Chrome Hammer
Chrome Hammer
Chrome Hammer
<!--Welcome-->
The great thing about the Hammer family of games is that if you and your opponent can come to a
generous understanding of “how things should work” you can go a long way without even having to
reference the book!
This is also an homage to the 1980s dystopian future, where technology is cheap, and life even cheaper.
That seems pretty grim, but so is war, and there are plenty of games about that. So just concentrate on
the neon and chrome. It’s all just a VR sim anyway.
//Contact
If you have questions, you can link to the ‘grid and send cyber-mail to [email protected].
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Either way, it really enhances the game if you take those cues and run with them to add your own detail.
What exactly is the Corporation researching that you’re trying to steal? Did you buy off the company
man, or did you resort to blackmail? Is that building that’s being used for cover a brothel or a noodle-
shop (or both)?
Once you have hashed all of that out, put on some tea and get to it!
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//Units
Your forces consist of several Units. A Unit can be almost anything that operates as a single undivided
entity on the table.
Examples include:
• A squad of infantry.
• A single drone.
• A single, large, patrol mech.
• An individual ‘Punk.
If a Unit has multiple individual components (such as a squad of several troopers) they must be arranged
at all times with no more than 1” between each figure. The figures that make up such a Unit can never
split off or otherwise be divided out. Think of the individual pieces as the cosmetic representation of the
Unit.
//Turns
The game is played in a series of Turns. A Turn consists of each player having a go, in the same order
each Turn. The player’s chance to act is called the Player Phase. When each player has taken their
Phase, we have an End Step where a few bookkeeping tasks are done, then it’s on to the next Turn.
In a typical game of ‘Punks versus the Corporation, the ‘Punks go first, but other scenarios might have a
different player start.
Apply Stuff
If you have decided that anything is going to happen at a specific time and that time is now, make it
happen.
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//The Orders
There are several different Orders that a Unit can be given:
Units ordered to Defend should be given a token or marker to remember their status. They retain it
until they move for ANY reason or are given a new Order. Returning fire or fighting off an assault does
not remove the token.
//Moving
Units can move if they are given Engage, Move Out, Defend, Patrol, or Carry Out Orders. Each Unit has
a Speed defined in inches.
Engage
If a Unit is given an Engage Order, it may move using its normal Speed. The Unit is not required to use all (or any)
of its movement.
Move Out
If a Unit is given a Move Out Order, you may roll 1D6 and increase its Speed for this activation by the
result of the roll. Unlike other movement options, however, the desired destination and path must be
declared before rolling the die. If the roll falls short, the figure is moved as far as it is able along the
path. If the roll exceeds the amount need to reach the destination, the remainder is wasted.
If a Hidden Unit Moves Out, and the result on the die is a natural 6, the Unit immediately loses 1
Stealth.
Patrol
When given a Patrol Order, the Unit moves at -2 Speed (minimum 1) and may not cross Linear
Obstacles. If the Unit travels across difficult terrain, subtract 2 and THEN halve. The Unit is not
required to use all (or any) of its movement.
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Defend
If a Unit is given a Defend Order, it can move using its normal Speed but must end the move further
away from any visible opponents than it began. The Unit is not required to use all (or any) of its
movement.
Carry Out
When given a Carry Out Order, the Unit moves at half its normal Speed. If the Unit travels across
difficult terrain, its speed is not halved again. The Unit is not required to use all (or any) of its
movement.
Make a Hole!
Allied Units may move through (but not onto) one another. Units may not move through enemy Units
unless that enemy is Hidden. If they want to stop you, they’ll have to Expose themselves.
Bad Going
If the terrain is rough, dense or otherwise difficult to move through, Units must move at a reduced rate.
Infantry and walker-type vehicles (basically anything that walks) move at half Speed. The easiest way to
do this is to just take the distance you are covering on the table and doubling it.
Units that hover, fly, jump or otherwise don’t really touch the ground are not reduced at all of course,
neither are any Units representing a single individual character.
Other ground vehicles will Bog Down and can move no more than 3” within any such ground during
their move. This can be combined with normal movement outside the terrain feature if the total
movement expended does not exceed the Speed.
However, you are more likely to encounter Linear Obstacles in the dense urban environment. These are
mainly low walls, barricades and the occasional parked vehicle. Climbing over these obstacles halves the
remainder of that Unit’s movement allowance. This applies to individual character units as well.
Ground vehicles often cannot even cross Linear Obstacles, but those that can (like some tanks, perhaps)
follow the same rules.
Units that don’t touch the ground, or very tall walkers, can ignore movement penalties from Linear
Obstacles.
Going Up!
A Unit that starts its Phase touching an unlocked door at the base of a building, or a roof access, may
automatically enter that building. Move the Unit to the new door. (Elevators in the future are super-
fast!) This counts as its entire base movement, though if it Moves Out it still gets the extra die of
movement starting at the destination door.
If enemy units are blocking the door, it will be necessary to engage in close combat to try to get them to
move. The moving Unit stays by the original door. If the blocking Unit loses, it is moved away as
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normal, and the moving Unit is placed by the new door. If the moving Unit loses, it just goes “back
downstairs” and thus does not move.
Fractional Movement
If a Unit must move at half Speed, do not round up or down. Use the fractional movement. A
movement allowance of 5 inches halved would allow 2½ inches of movement.
//Shooting
Engage
If a Unit is given an Engage Order, it may move and then attack, in that order.
Units must be given Engage orders to make ranged attacks. All firepower of a Unit is usually condensed
into a single attack roll or “shot”. This might represent monofilament blades in the dark, a few shells, a
long burst of machine gun fire or the combined outputs of an entire squad firing rifles, throwing
grenades, and generally being disagreeable. Units may shoot at any target they can see. Note that
Hidden Units normally cannot be seen unless Exposed.
To fire across any Linear Obstacle (such as walls and barricades) or into/through any area feature (such
as steam or ruins) either the firer or the target must be within 3” of the feature. Otherwise line of sight
is blocked. Exposed Units block lines of sight unless the firer or target is noticeably taller than the
interfering Unit. Particularly tall Units can ignore Linear Obstacles and smaller Units when establishing
line of sight.
Units at a higher elevation can also ignore Linear Obstacles when establishing line of sight. However,
Units on raised platforms, like rooftops, cannot see or be seen by Units at lower elevations unless the
elevated Unit is in base contact with the intervening platform edge.
A Hidden Unit that attacks a target more than 3” away is automatically Exposed.
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The base target number is 7+. Below are some suggested target modifiers:
+1 Target is Defending
+2 Target is obscured (usually by intervening terrain)
-1 Shooter did not move
-1 Shooter started attack Hidden
Shooting Back
If the target is within 9” (but beyond 3”) and survives the attack, it may fire back or retreat a normal
move away from the attacker. If it opts to fire, this is resolved the same way as the initial shot. Returning
fire does not allow return-return fire or any other reaction.
If for some reason the attacker is not Exposed, the target may not return fire, but may “counter-scan”
instead, making a scan test to Expose the attacker.
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//Assaults
Engage
If a Unit is given an Engage Order, it may move and then attack, in that order.
A Unit must be given an Engage order to engage in close combat. A Unit that attacks a target within 3”
will engage it in an Assault. This represents everything from hacking with swords and axes to close
ranged fire and hurling grenades. It is typically unpleasant. There is no need to move models into
contact. We can assume they dash towards each other and then back up to their original positions or
simply blast each other at point-blank range.
The Unit being targeted IMMEDIATELY takes 1 point of Damage. If the attacker is Hidden, the Unit
being targeted takes 2 points of Damage instead. If this Frags the Unit, there is no need to do anything
else.
Subtract 1 if it is at a disadvantage tactically (such as the attacker attacking across a wall). Subtract 1 if it
has taken more Damage than its opponent. (Yes, including the automatic point(s) just inflicted.) Add 1
if the attacker started the Phase Hidden.
Single individual characters fight squads at -1 unless they are heroes (like ‘Punks), in which case they
fight at +1. Giant robots fight normal sized troops at +1.
On a draw, each Unit takes 1 Damage and if they are still alive will immediately fight again unless either
player declares they wish to retreat a full move. Otherwise the lower scoring Unit takes Damage equal
to the difference in rolls and then retreats a full move away.
If an Assault ends with one side moving away, any Hidden Units participating are Exposed.
Overrun
If one Unit rolls a natural 6 and the other rolls a natural 1, the Unit that scored a 1 is wiped out
automatically. The grunts either get cut down as the enemy gets the drop on them or an enemy trooper
manages to jam a grenade into the turret hatch.
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//Taking Damage
Any time a Unit takes Damage, it is added up and tracked. Placing a small die next to the Unit is easy but
you may prefer using tokens or a tracking sheet.
If a Unit accumulates 7 points of Damage or more, it is Fragged and is removed from play. Damage is an
abstract measure encompassing physical damage, systems malfunctions, wounds and casualties, shock,
fear, exhaustion and loss of will.
//Removing Damage
Defend
When given a Defend Order, a Unit may move away from the enemy and remove a single point of
Damage it has accumulated. Units can never end up with negative Damage for any reason.
Regroup
When given a Regroup Order, a Unit may remove 2 points of accumulated Damage, but cannot move.
Units can never end up with negative Damage for any reason.
Attacking outside of Assault range (3”) immediately Exposes the attacking Unit.
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//Scanning
Patrol
When given a Patrol Order, the Unit may move at -2 Speed and then scan, in that order.
Units must be given Patrol orders to scan for Hidden enemies. Units may scan a target in line of sight,
attempting to remove the target’s Stealth.
To scan across any Linear Obstacle (such as walls and barricades) or into/through any area feature (such
as steam or ruins) either the scanner or the target must be within 3” of the feature. Otherwise line of
sight is blocked. Units block lines of sight unless the scanner or target is noticeably taller than the
interfering Unit. Particularly tall Units can ignore Linear Obstacles when establishing line of sight.
Units at a higher elevation can also ignore Linear Obstacles when establishing line of sight. However,
Units on raised platforms, like rooftops, cannot see or be seen by Units at lower elevations unless the
elevated Unit is in base contact with the intervening platform edge.
The base target number is 8+. Below are some suggested target modifiers:
+1 Target is Defending
+2 Target is obscured
+1 Target beyond 9 inches
-1 Scanner did not move
-1 Scanner in elevated position
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//Close Calls
Patrol
When given a Patrol Order, the Unit may move at -2 Speed and then scan, in that order.
If a Unit scans a Hidden target within 3” they will engage in a Close Call. The target loses 1 Stealth
immediately. If this Exposes the target, the scanning Unit may continue with an Assault instead (but do
not inflict any automatic Damage). Otherwise, roll a D6 for each Unit. Hidden Units add 1 if they are
obscured, and another 1 if they are directly touching intervening terrain.
If one Unit scores higher, the other Unit loses the difference in Stealth. Exposed Units have no Stealth
to lose, so it’s wasted on them. On a tie, both sides lose a point of Stealth (possibly becoming exposed),
and immediately test again. There’s nowhere to run.
//Losing Stealth
Hidden Units should be marked in some way to indicate that they are Hidden. Placing a small die set to
the current Stealth next to the Unit is easy but you may prefer using tokens or a tracking sheet.
If a Unit loses all its Stealth, it is Exposed. Also, if a Unit is Exposed, is loses all its Stealth. All enemies
become Alerted to the Unit’s presence until it can become Hidden again. Depending on the scenario,
this might trigger other effects, like activating reinforcements. A Unit may not have less than 0 Stealth.
//Recovering Stealth
Lay Low
When given a Lay Low Order, a Unit capable of becoming Hidden that is out of enemy line of sight may
recover 2 points of Stealth but cannot move. Units can never recover more Stealth than their starting
value.
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The Carry Out Order is used for all manner of situations that do not fit elsewhere.
Any of these is handled through a Skill Check. Roll 2D6 and attempt to roll equal to or higher than the
target number. Some Units may have talents or gear that grants them a bonus to this test.
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<!--Forces-->
//’Punks
## While the Corporations are monstrous, ‘Punks are just smaller, more charismatic monsters.
## Still, at least they’re your monsters.
‘Punks
All ‘Punks share the same basic profile. A lot of them are clones anyway.
However, ‘Punks can scrape together a few Upgrades. Bonuses from Upgrades don’t stack. ‘Punks are
assumed, of course, to have guns and smartphones and bath salts and such, but nothing that has any
special effect on the rules. Each Upgrade reduces the ‘Punk’s Speed by 1 inch. New (or more, or fewer,
or no) upgrades may be selected before each mission.
--Upgrades
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--Edges
‘Punks can also earn Edges that persist from game to game in a campaign. Edges that provide static bonuses (e.g.
+1) “stack” and can apply multiple times (i.e. +1 to Hack and +1 to Hack = +2 to Hack).
After each mission that the ‘Punks won, roll for a random Edge for each ‘Punk that survived the mission (i.e. was
not fragged at the end). Restoring from a backup clone does not count as “surviving”.
1 Ambush Spend two Orders now to take a no-move Engage Order during the enemy Phase
2 Brutal +1 to rolled Damage in Assaults
3 Brute Force May lose Stealth for an equal Hack bonus, before rolling
1-2 4 Ghost May sacrifice Move Out die roll to move through (but not onto) enemy Units
5 Grit +1 Hit Point
6 Hacktivist +1 to Hack
1 Monkey Wrench May lose Stealth for an equal Hotwire bonus, before rolling
2 Motivated May be activated without an Order
3-4 3 Nosy +1 VP from hacked Data Terminals
4 Parkour May sacrifice Move Out die roll to freely move over Linear Obstacles or climb 1 story
5 Predator Not automatically Exposed after initiating an Assault, but lose 2 Stealth instead
6 Saboteur +1 to Hotwire
1 Serpentine May sacrifice Move Out die roll for +2 defense vs non-Assault attacks
2 Sixth Sense +1 modifier in Close Call
5-6 3 Sneaky +1 Stealth
4 Tagged You get NOTHING! If you get Tagged again, your apartment gets bombed. You are Fragged.
The Corporation may spend 1 Stock to clone you (and any other Fragged ‘Punks as normal.)
5 Techie May keep one piece of Looted gear as an Upgrade
6 Vengeful +1 Attack & +1 Damage vs. enemy Unit that Fragged an ally during this mission
‘Punk VR
‘Punks in VR use personalized avatars, which can look like anything, but all of their Edges and Upgrades are only
digital versions of what they have in meat-space. You can just port your ‘Punk into VR as is, or use a black and
neon repaint, or use dragons and robots and whatever, but with your ‘Punk’s signature colors, or maybe 2D
standees of pixel-art versions of themselves. Go nuts! Just keep track of who’s who.
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//The Corporations
## The Corporations might seem like huge, faceless monsters, but at least they’re civilized.
## Do you really want these ‘Punks to burn it all down?
## Do you really want to pay 37¢ extra for a can of NuSoy™?
Corporate Forces
Corporate forces are more varied. They have got the resources for it.
Each Unit below has a cost listed in Giga₿itcoins. Scenarios will provide a G₿ budget for the
Corporation. If just making something up, both Corporations can use the same G₿ limit. When facing
‘Punks outside of a scenario, try 10G₿ for every 5 Hidden ‘Punks.
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Corporate Investment
Corporations try for vertical integration (read “monopoly”) all the time but are still known for some
thing or other. Choose (or roll) a Corporate specialty:
1 Artificial Intelligence
2 Banking
3 Cybernetics
4 Entertainment
5 Pharma
6 Military
--Artificial Intelligence
Expert Systems: +1 Order per Phase.
##Intrusion Countermeasures (I.C. or “ICE”) are aggressive security programs that seek out hackers.
Corporation Name:
1 Cyber- -Com
2 Data- -Net
3 Info- -Scape
4 Infini- -Tech
5 Virtua- -Soft
6 Neuro- -Dyne
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--Banking
Embezzled Funds: All Units cost one less G₿ (minimum 1 G₿).
Corporation Name:
1 Global- -Holdings
2 Euro- -Trust
3 Ameri- -Corp
4 Citi- -Cash
5 Gilder- -Fund
6 Infini- -Bank
--Cybernetics
Killing Machines: All Synth Units do +1 Damage in Assault and can move toward enemies while
Defending.
Corporation Name:
1 Cyber- -Wave
2 Neuro- -Maxx
3 Robo- -Firm
4 Nuvo- -Mation
5 Dyna- -Mantic
6 Hyper- -Lution
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--Entertainment
FATALITY!: Carry Out [7+] ending in contact to defile a Fragged enemy for the cameras. One attempt
per enemy. Success earns difference in VP (0VP – 5VP). Failure loses 1 VP.
Corporation Name:
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--Pharma
Juiced: Bio Units gain +1 Speed and +1 Hit Point.
Corporation Name:
1 Visor- -Corp
2 Merci- -Pharm
3 Meyer- -Labs
4 Suppli- -Health
5 Pharma- -Dyne
6 Neutra- -Lyfe
--Military
Shock & Awe: When Damage roll vs an enemy Unit comes up 5+ (before modifiers), all enemies must
Defend next Phase (even if they normally cannot).
Corporation Name:
1 Uzi- -Arms
2 Armor- -Tech
3 Mil- -Dynamics
4 Martial- -Innovations
5 Defensive- -Core
6 Stork- -Korp
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Corporate VR
The Corporations have dedicated “Intrusion Countermeasures” programs (aka “ICE”) that they use to
defend their Grid nodes. These are basically VR-only Units that the Corporation must choose from
when playing a VR mission (like “Grid Locked”).
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<!--Scenarios-->
These scenarios were designed to work with the campaign system If just playing a one-off game
everything should be the same, though you will be assumed to be using five ‘Punks.
//Virus Upload
Setup
1. Suggested play area is 3’ x 3’ (or maybe 2’ x 2’).
2. The Corporation sets up some cool urban cyberpunk terrain, with buildings and walls and such.
3. The Corporation places a Data Terminal in two diagonally adjacent quadrants of the table, up
against terrain like a wall or building.
4. The Corporation places a Loot Crate in each of the remaining quadrants, up against terrain.
5. The Corporation places the Objective Terminal near the center of its table edge.
6. Spawn points are at the four corners of the play area.
7. The Corporation selects 5 Units as reserves.
8. The ‘Punks choose 5 ‘Punks and equip them with desired Upgrades.
9. The ‘Punks start in the center of their table edge and take the first Phase.
10. On the Corporation’s first Phase, four Guards are spawned at random spawn points (1D6)
Objectives
Corporation: Keep the ‘Punks from uploading the virus (probably by killing them).
Reinforcements
Purchase with Response Points. See Special Rules, below.
Distractions
Failing to Hack a Data Terminal locks that terminal. Mark it as locked. It may no longer be hacked. The
‘Punk loses 2 Stealth immediately.
Successfully Hacking the Data Terminal locks it and grants the ‘Punks a Data Token. Check for its value
(1d6 VP) at game end.
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Successfully Hotwiring a Loot Crate grants a random item from the Loot Table immediately. This new item may be
used immediately, even if it exceeds the Unit’s Upgrade slots, but cannot be kept after the mission.
Loot Table
Special Rules
If the ‘Punks win, they can use the “extra cash” to pay for a cloned backup. This is like the cloning option that the
Corporation offers, but only applies to one specific ‘Punk selected from among the surviving ‘Punks at the end of
this mission and cannot be used during the mission in which it was acquired.
Stealth lost by the ‘Punks become Response Points for the Corporation. They may be spent at any time for one of
the following effects.
Call for Backup * RP Once during your Phase, assign an Order to a Reserve Unit and pay its G₿ cost in
Response Points to spawn it at a random spawn point. The Unit may now complete
its Order normally
Activate Camera 3 RP Select a ‘Punk. If that ‘Punk moves during its next Phase, it loses 1D6-1 Stealth.
Hup! Hup! 2 RP Select a Corporate Unit. It may accept a Move Out Order during its Phase and may
cross linear terrain.
Pop-Up 3 RP A barricade (a linear obstacle) up to 3 inches wide slides up out of the ground at any
location choses by the Corporation
Floodlights 2 RP One scan attempt gets a +1 bonus this Phase
End Game
The game ends when there are no more active ‘Punks on the table.
Scoring
The ‘Punks
The Corporation
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//Company Man
Setup
1. Suggested play area is 3’ x 3’ (or maybe 2’ x 2’).
2. The Corporation sets up some cool urban cyberpunk terrain, with buildings and walls and such.
3. The Corporation places a Data Terminal in two diagonally adjacent quadrants of the table, up
against terrain like a wall or building.
4. The Corporation places a Loot Crate in each of the remaining quadrants, up against terrain.
5. The Corporation places the Objective Terminal near the center of its table edge.
6. Spawn points are at the four corners of the play area.
7. The Corporation selects 5 Units as reserves.
8. The ‘Punks choose 5 ‘Punks and equip them with desired Upgrades.
9. The ‘Punks start in the center of their table edge and take the first Phase.
10. On the Corporation’s first Phase, four Guards are spawned at random spawn points (1D6)
Objectives
Corporation: Keep the ‘Punks from accessing the vault (probably by killing them). Optionally, capture
the traitorous Company Man. The Corporation adds 1 to any attempt to scan the Company Man (he’s
an employee, but he’s not supposed to be there today). However, they can’t attack him, and may only
arrest him as a Carry Out Order ending in base contact [Target 8+]. Once arrested, the Company Man
moves with the capturing Unit. Escorting the Company Man into contact with a spawn point removes
both the Company Man and that Unit from play.
‘Punks: Access the vault after the Company Man unlocks it. Unlocking the vault requires the Company
Man to take a Carry Out Order ending in base contact with the vault but is otherwise automatic.
Accessing the vault requires a ‘Punk to take a Carry Out Order ending in base contact with the vault but
is otherwise automatic. That ‘Punk is then “inside” the vault and cannot be attacked, spotted or
otherwise interacted with until it is next given an Order. The Company Man is unarmed, carries no gear,
and cannot attack.
Reinforcements
Purchase with Response Points. See Special Rules, below.
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Distractions
Failing to Hack a Data Terminal locks that terminal. Mark it as locked. It may no longer be hacked. The
‘Punk loses 2 Stealth immediately.
Successfully Hacking the Data Terminal locks it grants the ‘Punks a Data Token. Check for its value (1d6
VP) at game end.
Successfully Hotwiring a Loot Crate grants a random item from the Loot Table immediately. This new
item may be used immediately, even if it exceeds the Unit’s Upgrade slots, but cannot be kept after the
mission.
Loot Table
Special Rules
If the ‘Punks win, they can roll on the Loot Table above. They have acquired the STLs to 4D print that
gear and may now select it as a standard Upgrade option.
Or! Roll on the table below! These cybernetic upgrades take effect after the mission, are permanent
(until cloned), and do not take up an Upgrade slot.
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Stealth lost by the ‘Punks become Response Points for the Corporation. They may be spent at any time for one of
the following effects.
Call for Backup * RP Once during your Phase, assign an Order to a Reserve Unit and pay its G₿ cost in
Response Points to spawn it at a random spawn point. The Unit may now complete
its Order normally
Activate Camera 3 RP Select a ‘Punk. If that ‘Punk moves during its next Phase, it loses 1D6-1 Stealth.
Hup! Hup! 2 RP Select a Corporate Unit. It may accept a Move Out Order during its Phase and may
cross linear terrain.
Pop-Up 3 RP A barricade (a linear obstacle) up to 3 inches wide slides up out of the ground at any
location choses by the Corporation
Floodlights 2 RP One scan attempt gets a +1 bonus this Phase
End Game
The game ends when there are no more active ‘Punks on the table.
Scoring
The ‘Punks
The Corporation
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//Smackdown
## When the Corporations control everything, sometimes ‘Punks are left fighting over the scraps.
## This is a straight up gang fight, but you still have to find them in the busy city streets.
Setup
1. Suggested play area is 3’ x 3’ (or maybe 2’ x 2’).
2. Set up the table with some cool, urban cyberpunk terrain in a manner agreeable to both sides.
3. Both sides start with ALL of their ‘Punks deployed along their table edge.
4. Place three Network Terminals as close to the center line as possible, and as evenly spaced as possible.
5. All ‘Punks start Exposed.
6. Dice off to see who gets to choose their table edge. The other player gets the first Phase.
Objectives
‘Punks: Frag as many of the enemy ‘Punks as you can before the rent-a-cops come down on you (3 Turns after the
first Frag).
Reinforcements
None, but see “SWAT” in Special Rules, below.
Distractions
See Special Rules, below.
Special Rules
Successfully hacking a Network Terminal (8+) grants that team a Network Token, which may be spent for the
following effects:
AR SPAM After a Unit is assigned an Order, but before it is carried out, that Unit must use that Order to Defend
Dispatch Reroute Add another Turn to the game
Firewall After a Network Token is spent, but before it takes effect, roll 1d6. Negate that effect on a result of 3+
Peep At any time, Expose a hidden Unit
Pr0n Gain 1VP
SWAT Summon a generic Corporate Guard to any point on any table edge. It will move to cover and attack
the nearest visible ‘Punk. If none are visible, it will move to a position where it can attack the nearest
Exposed ‘Punk. If no attack is possible, it will Move Out toward the nearest Exposed ‘Punk. If there
are no Exposed ‘Punks, it will move toward the center of the table
End Game
The game ends with the last Turn has ended.
Scoring
The ‘Punks
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//Hostile Takeover
Setup
1. Suggested play area is 3’ x 3’ (or maybe 2’ x 2’).
2. Both Corporations have 10G₿ to purchase Units.
3. Set up the table with some cool terrain. Anything will do, although jungles and wastelands and
other resource rich areas that are out of the public eye are preferable.
4. Set up an Objective (maybe about 3” x 3”) in the center of the table. This can be just a square,
or maybe a small building or drill rig or something.
5. Dice off to see who gets to choose their table edge. The other player plays on the opposite
edge.
6. Both sides start with all of their Units in play within 3” of their home table edge.
7. Dice off to see who goes first.
Objectives
Corporation: Get Units within 3” of the Objective.
Reinforcements
None
Distractions
None
Special Rules
None
End Game
The game ends after 7 Rounds. If the score is tied, play another Round. Repeat this until somebody has
the higher score. Clearly, the game is also over if one side has no more active Units on the table.
Scoring
The Corporation
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//Grid Lock
Setup
1. Suggested play area is 3’ x 3’ (or maybe 2’ x 2’).
2. The Corporation has 10G₿ to purchase VR Units.
3. Set up the table with some cool VR terrain in an agreeable manner. Anything will do (VR can
look like whatever), but boxy neon geometry is a popular choice.
4. Set up four VR Stacks (maybe about 2” x 2”), one in the approximate center of each quadrant of
the table. (Maybe tall yellow geometries. Hexagonal solids. Or pyramids.)
5. The ‘Punks start, Hidden, in a random corner of the table.
6. The Corporate Units start in the opposite corner.
7. Both sides start with all of their Units in play within 3” of the table edge.
8. The ‘Punks go first.
Objectives
Corporation: Frag as many ‘Punk avatars as possible before they can gain control of this node, shutting
the Corporation out.
Reinforcements
None.
Distractions
None.
Special Rules
If the ‘Punks win, remove all Tags from their crew.
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• Grid-Control: The Corporation starts in control of all VR Stacks. ‘Punks (only) may gain control
of a VR Stack with a Hack [Target 8+] while in contact with the VR Stack.
When rolling for Orders, for each die equal to or less than the number of VR Stacks that player
controls, that player gains a VR Point. These points can be spent on various special effects, or
saved for later.
Bullet Time 1 VRP When hit by a ranged (not Assault) attack, attack misses on a 1D6 roll of 3+
D.O.S. 1 VRP Cancel a Grid Control special ability on a 1D6 roll of 4+
Glitch 2 VRP Target Unit is scattered 6 inches in a random direction. Roll 1D6. The direction of the
‘1’ is the direction the Unit is teleported. If this would put the unit inside a building or
other Unit, keep moving in that direction until there is no conflict, and the Unit takes 1
Damage. If the Glitch would put the Unit over a table edge, stop there and the Unit
takes 1 Damage. If the ‘1’ is face up, the Unit does not move. If the ‘1’ is face down,
the target’s enemy chooses the direction
Lag 1 VRP Target Unit suffers a penalty to one Order. If a die roll is involved, add +2 to the
Target Number. Otherwise, Movement counts a Bad Going. The Lag may be declared
after the Order has been announced
Overclock 1 VRP Give an Order to a Unit that already received an Order this Phase. Roll 1D6. On a
result of 6 the Order is wasted, and the Unit takes 1 Damage
SPISPOPD 1 VRP May move through terrain (even blocking terrain) as if it were not there. If the
distance travelled is insufficient to clear blocking terrain, keep moving in that direction
until there is no conflict, and the Unit takes 2 Damage
Tuning 2 VRP Move a piece of terrain up to 6 inches. It may be turned to face any direction. Units
on the terrain move with it. Units contacted by the terrain are moved the least
possible distance (owner’s choice) to not be crushed by the terrain. Must come to rest
in an otherwise legal position (i.e. not overlapping other terrain)
End Game
The game ends when there are no active ‘Punks on the table or the ‘Punks control all four VR Stacks.
Scoring
The Corporation
4 VP Tag a ‘Punk
3 VP Each VR Stack controlled at game’s end
The ‘Punks
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//Mandated Downsizing
Setup
1. Only available when the defending Corporation has 1 Stock left.
2. Must be selected to win the campaign.
3. Suggested play area is 3’ x 3’ (or maybe 2’ x 2’).
4. Both Corporations have 10G₿ to purchase Units.
5. Set up the table with some cool, urban cyberpunk terrain in a manner agreeable to both sides.
6. Set up an Objective (a small building) along the defending Corporation’s home edge.
7. The defending Corporation sets up anywhere on its half of the table.
8. The attacking Corporation enters from its table edge.
9. The attacker goes first.
Objectives
Attacking Corporation: Overload the facility’s reactor and blow the other Corporation to hell!
Reinforcements
None.
Distractions
None.
Special Rules
Attacking Corporation: Move a Unit into contact with the Objective as a Carry Out action. The dice must score
HIGHER than the defender’s previous roll to disable the reactor (or 0 if no previous roll). The entire facility will
now explode in 10 minutes unless the process is overridden. Another attempt may not be made until the defender
overrides it.
Defending Corporation: If the reactor has been overloaded, it can be spun down by moving a Unit into contact
with the Objective as a Carry Out action, scoring HIGHER than the attacker’s previous roll to trigger the meltdown.
The countdown resets to 0, and the reactor will not explode unless triggered again, as above, by the attacker.
End Game
The game ends when one side has no more active ‘Units on the table, or the reactor blows, killing everything on
the table.
Scoring
The Corporations
• If the reactor melts down, the defending Corporation loses 1 Stock, and loses the campaign.
• If the reactor did not melt down, the defending Corporation regains 1 Stock.
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//Asset Extraction
Setup
11. Suggested play area is 3’ x 3’ (or maybe 2’ x 2’).
12. The Corporation sets up some cool urban cyberpunk terrain, with buildings and walls and such.
13. The Corporation places a Data Terminal in two diagonally adjacent quadrants of the table, up
against terrain like a wall or building.
14. The Corporation places a Loot Crate in each of the remaining quadrants, up against terrain.
15. The Corporation places the Objective entrance near the center of its table edge.
16. Spawn points are at the four corners of the play area.
17. The Corporation selects 5 Units as reserves.
18. The ‘Punks choose 5 ‘Punks and equip them with desired Upgrades.
19. The ‘Punks start in the center of their table edge and take the first Phase.
20. On the Corporation’s first Phase, four Guards are spawned at random spawn points (1D6)
Objectives
‘Punks: Get the VIP out via the center of the ‘Punks home edge.
Reinforcements
Buy with Response Points.
Distractions
Failing to Hack a Data Terminal locks that terminal. It can no longer be hacked. The Hacker loses 2
Stealth.
Successfully Hacking the Data Terminal locks it and grants the ‘Punks a Data Token. Check for its value
(1d6 VP) at game end.
Failing to Hotwire a Loot Crate inflicts 1D6 damage. Retries are still possible.
Successfully Hotwiring a Loot Crate provides a 1D6 roll on the table below. The item is usable
immediately, but if the ‘Punk doesn’t have an empty Upgrade slot, it will have to choose which items to
keep.
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Loot Table
Special Rules
The VIP can’t hide, but the Corporation can’t shoot the VIP if there is an Exposed ‘Punk in line of sight.
The VIP has Speed 5. The VIP may take Move Out actions but may not attack.
If the ‘Punks are successful, the VIP joins their crew with standard ‘Punk stats. Randomly roll an Edge
for the VIP and give him or her a cool street name.
Stealth lost by the ‘Punks become Response Points for the Corporation. They may be spent at any time
for one of the following effects.
Call for Backup * RP Once during your Phase, assign an Order to a Reserve Unit and pay its G₿ cost in
Response Points to spawn it at a random spawn point. The Unit may now complete
its Order normally
Activate Camera 3 RP Select a ‘Punk. If that ‘Punk moves during its next Phase, it loses 1D6-1 Stealth.
Hup! Hup! 2 RP Select a Corporate Unit. It may accept a Move Out Order during its Phase and may
cross linear terrain.
Pop-Up 3 RP A barricade (a linear obstacle) up to 3 inches wide slides up out of the ground at any
location choses by the Corporation
Floodlights 2 RP One scan attempt gets a +1 bonus this Phase
End Game
The game ends when there are no more active ‘Punks on the table (so you’ll need to get the VIP out
first).
Scoring
The ‘Punks
The Corporation:
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//Wet Work
## The ‘Punks are meeting up. Now’s the chance to take them out!
Setup
1. Only available if at least one enemy ‘Punk has a Tag.
2. Suggested play area is 3’ x 3’ (or maybe 2’ x 2’).
3. Set up the table with some cool, urban cyberpunk terrain in a manner agreeable to both sides.
4. The Corporation has 10G₿ to purchase Units.
5. The ‘Punks start with ALL ‘Punks on the table.
6. The ‘Punks set up within 2 inches of the table’s center.
7. The Corporation sets up along any or all table edges, out of the ‘Punks’ Line of Sight.
8. The ‘Punks have NO upgrades.
9. Place four Data Terminals, one in the center of each quadrant of the table (or as close as
possible).
10. Place an Exit Token in each corner without revealing them. Three are blank. One is the exit.
11. All Tagged ‘Punks start Exposed, and then lose their Tags.
(In a one-off game, one ‘Punk is considered Tagged for this purpose.)
12. All other ‘Punks begin with 1D6 Stealth (roll for each).
13. The Corporation goes first.
Objectives
‘Punks: Find the exit and escape.
Reinforcements
None.
Distractions
‘Punks may Hack Network Terminals. See Special Rules, below.
Special Rules
To use the exit, a ‘Punk must use a Carry Out [TN 5+] Order ending in contact with an Exit Token. If the
Exit Token has not been revealed, it is now revealed. If it is the exit, the ‘Punk leaves the table. If it is
not, the ‘Punk takes 1 Damage from the armed roadblock waiting for them.
‘Punks can hack Network Terminals. Each successful Hack (TN 8) allows the ‘Punk to select one of the
options below:
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This is a public area, and the Corporation must be careful with its shots. Corporate forces may not
attack beyond 9 inches.
At the end of the game roll 1D6 for each Network Terminal that did not receive a Log Wipe. For each
die result of 4+, a random ‘Punk gets Tagged.
End Game
The game ends when there are no more active ‘Punks on the table.
Scoring
The ‘Punks
The Corporation:
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<!--Campaigns-->
Ok, “campaign” might be a strong word, but at least a series of linked missions with some progression.
First, each player creates a Corporation. Give it a name and an Investment (Military, Pharma, etc.).
Each Corporation starts with 7 Stock. Then, each player creates a gang of five ‘Punks. Give each ‘Punk
one random Edge. Also, give them cool street names, like “Badger” or “Neo” or “Ice” so you’ll feel
worse when they eventually get Fragged.
To begin the campaign, start with //Hostile Takeover to see who gets their nose bloodied.
If you are called upon to generate a random scenario, roll on this table:
1 //Virus Upload
2 //The Company Man
3 //Smackdown
4 //Hostile Takeover
5 //Asset Extraction
6 //Grid Lock
Choose your forces. The ‘Punks just have their gang. The Corporation has the resources to choose new
units for each game.
Play out the scenario. The winner is determined by the points total at the end of the game, although
there may still be benefits gained during the scenario that are effective even if your side loses.
If the Corporation loses, its Stock drops by 1 point. If it reaches 1, play out //Mandated Downsizing. If
this brings the that Corporation’s stock to 0, it loses the campaign. If the Stock is not yet 0, that
Corporation’s controlling player gets to choose the next scenario (as the attacker). If no Corporation
lost the scenario, roll for the next scenario randomly. The player that did not choose (or roll) last time is
the attacker.
If the ‘Punks lose, no Stock is gained or lost, but any ‘Punks that were fragged are permanently dead.
Even if the ‘Punks win, any fragged ‘Punks are so much meat destined for the NuSoy™ vats. However,
the Corporation belonging to the ‘Punk’s controller may spend 1 Stock to restore all fragged ‘Punks to
clones from “totally legal” backups. The ‘Punks retain all Edges, but any weapons, cybernetics or other
gear are lost. Otherwise, the ‘Punks are replaced by n00bz without any special equipment and no Edges
either.
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<!--Glossary-->
Alert(ed)
This unit is aware of an enemy in the area. This usually happens immediately upon an enemy becoming
Exposed. This may allow the Unit new options, depending upon the scenario.
Armor (#)
Subtract the amount of Damage indicated (#) from the Damage about to be received. If this brings the
Damage to less than 1, take 1 Damage instead.
Assault
An attack within 3”.
Close Call
An attempt to reveal a Hidden target within 3”.
Dice Off
Each player rolls 1d6. The higher roll wins. Reroll ties unless instructed otherwise.
Edge
A skill or special ability.
Exposed
Not Hidden. 0 Stealth.
Firefight
An attack within 9”, but farther than 3”.
Fragged
Taken enough Damage (usually 7) to remove it from play.
Hack
A specific Carry Out order designed to circumvent computer programs and security features.
Hit Points
The amount of Damage that a Unit can take before being Fragged.
Hidden
Not Exposed. Cannot be targeted by attacks. Normally 6 Stealth.
Hotwire
A specific Carry Out order designed to break or bypass devices.
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n00bz
Starting ‘Punks without any Edges.
‘Punk
A “cyberpunk”. A disaffected, probably criminal, street tough, more than happy to screw over the
Corporations for enough credits to buy more cybernetics, back himself up to a clone, or maybe eat.
Cloak (#)
When this unit is about to lose Stealth, lose this much (#) less Stealth. If this would result in no lost
Stealth, lose 1 Stealth instead.
Stealth
A rating of how well hidden a Unit is. 0 Stealth is Exposed. More than 0 Stealth is Hidden.
Sweep
An attempt to reveal a Hidden target within 9”, but farther than 3”.
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ORDERS
Carry Out Hacking, Hotwiring, and other assorted actions.
Defend Adopt a defensive posture
Engage Move tactically and attack the enemy
Lay Low Find someplace to hide until they lose you
Move Out Move quickly to get into position
Patrol Move carefully and look for hidden dangers
Regroup Sort out casualties and damage taken
RANDOM MISSION
1 //Virus Upload
2 //Company Man
3 //Smackdown
4 //Hostile Takeover
5 //Asset Extraction
6 //Grid Lock
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Version Log
1.2.9 Changed what happens when fighting in doorways.
Changed “Hired Gun” abilities
Added Quick Reference Sheet
Fixed Typos
1.2.8 Release
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