take the same Targets of Silent actions may only
action X times without using additional [RE]act with an attack if the Path of Attack
actions. to the attacker is not obscured (meaning
A Rapid action can target the same no obstacles or barriers cross the Path
model more than once or target a of Attack). Other [RE]actions, such as
number of different models. Resolve movement, may still be taken.
each of the Rapid actions separately,
then resolve any and all [RE]actions in STUN [X]
the order wounds were dealt, if any. Successful Stun actions flip [X] of the
target’s Action Tokens to Used, if possible.
WALKING FIRE: Which Action Tokens are flipped are
SWITCHING TARGETS chosen by the target’s player.
Rapid actions may switch targets
If a Gonk is stunned, mark the Gonk model
between the repeated actions. This is
with a Used Action Token. Stunned Gonks
called “walking fire.” Each new target
cannot take any actions until after the
must be within RED of the previous target.
next time that player chooses to Inspire
For each target beyond the first, the action
Your Team. Then, remove all Used Action
suffers a -1 penalty to the Skill Roll.
Tokens from the stunned Gonks.
SUPPRESSION
Models may only [RE]act to Suppression
attacks with a move action.
TORRENT
Torrent actions target all models in their
Path of Attack, both friend & rival. Torrent
actions have multiple targets and each
target will oppose the action separately.
UNWIELDY
Do not add the model’s Skill to
Unwieldy actions.
41
Campaign Games Scenarios, Loot cards, and some general
tokens come with the core game and
Cyberpunk Red: Combat Zone is designed are shared between players. All your
to be played in single one-off games or as Character, Objective, and Gear cards are
a multi-game campaign. your own, so the cards you and your team
The full rules for playing campaigns are on show up with should be the cards you
the following pages. leave with.
When playing a campaign, your team will
CAMPAIGN BASICS improve and grow over time.
Groups, clubs, or event organizers may
Generally, things like Loot are discarded
wish to run a campaign: a series of games
after a game. However, if some models
that tell a larger narrative about the
happen to keep a shared element between
denizens of the Combat Zone as you guide
games (such as a model getting to keep
your team through its story and track its
Loot from the last game due to a specific
progress. Winning games and achieving
scenario effect), then remove the relevant
objectives earns your team Street Cred.
Loot from the shared deck and place it on
Once they’ve earned enough notoriety,
those models.
your team may attempt its faction’s Prove
Your Worth mission. It’s tough, but if you’re
victorious, you’ve won the campaign!
42
CAMPAIGN TEAMS IN SCENARIOS
SINGLE GAMES To determine the Scenario, you will
There may be times when you want to use randomly choose one Scenario (unless
your upgraded campaign team in a one-off you and your opponent agree on one
game (such as against a brand new you both want to play). Each Scenario
opponent or someone who simply does shows:
not want to participate in the campaign).
‣ # of Players: How many teams
If you’re guiding a team through a the scenario is intended for.
campaign but want to play a one-off game
‣ Story: A brief background behind
with them, use the rules for teams in
the altercation.
one-off games. This means that you will
need to pay the 5 additional EB for each ‣ The Setup: Follow these steps before
Street Cred star on your Veterans and you the game begins. This section will also
can include a maximum of two Mercs. describe any special features of the
Battlespace and give a guide to what
If your team has completed Objectives,
kind of scenery you should use.
you may include those in the one-off game
as well. However, for each completed ‣ The Win: This section explains
Objective that you choose to include in what each player must do to win
the one-off game, your opponent may the scenario. Objective
randomly draw one of their Objective ‣ The Consequences: The effects Marker/Token
cards until they have an equal number of of victory and defeat, if any, are
Objectives to you. Your opponent considers explained here. This is critical if you
the drawn Objectives as complete for the are playing a campaign.
duration of the one-off game.
STREET CRED
Your team has a Street Cred rating
equal to the total number of stars you’ve
earned. You can earn stars by completing
Faction
Objectives Objectives during the game and promoting
characters to Veterans. You can promote
one basic character to a Veteran character
each time you win a game.
44
BEGINNER’S LUCK
At the start of every campaign game, compare the Street Cred of the
two teams. If one team’s is lower, they receive a number of Luck tokens Luck
equal to the difference. Tokens
VS
CLEAN UP
Once you have finished promoting
characters, determining injuries, and
If successful, they pull through the major gearing up, it’s time to clean up for the
injury: return them to your HQ. If you fail, next game. All models heal all wounds and
they have succumbed to their major injury. remove any game effects (such as Hacked
tokens, etc). All Loot cards are discarded.
All of your team’s Character, Gear, and
Objective cards are returned to either your
Supply or your HQ, depending on whether
they are available to your team.
46
PROVING YOUR WORTH Optional campaign
All good things must come to an end.
Not that life in the Combat Zone is “good”
mode: shared market
exactly, but still... If all players agree, they may play a Shared
Market campaign. This campaign mode is
When your team reaches a Street Cred best for players who are sharing a single
of 10 stars, you have the opportunity to core box, as they must share a Loot deck
“Prove Your Worth.” That means different and their Gear will end up mixed together.
things for different gangs: a reassignment
for a successful detective, a lucrative During the campaign, Loot remains on
corpo contract, or a Merc stint overseas. models from one game to another, until it
Either way, this is your chance! is discarded.
Each gang includes a “Prove Your Worth” In addition, you will create a “Shared
Scenario, which can only be played by a Market” for Gear. At the start of the Shared
team with at least 10 Street Cred. Market campaign, each team adds all their
Gear with zero Street Cred requirement to
If your team has at least 10 Street Cred, their HQ, then the players shuffle together
you must choose to play your Prove Your all remaining Gear cards to create their
Worth scenario during your next game. If Shared Market deck.
both players have at least 10 Street Cred,
the player with the most Street Cred plays After every game, each player draws three
their Prove Your Worth scenario. If the cards from the Market and may add one
players are still tied, the one with the most of them to their HQ: they then pass the
completed Objectives plays their scenario. remaining two cards to the other player,
If the players are still tied, each player who may add one of them to their HQ.
rolls a RED die and adds their Leader’s After each game, you may also spend Loot
Influence and the player with the higher cards to draw more Market cards. Draw
result may choose. one Market card for each Loot card spent
Any team who wins their “Prove Your this way: you may add one of these Market
Worth” game has, in fact, proven their cards to your HQ. Do not pass them to
worth and escaped the Combat Zone. your opponent.
Congratulations! You have won the When playing with a shared Market,
campaign! disregard the Street Cred and faction
At this point, the campaign can end, requirements on Gear. Remember, your
or your group may choose to continue team can only choose Gear that’s been
playing to see who makes it out next. added to your HQ!
You can continue to play games with the
winning team if your group agrees, but you
might find it’s more fun to start from the
bottom and try to work your way up again
with another team.
47
Multiplayer games If you choose to do this, you may play one
of the two-player scenarios and simply
Your group may find it enjoyable to play have one team be the attacker and the
games with more than two players. In order other the defender.
to do so, you must choose a scenario that
shows the number of players you have in Control passes from one team to another,
the upper right corner. For example, if you back and forth, just like it was a two-
want to play with three players, choose a player game. Only one character may
three-player scenario. be activated at a time, as normal. So
teammates will have to discuss whose
Each player draws their own, individual model to activate when they have Control.
Objectives as normal. If a player chooses to Inspire Your Team,
You will consider models from all other it only applies to their models, not their
players to be rivals. teammate’s. Their teammate will have to
Control passes from the first player with Inspire Your Team separately. After the
Control and goes clockwise around the player is done with Inspire Your Team,
table (and is interrupted by [RE]actions Control will pass to the opposing team.
as normal). You consider your teammate and all of
If a [RE]action changes who has Control, their models to be friendly, and all models
then Control continues to pass clockwise on the opposing team to be rivals.
from the player who now has Control. Each player still draws their own individual
Objectives, but they may show their
Team games Objective cards to their teammate.
Your group may find it enjoyable to play Players win and lose as a team, so both
team games, with two players on one players on the winning team will gain the
team facing off against another team of benefits of winning the scenario.
two players.
48
IN CONCLUSION
It’s been a rough few decades here in the Some of the other gangs have morals
Zone... It’s a tough place to be born in, a I’m not cool with. I’d rather we do our
tough place to get out of. own thing.
Let’s say, some of us make it. What next? When it comes to defending our own,
If the Zone’s all you’ve ever known, good we’re unrivaled. At least, when it comes
luck trusting anyone on the outside. to defending ourselves against outsiders.
Eh, it’s not worth getting upset about, Anyway, one day I might get to make the
the outside world. They’ve got more choice: To leave, or to stay.
EBs, they’ve got walls you can’t hear Whether I go or stay depends on what I’m
through – I’m told – and vehicles that leaving behind:
don’t spew sludge all over the gravel,
Did I make it into everything it could be?
but anyways. Aside from that, do they
Did I rise through the ranks and stake out
know loyalty out there? Do they know
my piece of the Combat Zone?
Tyger Claws type loyalty, or something
even more binding? Or is it every man
for himself, just like with the Zoners?
Every guy, gal, and pal out there vying
for their EBs, vying for a view from their
skyscraper windows, whatever.
I reckon the world outside is something
to aspire to. But, let’s say it’s up to us to
enjoy what time we have, in the home
we found, or the home we were forced to
make our own.
This limited time we’re given on this
forsaken planet, we’ll spend it to
the best of our abilities. Trying to
be somebody. If you make it in
the Zone, isn’t that kinda, just as
impressive as making it at some
big fancy company?
Yanno, one day, I did a thing;
I joined a gang. I was like,
anything’s better than rotting
alone. I met some of the
coolest people there, folks
who inspired me to aspire
to be the best the Zone has
to offer.
49
Glossary BRAWL – A situation where rival models
are within reach of each other. Brawling
ACCURATE – You may re-roll Accurate models have limited action and targeting
actions, after rolling. You may only ever options. (page 26)
re-roll each die once (page 39).
BULKY – A model may have a maximum
ACTION – A single activity performed of one Bulky Gear. (page 37)
by a single model. Actions can include
movement, attacking, healing, hacking, etc. CAMPAIGN – A series of linked
(page 14) scenarios. (page 42)
BLAST – An action that affects models DEADLY CRITS – Attacks which deal an
within a radius. (page 39) additional wound if a Crit is rolled. (page 40)
SCENERY – Any object or terrain located USED – A “face down” Action Token,
in the Battlespace; a piece of scenery can which cannot be spent to take an
either be an obstacle or a barrier. action. (page 13)
(pages 20, 38)
VISIBLE – Something is visible if a Path
SILENT – [RE]actions to Silent actions of Attack can be drawn to it (regardless
may only target the attacker if the Path of of range) without being fully blocked by a
Attack is not obscured. (page 41) barrier. (page 24)
BASIC TECH:
Remove 1 Hacked Token from friendly target.
BASIC INFLUENCE:
Activate Friendly Model (Characters Only).