Cyberpunk Combat v1.1

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®

combat zone

Rulebook v1.1
®

combat zone

SET IN THE UNIVERSE CREATED BY MIKE PONDSMITH

CREATED BY COVER PLAYTESTING


John Kovaleski ILLUSTRATION Rafael Alberto III
Katie Dillon Aaron Brown
CREATIVE Justin Burk
John Kovaleski ILLUSTRATION Jimmie D. Carter
Deke Stella Katie Dillon Jon Caspian
John Cadice Richard Bagnall
Jenna Choszczyk
Neil Branquinho
Philip Chrystler
Mariah Bryant
DIRECTOR OF Alex Clemente
Alexander Dudar
OPERATIONS Isaac Collier
Helio Frazao
Peter Przekop Kane Danger
Vincent LeFevre
Eddie Mendoza Beau Doran
[RE]ACTION Pedram Mohammadi Ben Dussault
Monster Fight Club, and the
SYSTEM Angelina Stroganova Brian Edburg
[RE]action Game System are John Kovaleski Sebastian Szmyd John Freiler
trademark Monster Fight Club, Eve Ventrue Frost
GAME DESIGN Anselm Zielonka Shawn Gregory
LLC. All Rights Reserved.
John Kovaleski Nate Hatcher
Aaron Dill SCULPTING Nile Hendrix
© 2021-2024 Monster Fight Justin Gibbs Charles Woods Daniel Herbera
Club, LLC. Monster Fight John Cadice Russell Barton Lucas Herbera
Club ®, MFC, MFC Logo and Gino Cruz Yoann Herbera
Mack Martin
Cyberpunk RED: Combat
Celia Fermoselle Marshall Jones
Erik Yaple
Roy Gabriel
Zone™ are trademarks of JonJonTheWise
GRAPHIC DESIGN Rim Mukhamadeev
Monster Fight Club. All Rights Steve Kotecki
Konstantin
Reserved. Cyberpunk RED is Elena Lorenzo Christopher Kovaleski
Koropenko
a trademark of R. Talsorian Katie Dillon Drew Littell
Games, Inc. Cyberpunk is a Autumn Haynes R. TALSORIAN Michael Loomis
registered trademark of CD Nishita Mohan GAMES Chris McKenzie
Projekt Red S.A. Mariah Bryant Mike Pondsmith David Mosely
Sophie Engeman Lisa Pondsmith Alex Peterson
Cody Pondsmith Albert Rivera
2nd Printing - 2024 Eli Caragher
Jay Grey Trevor Shannon
WRITING James Hutt Mark Sulin
Justin Gibbs Jaye Kovach Len Wasserman
Aron Tarbuck Peter White
Deke Stella
William Niebling SALES MANAGER Andy Wiersum
Sam Healey Dan Scillieri Derrick Wilkinson
CJ Wyart
Irene Zielinski

SPECIAL THANKS: Thanks to all our Kickstarter backers for


helping bring this project to life.
Table of
Contents
THE COMBAT ZONE 2
GANGS OF NIGHT CITY 4
INTRODUCTION 6
HOW TO PLAY 8
CHARACTER CARDS 9
GONK CARDS 9
SKILLS 10
GEAR CARDS 11
PLAYER TURNS 12
GETTING LUCKY 13
TAKING ACTIONS 13
ANATOMY OF AN ACTION 14
COMMAND ACTIONS 19
MOVEMENT 20
Welcome to the Combat Zone TARGETING ACTIONS 24

It’s a place, but it’s also a feeling in your heart. ARMOR 26

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!

Before the game, you will build your CAMPAIGN PLAY


Scenario team, consisting of a mixture of powerful Combat Zone is excellent as a one-off
characters (including your Leader) and game, but there are campaign rules as
more-expendable Gonks. You can enhance well, starting on page 42.
your characters by purchasing additional Each time you play a scenario in a
Gear and Netrunning programs. campaign, each team will draw three
Objective cards, representing the
SIZE OF GAMES
personal goals your team has in addition
Games of Combat Zone can be played
to the goals of the scenario. If you
Objective with 100, 150, or 200 EB worth of models
complete the Objective, your team earns
Card (Eurobucks, currency of the future). The
an ongoing advantage they can use in the
recommended battlespace area is:
following games.
100 EB – 22” x 30” (included)
You’ll also have the opportunity to promote
150 EB – 22” x 30” (included) your characters to Veterans, along with
200 EB – 44” x 30” (sold separately) a deck of Objectives and Gear cards
unique to your team. In addition, each
CHOOSING A SCENARIO team includes a final “Prove Your Worth”
This core set includes a Scenario scenario to cap their campaign.
booklet. Each Scenario describes a
different type of engagement, with CARDS’ SUPREMACY
its own goals, special rules, and If a rule on a card ever contradicts the
setup instructions. You can pick any rules in the rulebook, the rule on the card
of the scenarios to play, except the takes precedence.
Prove Your Worth scenarios (they’re
Special rules on cards may allow you to
special). If this is your first game,
move different distances, attack targets
Turf War is a good place to start!
you wouldn’t normally be allowed to, or
otherwise “break” the rules.
8
Models in Combat Zone each have a card detailing
CHARACTER CARDS their actions, Skills, special rules, and personal Gear.

NAME & KEYWORDS


ACTIONS
The model’s name and
Each card shows how
any keywords are listed
many actions that
at the top.
model begins a game
with. Actions can be
STREET CRED
GREEN, YELLOW, or
Veteran and elite
RED.
characters may have a
number of stars to the
SPECIAL RULES
right of their name. Models
Many characters have
add their street cred to
a special rule or action
your team, increasing the
listed on their card.
team’s status.
This rule applies to
them, unless stated
COST
otherwise. If the special
The EB (Eurobucks) it
rule is an action, it
costs to include this
will show a Skill icon or
character in your team.
state that it is an action.
Otherwise it is an ability
SKILLS
and does not require an
Most models have three
Action Token to use.
different Skills. When
they attempt an action
GEAR
that uses one of those
Many models have Gear
Skills, they add their Skill
on the bottom of their
value to the die roll. Skills
card which gives them
include Reflexes, Melee,
new abilities or actions.
Ranged, Medical, Tech,
and Influence.

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.

Used for movement, climbing, jumping, thrown items,


REFLEXES
and Opposing Ranged and Reflex Actions.

RANGED Used for ranged attacks.

Used for brawling, swordplay, close combat, and


MELEE
Opposing Melee Actions.

Used for healing, drugs, poisons, and


MEDICAL
Opposing Medical Actions.

Used for machinery, netrunning, hacking, and


TECH
Opposing Tech Actions.

Used to command, intimidate, and for


INFLUENCE
Opposing Influence Actions.

10
Gear cards may be equipped to your models to give them
Gear Cards additional actions or abilities.

Spice things up with some gear from


home! There are so many different pieces
of gear your gang can choose from,
provided you can pay for it.

Cool goggles up your intimidation factor,


while massive grenade launchers welded
together with hot, moist gum pack a real
punch for the brave.

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.

How do you know it’s time to Inspire Your Team?


Your team needs you. You’ve been through a lot lately. You’re down a man, ‘cause he went and got hitched – and
their partner doesn’t approve of your “lifestyle.” Morale is low. You’re about to lose your corner, a piece of your
territory, and maybe your lives unless you can get these people on your side once more!
So, what do you do? You send in the impressionable underlings to fight a pip squeak and boost their confidence.
You shower them with compliments afterward. Bingo: lifetime loyalty, achieved.

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.

YOU FEELING LUCKY, KID?


Sometimes you’ve screwed up so many times, you simply can’t recover.
Luckily for you – heh – there’s an alternative to taking Lady Luck’s Luck
whims like a champ. Use a Luck Token, and try that last roll again. token

LUCKY STREAK EXHAUSTING CARDS


If you spend a Luck token and the re-roll is Sometimes you’ll be directed to “exhaust”
a Crit, take the Luck token back. a card. To exhaust a card, flip the card
over so it’s back is showing. When you
UNDERDOG’S LUCK refresh your team, you can also refresh
If your team’s Street Cred is lower than (flip face-up) any exhausted cards (unless
your opponent’s, you start the game with the card lists a different way to refresh it).
one additional Luck token for each point
lower your Street Cred is. This may happen
if you choose less powerful models, or Ready
during a campaign. Action
Tokens

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.

1. Skill 2. Range: Limit the action can target.


Used 3. Result: What happens if the action is successful.

1. SKILL USED You’ll roll the color die that


If an action shows a Skill icon, you’ll matches the Action Token
make a Skill Roll to see if it succeeds. used to attempt the action.
If no Skill icon is shown, it is an Easy Taking a GREEN action?
Action and it automatically succeeds Roll a GREEN die.
(but still uses an Action Token).
RESOLVING AN ACTION
2. RANGE After choosing an action and using an
The distance the action can affect, Action Token, you’ll do the following to
RANGES measured by the Limiter. If a range is resolve it:
colored in, the action can affect that
1. Choose the Action’s Target: Make sure
area of the Limiter.
it’s within the action’s range and there is
Some actions can be used at Long Range a Path of Attack. For details on Paths of
and show a black area with a plus sign to Attack, see page 24.
the right of the GREEN range. Long Range
2. Determine Opposition: If the target is a
actions may target models an unlimited
rival, they choose which color they will
distance beyond GREEN. Actions which
use for the Opposed Roll. If the action
don’t include the long range area may not
does not target a Rival, use the black
target models beyond the Limiter.
Obstacle die for the Opposed Roll.
Actions which don’t specify a range will
3. Roll Dice: Both players roll their dice at
state who they can affect.
the same time and add the appropriate
Some actions can target models at a Skill value, plus any other modifiers
longer range but not a closer range. For (such as cover).
example, an action with the following
4. Compare Results: If the Active Model’s
range can target models within YELLOW
total is higher, the action succeeds;
and GREEN but not RED:
otherwise it fails.
When an action targets a rival model, the
3. RESULT target chooses a die for their Opposed
What happens if the action is successful. Roll that matches any one of their Ready
or Used Actions Tokens — but there is a
TARGETS OF ACTIONS risk! If the target is wounded by the action,
The model being affected by the action that Action Token’s color will be reduced.
is the “target.” For details of choosing Opposing an action does not use one of
targets, see page 24. the target’s actions.
If the action doesn’t target a rival
SUCCESS & FAILURE model (including actions targeting
When a model attempts an action your models), your rival rolls the black,
that shows a Skill icon, you’ll roll a ten-sided Obstacle die and does not add
die to resolve whether the action any Skill to the roll.
succeeds or fails.

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.

AVAILABLE ACTIONS ATTACK ACTIONS


When a model is Active, they can Attack actions may only target rival
attempt actions on their card. Characters models and, if they are successful, they ATTACK
may also choose from actions on their deal a wound to the target. Any action
equipped Gear and Loot cards. Models with the attack symbol (shown to the
may take the same action multiple times, right) is an attack action. This may
unless it is Difficult. appear in the Attack’s text or attached to
In addition, there are six Basic Actions the Attack’s Skill icon.
available to Characters. Gonks may Loot
attempt most of these (with the exception LOOTING BODIES
of the basic Influence action). Characters may use an action to loot
a body. For details, see page 30.

BASIC REFLEXES ACTION ▼


The Reflexes Skill is used to move, avoid ranged attacks, and use some Gear,
such as thrown weapons.
BASIC MOVE ACTION Reflexes
Move up to your action color. If the move is unobstructed,
it does not require a Skill Roll.

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.

BASIC MELEE ACTION ▼


Melee Skill is used for close combat attacks, weapons, and Gear.
Melee BASIC MELEE ATTACK

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.

BASIC MEDICAL ACTION ▼


Aids in healing and cyberware.
Medical TRIAGE

Heal 1 from another Red-lined target within reach.

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.

BASIC TECH ACTION ▼


A combo of ‘net and meatspace know-how.
Tech FIREWALL DEFENDER

Remove one Hacked Token from friendly target.

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

Activate Friendly model [Characters Only].

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.

CRITS & FUMBLES


The dice have two special results: Crit and Fumble.
CRIT: A Crit will always succeed, regardless of any modifiers or bonuses,
unless your opponent also rolls a Crit. When both players roll a Crit it is
Crit
considered a tie (regardless of bonuses or the type of die that was rolled),
and a tie goes to the defender.
FUMBLE: When you roll a Fumble, you always fail, regardless of what your
opponent rolled or any bonuses or the type of die that was rolled (even if your
opponent also rolled a Fumble, the tie goes to the defender). Fumble

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.

MAELSTROM ACTION 1: MOVE John rolls a 7 and Lizzie a 6, for a total of


John uses the Warlord’s 8 after adding their respective Skills. It is
GREEN Action Token to move, a tie, so the defender wins and the attack
so he uses the Limiter to fails. John has used two of the Warlord’s
move the Warlord up to the Action Tokens and has one remaining, but
GREEN 12” distance. he chooses to end his turn and save the
token for later. It is now Lizzie’s turn.
MAELSTROM ACTION 2: ATTACK
Then, John uses one of the Warlord’s
yellow Action Tokens to attempt a Basic
Ranged Attack action targeting Lizzie’s
Oyabun. The Basic Ranged Attack action
can target rivals within the GREEN range
(regardless of the fact that a yellow Action
Token was used) and the Oyabun is
within range. However, because a yellow
Action Token was used, John must roll
the YELLOW (eight-sided) die and add the
Warlord’s Ranged Skill of 1 to the roll.
Lizzie’s Oyabun has both yellow and green
Action Tokens, so she may choose either
one to oppose the attack. Lizzie chooses
to roll a GREEN (twelve-sided) die and add
the Oyabun’s Reflexes Skill of 2 to the roll.
17
TYGER CLAWS ACTION 1: MOVE they both have a 7 and the defender wins
Lizzie chooses to activate her Kyodai ties), re-rolling the YELLOW die: she rolls
and uses its yellow Action Token to a 7 for a total of 9, after adding the
move, moving the Kyodai up to the Melee Skill.
YELLOW 7” distance using the Limiter.
Lizzie (the attacker) has the higher total
and has won; the Pledge suffers a wound
and is taken out of action (Gonks are
always taken out if they are wounded).
John falls to his knees and cries in despair;
the Pledge’s wife is expecting their new
move baby any day now. The Kyodai has no more
Action Action Tokens, so it is John’s turn.

TYGER CLAWS ACTION 2: ATTACK


Then Lizzie chooses to use the Kyodai’s
remaining YELLOW Action Token to take
the Basic Melee Attack action, targeting
one of John’s Pledges who is within RED
of her Kyodai after the move. Because
Lizzie used the yellow Action Token to
make the attack, she rolls a YELLOW die.
MAELSTROM ACTION 3: ATTACK
The Pledge is a Gonk that shows yellow John chooses to activate his Warlord again,
for its action, so it must roll a YELLOW who still has one Ready YELLOW Action
die to defend. Lizzie rolls a 5 and adds Token. He uses it to take a shot at the Kyodai
her Kyodai’s Melee Skill of 2 for a total in a storm of vengeance for the slain Pledge.
of 7, while John simultaneously rolls a 4
and adds his Pledge’s Melee Skill of 1 for The Kyodai has two YELLOW Action Tokens,
a total of 5. and Lizzie must again choose a token to
oppose with (because Used Action Tokens
may still be used to defend and defending
does not exhaust tokens). Sadly for the
Pledge’s family, John misses. The Warlord’s
Action Tokens are all used, so John loses
Melee Control and play passes to Lizzie.
Attack

Lizzie has Control, so she has the first


opportunity to use a Luck token for a re-roll
and passes because she is winning. John
TYGER CLAWS: INSPIRE YOUR TEAM
now has the opportunity to use a Luck token
Lizzie chooses to Inspire her Team, letting
for a re-roll and he uses one, re-rolling the
her take one action with each of her
YELLOW die and getting a new roll of 6 for
Gonks (Shatei). Next, Lizzie flips all of her
a total of 7 after adding his Melee Skill.
characters’ Used Action Tokens to Ready
Because John used a Luck token, Lizzie (so far just the two on the Kyodai) and play
has a second opportunity to spend a Luck passes to John.
token and now chooses to do so (since
18
DIFFICULT ACTIONS FULLY RESOLVING ACTIONS
Models can normally choose any Each action must be fully resolved before
combination of their available actions a model may start another action. For
when they are activated, including example, if a model activates and it has
performing the same action multiple two Action Tokens, it may complete a
times. The exception is Difficult actions. Move Action and then complete an Attack
Action. It may NOT make part of its Move
Any action with the Difficult keyword can
Action, interrupt it to make an Attack
be used only once and can only be used
Action, and then finish the move.
again after the next time you Inspire Your
Team (see page 12).
When you use a Difficult action, place a
COMMAND ACTIONS
Used Action Token on the Difficult action Comm beads, implanted communications
as a reminder that it cannot be used again. devices, targeted data streams...all lend to
When you Inspire Your Team, remove the more operational awareness and the ability
Action Token from the Difficult action to for leaders to coordinate the actions of
their teams.
show that it is available again.
Some actions, like the Basic
Influence Action, allow you to
activate another model. These
are called Command Actions.
If the action is successful, the target
model becomes the Active Model and
the model who successfully used the
Command Action is done with their turn.
Control goes to the player who owns the
newly activated model (if that is the same
This Grenade Launcher is “Difficult,” so it player, Control does not change).
can only be used once until the model’s You can only ever activate characters who
Team Is Inspired. When they use it, they have at least one Ready Action Token, so Influence
place the Used Action Token on it to show if all of a characters’ actions are used they Skill
that it’s not available. may not be the target of an action which
would activate them (Gonks do not need a
(UN)SKILLED ROLLS Ready Action Token to activate, as they do
Every model can attempt to use any action not have Action Tokens).
available to them, even if the matching
Command Actions usually (but not
Skill does not appear on their card: they always) use the Influence Skill, and allow
simply have “0” for that Skill. When they you to activate a friendly model. Like other
roll their Skill Roll, they don’t add anything actions that target a friendly model, they Obstacle
to their roll – but they can still try. are opposed by the Obstacle die. Die
Example: A Rookie Lawman moves to a
There are some Command Actions that
Red-Lined team member and attempts
allow you to activate a rival. In this case,
Triage. The cop doesn’t have the MED Skill,
they are opposed by the target’s Influence.
but he can make an unmodified roll to see
The newly Active rival is still controlled
if he can help his partner regain a wound.
by your opponent: you’re simply
dictating who will be Active next.
FREE ACTIONS
Sometimes an ability or effect will allow Only the target of the
a model to take an action “for free.” This Command Action may become
means that the model does not need to the Active Model. This means
use an Action Token to take the action. the player who owns the newly activated
To determine the color of the action, the model may not choose to Inspire Their
model may choose any Action Token it Team or activate some other character.
has, Ready or Used (Gonks use the color Command Actions can be used as
of action available on their card). [RE]actions, unless otherwise stated.
19
MOVEMENT
Use YELLOW or RED The distance a model can move is determined by
Actions to move a the color of the Action Token used for that move
reduced distance. action (or the action shown on their card in the
case of Gonks). Place the Limiter next to the model
you are moving. You can move anywhere within
that color, as shown in the illustration to the left.
GREEN actions
allow you to move
OPEN MOVEMENT
along the entire
If a moving model’s path is clear, without any
length of the
scenery or other models in it, moving is an Easy
Limiter.
Action and does not require a roll.
You may move through friendly models freely, but
models cannot end their movement with their base
This model overlapping any other models’ bases.
must make a
Reflexes roll to OBSTACLES & BARRIERS
move across the There are two basic types of scenery: obstacles
obstacle. and barriers. Obstacles are things that hinder
movement but wouldn’t stop it, such as fences,
cars, barrels, etc. Heavily ruined walls with lots of
openings would also count as obstacles.
Barriers are taller, solid objects that can’t be moved
through, such as intact walls. Solid impassable
objects taller than RED should count as barriers.
Before a game begins, discuss with your opponent
and decide what scenery falls into which category.

MOVING & OBSTACLES


Sliding over the hoods of cars, leaping fences, and
moving through the press of a crowded street can
be challenging.
When a model’s path crosses an obstacle, the
Move Action requires a Reflexes roll (using a die
Here, the Onee-san bends the of the same color as the Action Token used for the
Limiter around a container to move) opposed by the Obstacle die.
avoid making a Reflexes roll.
If the Move Action’s roll is successful, the model
has cleared the obstacle and can continue moving.
If failed, they must stop where they encountered
the obstacle.
This model
needs to make MOVING THROUGH RIVAL MODELS
an Opposed When moving through a rival model, your Reflexes
Reflexes roll to roll is opposed by their Reflexes, instead of the
move through black Obstacle die. If successful, the Active Model
the rival model. can keep moving. If it fails, the moving model
stops within reach of the rival model! They are now
in a Brawl.

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.

OPPOSED ROLLS THAT DO NO WOUNDS


Here, a Tyger Claw model
attempts to move through a There are times that a model is called on to make a roll
rival Maelstrom model. even when it is not being attacked. One frequent cause
for such a roll is when an enemy model attempts to move
through one of your models and your model makes a
Reflexes roll in an attempt to stop the rival from moving.
In these instances, you may choose any color die to roll
that corresponds to an Action Token your model has (Used
or Ready) and use that die. If you fail, no wound is dealt
and the Action Token remains unchanged. If you suffer a
wound, see page 28.
The Maelstrom model has a Used GREEN
Action Token and a Ready YELLOW Action CLIMBING UP & DOWN
Token. The Maelstrom model chooses to use
To climb up or down a vertical barrier taller than RED, a
their GREEN Action Token to stop the Tyger
model must start their action at the edge of the barrier.
Claw’s movement and rolls the GREEN die
Models can climb up or down the same distance they
(even though the token is Used).
could move normally.
The Maelstrom model fails its roll; the
Tyger Claw model may continue moving. CLIMBING – ONE ACTION
Nothing happens to the Maelstrom model’s Make a Reflexes roll opposed by the Obstacle die. If
Action Token which it used to try to stop successful, the model has climbed the barrier. On a
the Tyger Claw. successful climb, the model may continue moving
once reaching the top of the barrier, as long as the total
movement is within the limit of the color action being taken.
3" If the action fails, the model has fallen: they do not move
and take falling damage, depending on the height of the
barrier (see Falling Damage, above).
A model may climb up and down in the same action, as
long as the total movement is within the limit of the color
4" action being taken.
To the left, the model begins its action at the bottom of the
building. The building is higher than RED so the model must
attempt to climb to move up. It does so, using a YELLOW
Action Token. The model succeeds, so it may move 4” up
the building and then move another 3” for a total of 7”, the
length of YELLOW on the Limiter. If the model had failed its
climb, it would have taken falling damage as if it fell 4” and
the action would have been wasted.
22
CLIMBING – TWO ACTIONS
You may also combine two actions
in a row to climb longer vertical
distances, but this requires a second
Reflexes roll. If you fail the second A Ronin attempts
roll, the model falls from the point it to climb a tall
would have reached at the end of its 2ND building using
second action. ACTION two actions.
CLIMBING DOWN The model
If a model fails while climbing succeeds on its
downwards, they have fallen: place 1st Reflexes roll,
them at the bottom of the barrier but fails the 2nd.
and they take falling damage.
The model falls
EASE OF CLIMBING from the height
Some barriers may be easy to climb, 1ST it would have
for example, the side of a building ACTION reached on its
with a ladder or hand-holds. In these
2nd action.
instances, models may move up and
down the barrier normally without
making a Reflexes roll.
Be sure to discuss all terrain with
your opponent before the game so
you agree on what may be easy
to climb. FREE MOVEMENT
When an ability causes a model to move,
PARKOUR! this is shorthand for granting the model a
A model may need to make multiple
free basic move action. If the action has
rolls during a single move action if they
move through multiple obstacles or rival a color specified with it (such as Moves
models. GREEN or the “the same color”) then the
move may be up to that range. The moving
Each obstacle requires a separate roll.
model must choose one of its action
With a GREEN action, a model can move
tokens (see page 19), which determines
a fair distance through the Battlespace
what die is rolled during parkour, but the
and may encounter many obstacles as 2 distance moved is determined by the
they traverse the streets of the Combat
Zone! 1 effect’s text. 3

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.

When making a black-range


An obstacle crosses
attack, imagine the edges of the
the Path of Attack,
Limiter extending forever. When
adding 1 to the target’s
two models can draw a Path of
Opposed Roll.
Attack to each other, they are
visible to each other.

OBSCURED PATHS
OF ATTACK
Scenery can be an obstacle or
a barrier. For more details on
obstacles and barriers, see
page 20.

Each obstacle that intersects


or fully crosses your Path of
Attack will add 1 to your target’s
Opposed Roll. Other models also
One barrier enters the
count as obstacles, adding 1 to
Path of Attack and obscures
the Opposed Roll for each other
the target, adding 1 to their
model in the Path of Attack.
Opposed Roll.
Barriers that enter your Path
of Attack but do not cross it
also add 1 to the Opposed Roll. A barrier fully crosses
the Path of Attack — the
If a barrier crosses your Path
Maelstrom Ripper cannot
of Attack, the Path of Attack is
attack their target.
blocked and you may not attack
that target.

Objects within reach of the


attacker do not affect the
Opposed Roll.

24
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.

Here, because the Ronin is not within reach of the


barrier, neither of the models would have a Path of
Here, the edge of the building counts as an Attack to each other. This is because the building is
obstacle to the Maelstrom Ripper below, but the treated as a normal barrier since the model on top
Ronin on the roof has a clear Path of Attack to is not within reach of the edge, and it completely
the model below. crosses the Path of Attack.

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.

BRAWLS These three characters are in a Brawl, since


their bases are well within reach of each other
(measured by the width of the Limiter). 1

If the Tyger Claws Leader (3) wants to


move away from the Brawl, she’ll need
to make a Reflexes roll against a rival
of her opponent’s choice.
2
4 3
If the Tyger Claws’ Onee-san (4) shoots
into the Brawl, all three characters will be
targeted by the attack. The model with the
lowest defense roll may be wounded.

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.

WOUNDING CHARACTERS EXAMPLE 3: One of your characters


When characters suffer a wound, one of attempted to jump a gap (see Jumping on
their Action Tokens will be changed to page 21). It used a YELLOW Action Token
RED. When a character is wounded during so it rolled a YELLOW die versus the
an Opposed Roll (most often an attack), Obstacle die. It failed and fell the GREEN
the Action Token they used for their range of the Limiter, so it must suffer a
Opposed Roll is changed to a RED token. wound. The YELLOW Action Token your
The new RED token comes into play with character used to jump is replaced with a
the same side up as the one it replaced. RED Action Token.

EXAMPLE 1: One of your characters is


targeted by an attack and you choose a
YELLOW token for your Opposed Roll.
The attack is successful, so you must
replace the chosen YELLOW Action Token
with a RED Action Token. The chosen
YELLOW token was Ready, so the new
RED token is also Ready. 3

EXAMPLE 4: One of your characters


attempts a Dangerous action using a
GREEN Action Token (see Dangerous,
page 40). Your character will roll a GREEN
die and, if it Fumbles, the GREEN token
used to take the action will be replaced
1 with a RED Action Token.

EXAMPLE 2: One of your characters is


targeted by an attack and you choose a
GREEN token for your Opposed Roll.
The attack is successful, so you must
replace the chosen GREEN Action Token
with a RED Action Token. The chosen
GREEN token was Used, so the new RED 4
token is also Used.
RED-LINED MODELS
Models whose actions have all
been wounded and are all RED
are “Red-lined.” Some actions
only affect Red-lined models
(most notably, the basic MED
action, Triage). If a Red-lined
model heals any wounds, it
2 will no longer be Red-lined.

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.

LOOT GEAR ACTION ▼


LOOT GEAR
Remove a Body token within reach from the table.
This character may now use one of the taken out
character’s Gear or Loot cards. [Complex]

Note: Remember to give the card back after!


The Loot Gear action requires a
successful Tech Roll in order to use the Healing often requires a Med
card from the body. If successful, remove Skill roll. Like any action that
a Gear or Loot card from the body and targets friendly models, it is
equip it to the character taking the action opposed by the Obstacle die.
(starting Gear printed on the Character
card may also be looted). Only models currently on the table can be
healed. Once a model is taken out, they
LOOT GOODS ACTION ▼ can no longer be healed. Since Gonks
are immediately taken out when they are
LOOT GOODS wounded, they cannot be healed.
Remove a Body token within reach and draw
1 random Loot card. [Complex, Easy]

If you don’t want to risk failing the Loot


Gear action or if the body has no Gear you
want, you can use Loot Goods instead. No
Skill icon is shown and the action is Easy,
so no dice roll is required (though it still
uses an action).
Most Loot cards can be
discarded to gain a one-time
benefit, while others provide an
ongoing benefit for the rest of
the scenario.
Both looting actions remove
the Body token from the table,
Loot so each body can only be
Cards
looted once.

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.

Because the Tyger Claws


2 character is wounded, one of
her Action tokens is exchanged
for a RED token.

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!

Kyodai has two Action Tokens (GREEN and


YELLOW) but, because Lizzie defended
with the YELLOW token, the Yellow token
is replaced with a RED Action Token. The
Lizzie’s result is higher, so the attack was a
YELLOW token was Used, so the new RED
success and Ripper must suffer a wound!
token is also Used.

TYGER CLAW ACTION 2: MOVE


Even though John interrupted her turn with a
[RE]action, Lizzie still has Control and Kyodai
is still the Active Model. Kyodai has one
The Veteran Ripper has two Action Tokens
remaining Action Token which Lizzie uses
(Green and Yellow) but, because it chose
to move. Kyodai then has no more Ready
to defend with the GREEN token, the
Action Tokens and Control passes to John.
GREEN token is replaced with a RED
Action Token. The GREEN Action Token
was Ready, so the RED Action Token that
replaces it is also Ready.

MAELSTROM [RE]ACTION 1: ATTACK


John chooses to [RE]act with Ripper,
which Ripper can do because it has a
ready Action Token and it suffered a
wound (if the attack had failed, Ripper
would not be able to [RE]act).

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.

The action is a success, Kyodai suffers a


wound, and must replace the Used GREEN
token with a Used RED token.

Lizzie rolls higher than the Obstacle die so


the action is a success! Onee-san activates
and Control passes to Lizzie, even
Lizzie wants to [RE]act but, because Kyodai though John still has one Ready Action
has no Ready Action Tokens, she may not. Token remaining on his Warlord.
All of Kyodai’s Action Tokens are now RED;
Kyodai is Red-lined! TYGER CLAW ACTION 3: MOVE
Onee-san has three ready Action
MAELSTROM ACTION 2: ATTACK Tokens and Lizzie exhausts one of
Over-confident and certain Kyodai is done their YELLOW tokens to move them
for, John chooses to use the Warlord’s first YELLOW towards Kyodai in order to
YELLOW Action Token to attempt a Basic get within reach of Kyodai.
Ranged Attack targeting Oyabun. Lizzie
chooses to defend with one of the Oyabun’s TYGER CLAW ACTION 4: TRIAGE
YELLOW Action Tokens. Lizzie exhausts Onee-san’s GREEN
Action Token and targets Kyodai
(who is now within reach) with the
Triage action.
Lizzie rolls the GREEN
die opposed by the
Obstacle die (she does
not add any Skill as
Onee-san has no Medical
Skill). Lizzie succeeds
After both players have rolled and added and restores a Used
their relevant Skills, John’s result is higher RED token to a Used
so the Oyabun suffers a wound, replaces its GREEN token. Should
YELLOW Action Token with a RED Action have taken out Kyodai
Token, and chooses to [RE]act. when you had the
chance, John!
33
Netrunning
When the bombs fell, the global ‘net that powered life in the future also fell. In the Time of
the Red, bits and pieces remain and talented Netrunners are able to access local nodes
and data. Many ‘net attacks are made directly against their target, at close ranges.

NETRUNNERS IN YOUR TEAM PROGRAMS USER GUIDE


Your team may include one or more Program cards are double sided with a
Netrunners: talented individuals who are GREEN, YELLOW, or RED “Loaded” side,
able to surf the digital pathways that so and a blue “Running” side. All programs
many residents of the Combat Zone have start Loaded, with their GREEN, YELLOW,
installed in their meat-ware. or RED side face-up.
Models with the NETRUNNER keyword are
able to install and run programs. Programs LOADED PROGRAMS
are a special type of action which don’t The Loaded side will have a TECH action
use “meat-space” Action Tokens the way the Netrunner can attempt. This may have
moving, attacking, or interacting with the immediate or ongoing results.
Battlespace does. As with other actions, if the program’s
TECH action targets a rival, it is opposed
INSTALLING PROGRAMS by that rival’s TECH Skill. If it targets a
Netrunners can install a number of friendly model, the program is opposed by
programs equal to their TECH Skill at the the black Obstacle die.
beginning of the game.
RUNNING PROGRAMS
Before each game begins, choose which
Programs’ Running sides list their
of your Netrunners have which programs
ongoing effects. Many programs cause
installed. Programs have a rarity number,
the Netrunner to be Vulnerable while the
just like Gear. You may not include more
program is running.
copies of a program in your team than its
Loaded rarity. A single Netrunner may not install
multiple copies of the same program.
Program All of a Vulnerable model’s
See page 36 for details on building Skills are reduced to zero,
your team. except the model’s Tech Skill,
which remains unchanged.
LAUNCHING PROGRAMS
Like meat-space actions, programs can be
GREEN, YELLOW, or RED quality. When The Running side will also say when to
you attempt to launch a program using the reload the program, flipping it back to it’s
Tech action on the card, your Netrunner Loaded side. Many programs are reloaded
will roll the color die that matches the when you Inspire Your Team.
quality of the program.
Attempting to run a program does not
use an Action Token. If the TECH roll is
successful, resolve the results and flip the
card to its Running side – without flipping
an Action Token.
A model may run its programs during
Running If a Netrunner fails to launch a program, its activation, and the program may
Program they may not attempt to launch that not interrupt another action, unless the
program again during the same activation. program states it may be used during a
Programs may not be used as [RE]actions. different time.

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.

DEPLOYING MODELS DURING A


SCENARIO
Sometimes a program, Gear, Objective
or other effect will direct you to deploy
a model during a game. This is most
common with programs that deploy
drones, but other models are sometimes
deployed during a game as well.
When you are directed to deploy a model
during a game, take it and place it onto the
Battlespace as directed by the effect. You
do not need to spend EBs on the model,
and it may act normally from that point on.

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)

Above: the Blast misses and is moved,


within RED, by the targeted player.
The model in the new Blast range must
Above: The Blast is placed touching [RE]act to move out of the way, or they will
target model 1. have to make a Reflexes roll to see if they
Model 2 may also be hit by the Blast. take a wound.
Model 3 is outside the Blast.

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.

A shooter with a Rapid 3 weapon


opens fire at a group of rivals. They
start by attacking the 1st target with
no modifier to their Skill Roll.

Then they “walk fire” and switch to a


2nd target, making that attack’s Skill
Roll at -1.

Finally, they move on to attack


the 3rd target, this time with a -2
penalty. Any of the targets who were
wounded may then [RE]act.

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.

SETTING UP YOUR HQ & SUPPLY


Every team has two groups of cards:
their Supply and their HQ. The Supply Scenarios
contains the characters, Gear, and other
cards you haven’t found, bought, or
earned yet. The HQ is where you’ll keep
your team’s available characters and Gear.
At the start of the campaign your HQ
contains:
‣ Basic Character cards (without any
stars)
‣ Basic Gear cards (without any stars)
At the start of the campaign your Supply
contains:
‣ Veteran Character cards (with stars)
‣ Advanced Gear (Gear with stars)
‣ All Objective cards (not yet completed)
As you play games with your team,
complete Objectives, and raise your
Street Cred, you’ll be able to take better
Gear and characters from your Supply
and add them to your HQ. Completed
Objectives are also moved from your
Supply to your HQ. Make sure to keep
your Supply and HQ cards separate.
43
CHOOSING YOUR TEAM COMPLETED OBJECTIVES
In a campaign, you can promote your When setting up for a game, take your
characters to improve their actions and previously completed Objectives from
Skills. You can acquire new Gear and your HQ and set them face-up with their
complete Objectives which unlock new reward showing.
special rules and abilities for your team. Completed Objectives provide a variety of
When choosing which cards to bring to bonuses: increasing the number of EB you
a campaign game, you can choose from can spend for the game; adding Character
any of the cards in your HQ, but not your or Gear cards to your HQ; starting with
Supply. more Luck tokens; or other effects.
Many completed Objectives also feature
FACTION OBJECTIVES a star icon and increase your team’s
Objective cards give you personal goals, in Street Cred.
addition to the goals of the scenario. There are three kinds of completed
Each faction has a deck of Objectives. Objectives: ongoing, recycles, and
Before each game, you will randomly draw Cybergear:
four Objective cards and then discard one. ‣ Completed Objectives that are
The three remaining Objectives are the ongoing stay in play from game to
ones you will try to complete during the game and continue to give you their
game. benefit.
You’ll keep your Objectives hidden until ‣ Completed Objectives that recycle
they’re completed. Once completed, you’ll must be discarded for some effect.
gain some sort of ability, bonus, or reward When an Objective that recycles is
for your team. discarded, put it back into your Supply
Completed Objectives are added to your and it may be attempted again in a
HQ - many of their rewards persist game subsequent game.
after game. ‣ Completed Objectives that are
Cybergear may be equipped to
any model that is eligible to equip
Cybergear during subsequent games.
Some Cybergear Objectives may
specify the model that is allowed to
equip it.
When you complete an Objective, place
it in front of you and gain its benefit
immediately. Keep in mind some
Objectives only help you while choosing
your team (such as equipping a character
with Cybergear or giving you more EBs),
these Objectives will not affect you until
the following 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

GEAR: THE HQ’S


ARMORY
During the course of your team’s campaign, When you win a scenario and have the
you’ll be able to add Gear cards to your opportunity to promote one of your
HQ. Each Gear card has a EB cost. When characters to a Veteran, you can choose
creating a team for a game, you still need to to add a model with the Merc keyword to
pay for the Gear and follow the EB limit for your HQ instead: add their card to your
the game. The more Gear you collect, the HQ. They’re now available in your next
more options you’ll have. game. The Merc you choose in this way
Many pieces of Gear have a Street Cred may be a Veteran with a single Street
requirement – you must be at least Cred star, so you may as well grab a
that cool to use those cards. At the Veteran Merc instead of a basic one! If
start of your campaign, your team’s HQ a Merc has a two-star version, you must
only includes Gear with a Street Cred hire its single-star version first and then
requirement of zero. promote it as normal.
Note that in campaign games there is no
PROMOTING CHARACTERS limit on the number of Mercs you have. If
When you win a scenario, you have the you win five games and add a Merc every
chance to promote a character. To do so, time, so be it!
swap the current version in your HQ for
the Veteran version of that character from GEARING UP AFTER GAMES
your Supply (the Veteran Version will have If your team’s Street Cred rises after a
an additional Street Cred star). game because you promoted a character
or completed an Objective, check your
Supply and see if there is any Gear you can
add to your HQ. When you play your next
game, you’ll be able to choose from those
cards too.
Example: When your Street Cred rises from
three to four, you would find the Gear cards
with a four-star requirement and add them
to your HQ.
You will often have more Gear (and
characters) in your HQ than you bring to
the table. The extra characters and Gear
give you more options, so that you’re ready
for varied scenarios.
If you acquired Gear or Loot cards during
Most characters have two versions: one the game by looting an opponent’s body,
with no stars and one with a single star. those cards return to the Loot deck or
Some characters may have a two-star opponent’s HQ after the game, unless
version. You can only add one star at a time. otherwise specified.
Note that you do not need to pay Example: Your Tyger Claw character loots a
additional EBs for Veterans (including shotgun from a fallen Maelstrom character.
Veteran Mercs) in campaign games; you That shotgun returns to the Maelstrom HQ
already earned them! after the game.
45
LIFE & DEATH IN THE MAJOR INJURY
A model that has suffered a major injury
COMBAT ZONE might not die, but they’re not fighting for a
Which scenario you play will detail the while. Remove their card from your HQ and
rewards for winning. After resolving those, replace them with the basic version. Mercs
you’ll need to see how your team fared are removed from your HQ, you won’t be
after the skirmish. able to use them until you “re-hire” them.

RECOVERING FROM THE INJURED LEADERS


SCENARIO The streets wait for no one – except the
Novice scrubs are a dime a dozen and no boss. If your Leader suffers a major injury,
one pays much mind when a newcomer that’s a major blow to their Street Cred!
gets taken out, they are easily replaced. If your Veteran Leader “dies” and must
However, you’ll need to roll a die for each be replaced with its basic card, add the
of your Veteran characters who were “Wounded Leader Objective Card” to your
wounded or taken out of action during the HQ, which temporarily reduces your team’s
scenario. Veteran characters will have at Street Cred by one. The Wounded Leader
least one Street Cred star on their card. card is never shuffled into your normal
Roll the color die that matches the best Objective deck.
Action Token they had remaining at the This may affect what Gear you can bring
end of the game. Veteran Characters to future games. You can discard this card
who are taken out of action roll two RED after winning a game.
dice. If you roll a Fumble,
the character has suffered a
major injury!
For example, a character who
was wounded and ended the game with a
RED and a YELLOW Action Token would
roll a YELLOW die.

INJURED VETERANS & MERCS


Veteran characters have seen action and
their experience in the streets is valuable
and hard to replace. If you have someone
with a MED Skill higher than zero on your
team, have that character make a MED
Skill Roll vs. the Obstacle die.

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)

ACTION DICE – The GREEN, YELLOW, CHARACTER – A capable member of a


and RED dice, used when attempting an team, typically with multiple Action Tokens
action. (page 6) and special abilities. (page 9)

ACTION TOKEN – A marker used to CHARACTER CARD – A card that shows


indicate whether a character has an action the game rules of a specific character
available as well as the color of die used to model. (page 9)
resolve that action. (page 6)
CLIMB – Moving up or down a vertical
ACTIVATE – The act of selecting a model barrier. (pages 22)
to become the “Active Model.” (page 12)
COMMAND ACTION – An action that
ACTIVE MODEL – The model that is allows a character to activate another
currently taking an action. (page 12) model, outside of the normal exchange of
Control. (page 19)
ARMOR – Protective equipment that
the target of an attack may use for an CONTROL (OF THE BATTLESPACE) –
Opposed Roll instead of using a Skill. The active player is said to have Control.
Armor provided by a Character card can Only the player with Control can activate a
always be used, but Armor from a Gear model. (page 12)
card can only be used until it fails to
protect the wearer. (page 26)
COMPLEX ACTION – Complex actions
may not be attempted if there are enemy
ATTACK – An action that will cause a models within RED. (page 40)
wound to the target if it is successful. May
only target rival models. (page 15) CRIT – A “critical hit;” the highest
value on each die. Crits are usually
BARRIER – A piece of scenery that a an “automatic success” and may
model cannot move through, such as a trigger additional effects. (page 17)
solid wall. (page 20)
CYBER-CHARACTER – A character with
BASIC ACTIONS – 6 standard actions Cybergear equipped. (page 37)
that any model may take (one for each
Skill). (pages 15-17) DANGEROUS ACTION – If a model rolls
a Fumble when attempting a Dangerous
BATTLESPACE – The area over which action, they take a wound. (page 40)
the action of the game takes place, which
includes scenery and deployment areas for DEADLY ATTACKS – Deadly attacks deal
each team. (page 38) an additional wound when they hit. (page 40)

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)

BODY TOKEN – A marker used to DEFENSE [SKILL X] – A bonus to the


indicate where a model was taken listed Skill that only applies when the
out. Characters can Loot the Body for model is opposing (defending against) an
equipment. (page 29) action. (page 40)
50
DEPLOY – To place a model on the table, GEAR – Equipment or weapons a model
to enter the Battlespace during a game. can use during the game. Gear can give
(page 38) a model additional actions and/or other
abilities. (page 11, 26, 37)
DIFFICULT ACTION – A particularly
complicated action; a character can only GONK – A novice member of a team,
use each Difficult action once until the
representing rank-and-file grunts or
team is Inspired. (page 19)
muscle. (page 9)
DISCARD – After using an action with
Discard, the Gear or Loot card with the GONK CARD – A card that shows the
action is discarded. (page 40) game stats and rules for a type of Gonk
model. (page 9)
DRAG – Using a move action to relocate a
rival or other object. Dragging is limited to the HACKED – When a Netrunner gains
RED range regardless of the color of Action access to a rival’s cyberware, they place a
Token used. (pages 21, 27) Hacked token on that target. A target with
EASY ACTION – Easy actions are actions a Hacked token is more susceptible to
that do not require a roll (an Action Token is some programs. (page 35)
still used). (page 14)
HEAL, HEALING – The act of removing
EB – “Eurobucks,” the currency of Combat a wound from a model; when a wound is
Zone; used when creating your team. healed, one Action Token is restored to its
(pages 9, 37) normal color. (page 30)
ESCAPE – Using a move action to leave a IMPACT TOKEN – A marker used to
Brawl. Uses Reflexes opposed by a rival’s indicate the center point of a Blast.
Reflexes, unless you outnumber your rivals (page 39)
in the Brawl. (page 26)
EXHAUST – To flip a card face down; INDIRECT – An action that ignores
exhausted cards effectively have no text obstacles in the Path of Attack. (page 40)
and cannot use any abilities or effects
INSPIRE YOUR TEAM – One of two
until they are refreshed. (page 13)
options a player has when they gain
FACTION – One of the groups competing Control; allows you to activate each of your
to control the Combat Zone. A team can Gonks (Gonks may take one action when
only include members of a single faction they activate) while your characters refresh
(plus Mercs). (page 36) their Action Tokens. (page 12)
FAIL – To unsuccessfully execute an INSTALL – To assign a program to a
action by having a lower, or equal, total Netrunner. A Netrunner can only run
than the Opposed Roll. (page 6)
programs they have installed. (page 34)
FALL – When a model involuntarily moves
vertically down. This may cause it to suffer JUMP – A model may attempt to jump
wounds. (page 22). across a gap between scenery up to RED.
(page 21).
FRIENDLY – Your models are considered
“friendly” to each other. (page 7) KEYWORD – A descriptive word
FREE / FOR FREE ACTIONS – An displayed on some actions and Character
action that can be taken without using an cards that is referenced by other rules.
Action Token. (page 19) (pages 9, 39-41)

FUMBLE – The lowest value LAUNCH (A PROGRAM) – To use a


on each Action die. Fumbles program’s effect. Launching a program
are an “automatic failure” and does not use an action. If it is successfully
may trigger additional effects. launched, flip it to its Running side and
(page 6) resolve its effects. (page 34)
51
LEADER – The centerpiece of a team and OBSTACLE DIE – A black 10-sided die
often its most powerful member. Each used for an Opposed Roll when an action
team must have one and only one Leader. does not target a rival model. (page 6)
(page 36)
OPPOSED ROLL – A die roll made by
LIMITER – The measuring device used in the active player’s target to determine if
the game, divided into GREEN, YELLOW, the action the Active Model is attempting
and RED lengths; the width of the Limiter succeeds or fails. (pages 6, 14)
measures the within reach distance.
(page 7) PATH OF ATTACK – An imaginary straight
line between the Active Model and its
LOADED – A program that is available to
target, the width of the Limiter. (page 24)
use, i.e., it has the Loaded side up. (pg. 34)
LONG RANGE – The area of the PIERCE – Pierce attacks reduce the value
Battlespace beyond the GREEN range of of the target’s Armor. (page 40)
the Limiter. Some actions have a black PROGRAM – A special type of action
range icon and may target models beyond available only to Netrunners. Programs
GREEN. (page 14) have effects when you Launch them.
LOOT, LOOTED, LOOTING – Taking a (page 34-35)
piece of Gear or drawing a Loot card from
PUSH – A Push action moves the target
a model that has been taken out; also,
model RED directly away from the Active
something acquired by looting. (page 30)
Model. (page 40)
LOOT CARD – A card that shows a random
trinket acquired through the act of looting. QUARTER – One fourth of the
(page 30) Battlespace. (page 38)

LUCK TOKEN – A token that a RANGE – The distance between the


player may spend to re-roll a single Active Model and its target. Most actions
die roll. Each player typically starts have a maximum range: you cannot
with 3. (page 13) choose a target that is a greater distance
away from the Active Model. (page 14)
MEMORY LEAK – When a Netrunner
Fumbles a program, it must suffer Stun 1 RAPID – Rapid actions allow you to take
or take a wound. (page 35) the same action without using additional
MERC – A character who is not loyal to a actions. (page 41)
single faction. Can be included in any team. RARITY – The maximum number of a
(page 37) single Gear or Program card your team may
MODEL – A single combatant, have. (page 37)
represented in the game by a miniature.
REACH – The width of the Limiter,
(page 7)
representing “hand-to-hand” range. (page 7)
MOVE ACTION – An action that allows
a model to change location within the [RE]ACTION – A special action a character
Battlespace. (page 20) may take immediately after being wounded
by a rival’s action. (page 31)
NETRUNNER – A character that has the
ability to Hack rivals and install programs. [RE]ACTION SYSTEM – The name of the
(page 34) game rules and mechanics. (page 6)

OBSTACLE – A piece of scenery that a READY – A “face up” Action


model can move through or over, such as Token, which can be spent
a low wall or rubble. (page 20) to take an action. (page 13)
52
RED-LINED – A character STUN – Stun actions can force a character
that has only RED Actions to flip Ready Action Tokens or prevent a
Tokens remaining (due to Gonk from acting during Inspire Your Team.
wounds). (page 28) (page 41)

REFRESH – The act of flipping Used SUCCEED – To execute an action by


Action Tokens to their Ready side, usually having a higher roll total than the Opposed
as part of an Inspire Your Team turn; also Roll. (pages 6, 14)
the act of flipping exhausted cards face up SUPPRESSION – Characters may only
so their text is available again. (pages 12, [RE]act to Suppression attacks with a
40) move action. (page 41)
RELOAD – To flip a program card to the
TAKEN OUT – A model that has suffered
Loaded side so it is again available for
too many wounds and been knocked out of
use. (page 34)
the combat. When a model is taken out, it
RESERVE / IN RESERVE – A model that is replaced with a Body token, which can be
is not deployed at the beginning of the looted. (page 29)
game, but saved to deploy later. (page 38)
TARGET – The intended recipient of an
RIVAL – The opposing player; a model action’s effects. (pages 14, 24)
controlled by an opposing player. (page 7)
TEAM – All of the models controlled by a
SCENARIO – A single “game” of Combat single player. (pages 8, 44)
Zone; the parameters for a scenario are
described on each scenario sheet. TORRENT – Torrent actions target all
(pages 8, 43) models in their Path of Attack, both friend
and rival. (page 41)
SCENARIO SHEET – A page that
describes the special rules, setup, and UNWIELDY – Do not add the model’s
goals for a single scenario. (page 43) Skill to Unwieldy actions. (page 41)

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)

SKILL – One of six core abilities that a VULNERABLE – A model that is


model can use when attempting an action: Vulnerable has all of their Skills,
Reflexes, Ranged, Melee, Medical, Tech, except Tech, reduced to 0. (page 34)
and Influence. (pages 9, 10, 14)
WALKING FIRE – A penalty to Rapid
SPECIALIST – Specialists are rare actions when targeting multiple models.
individuals. Your team may only include (page 41)
one of this model (but may include other
Specialist models).
WOUND, WOUNDED – Primarily
the effect of a successful attack, a
STREET CRED – A measure of a team’s wounded character must replace
or character’s reputation; needed to gain one of their Action Tokens with a
access to some Gear or characters. Street RED token. If they cannot, they
Cred is gained by winning scenarios & are eliminated. A single wound will
completing Objectives. (pages 9, 11, 37, 44) eliminate a Gonk. (page 28)
53
Game Summary Player Turns
DETERMINE THE SIZE OF YOUR TAKING CONTROL
1 GAME (PAGE 8)
Agree with your opponent about how
When you take Control, you have to choose
between Activating a Character or Inspiring
many EB each player is going to spend Your Team (page 12).
on their team. 100, 150, or 200 are good
amounts, depending on how long you ACTIVATING A CHARACTER
want to play. Choose a character with Ready Action Tokens and
take actions with them (the Active Model).
BUILD YOUR TEAM (PAGES 8, 36) Characters can choose from any of the six basic
2 One Leader, multiple characters, plus
some Gonks (limited by your character’s
actions (below) and may have more available,
depending on their Character card and Gear.
combined Influence). When your Active Model is finished taking actions,
Control passes to your opponent.
CHOOSE YOUR SCENARIO (PAGE 8)
3 Each scenario will contain details of how
to set up the Battlespace and what you
MOVE: Move up to your action color. If the
move is unobstructed, it doesn’t require a
need to do to win. Skill Roll.

PLAY THE GAME (PAGE 12) MELEE ATTACK:


Attempt to wound a rival within RED.
4 At any one time, one player will have
Control and will take actions with their Opposed by target’s Melee Skill.
models. Control passes clockwise
RANGED ATTACK:
between players. Scenarios determine
Attempt to wound a rival within YELLOW or
who has Control first.
GREEN range. Opposed by target’s Reflexes.
WINNING THE GAME BASIC MED: Attempt to Heal 1 from
5 Play continues until someone wins by
completing the goals of the scenario.
another Red-lined target within reach.

BASIC TECH:
Remove 1 Hacked Token from friendly target.

BASIC INFLUENCE:
Activate Friendly Model (Characters Only).

INSPIRING YOUR TEAM


Activate each of your Gonks who have not been
taken out of action by taking a single action with
each of them.
– AND –
Refresh all your characters’ Used Action Tokens.

USING THE LIMITER


Ranges in Combat Zone are measured with the
Limiter (page 7). Most actions picture a color
range and can only target models within that range.
When you move, you move within the color range
of the action token you used to move.

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