Human Interface: Be a Better Human
Human Interface: Be a Better Human Rulebook
Table of Contents
Table of Contents
- Core Box Components
- Game Overview
- Turn Sequence
- Setup
- Component Guide
- Component Notes
- Key Concepts
- Teams
- Cyberwarfare and Tactical Network
- Tests and CanDo Cards
- Actions and Reactions
- Wounds and Damage
- Cybershock
- Tactical Situation (TAC)
- Line of Sight (LoS)
- Opposing Forces (OPFOR)
- Terminals
- Doors
- Alarm Tokens
- Adrenaline
- Active Player
- Stunned State
- Unconscious State
- Cyberwarfare Phase
- Step 1. Startup Sequence (Virus/Worm Infection, Cybershock Test)
- Step 2. Check System Resources
- Step 3. Initiative (Skirmish / Competitive Mode Only)
- Step 4. Cyberwarfare
- Types of Cyberwarfare Cards
- Types of Cyberwarfare Battle
- Attack a Terminal
- Attack a Tactical Network
- Purge a Tactical Network
- Install Programs
- Real World Phase
- Reactions
- Attack Procedure
- Hit Location and Dealing Damage
- OPFOR Operations Phase
- Clean Up
- Advanced Rules
- Default Equipment
- Quick Reference
Core Box Components
Cards
- 40 x CanDo cards
- 25 x Adrenaline cards
- 16 x Tactical Response cards
- 18 x Weapon cards
- 18 x Gear cards
- 4 x Terminal cards
- 9 x Human Universal Dashboard boards
- 9 x Character and OPFOR Character cards
- 2 x Lift Tokens
- 30 x Borg Squad Cyberwarfare cards
- 30 x OPFOR Cyberwarfare cards
Miniatures and Board Pieces
- 5 x Borg Squad members
- 8 x Black Site Agents
- 8 x Vello Mekanik Shapu
- 8 x Tanken N1 Drones
- 8 x TacTeam Officers
- 17 x Double-sided board tiles
- 2 x Tactical Network dashboards
- 16 x Door Tokens with plastic bases
Tokens
- 45 x Alarm Tokens
- 36 x Activated Tokens
- 18 x Reacted Tokens
- 36 x System Resource Tokens
- 24 x Cyberwarfare Tokens
- 16 x Speed Skill modification Tokens
- 30 x Physical Skill modification Tokens
- 32 x Mental Skill modification Tokens
- 18 x Mine Tokens
- 18 x Objective Tokens
- 5 x Terminal Tokens
- 4 x Security Terminal Tokens
- 1 x Turn Tracker Token
- 18 x Letter Tokens
- 23 x Locked/Unlocked Tokens
- 15 x Number Tokens
- 4 x Exit Tokens
- 48 x Neurochip Tokens
- 18 x Stunned Tokens
- 6 x OPFOR Entry Point Tokens
Game Overview
Each Mission is played on a modular game map, created with tiles available in the game box. The board setup, objectives and special rules for each Mission are described in each Mission booklet. There are already several Campaign expansions published for use with the core box tiles and miniatures.
Human Interface is played in turns, with each Player performing: Hacking during the Cyberwarfare Phase; Actions for their Characters during the Real World Phase; and activating non-Player models and enemies during the Opposing Force Phase (also known as OPFOR).
If a rule found in a Mission description, or on a card, is in conflict with a rule from this book, the former always takes precedence.
Turn Sequence
1. Cyberwarfare Phase
- Step 1.0 Startup Sequence: Players check their Tactical Networks for infections by hostile Offensive Programs.
- Step 2.0 Check System Resources: Hacker Characters gather System Resources (SR) from across their Team.
- Step 3.0 Initiative (Skirmish / Competitive Mode only): Players bid for Initiative in the Competitive mode. In Co-operative mode, the Players always go first, in a freely chosen order, against the AI.
- Step 4.0 Cyberwarfare: Players may discard Cyberwarfare Cards and then draw new Cyberwarfare Cards, install new Programs and use them by spending System Resources.
2. Real World Phase
- Step 5.0 Real World Phase: Players choose and perform Physical Actions for their Characters, like movement and attacks.
3. OPFOR Phase
- Step 6.0 OPFOR Operations: The OPFOR models perform actions against the Player Characters.
- Step 7.0 Clean Up: Players remove all temporary effect Tokens and close all Doors.
Setup
- Choose a game mode: a Campaign, or a Skirmish Mode.
- For Campaign Mode, choose a Mission from the appropriate Missions booklet to play. Place the indicated tiles and required Doors with their state Tokens on their indicated spots, according to Mission setup.
- Take the specified and/or chosen Characters and OPFOR ID cards. Place every ID card in a HUD dashboard.
- Take the miniatures for the Player Characters and OPFOR from the box and - if there are starting spaces defined by the Mission - place them on those spaces.
- Gather the Cybergear, Weapon and Neurochip cards for your Characters and place them near the relevant HUD. If no specific Equipment cards are mentioned in the Mission instructions for a Character, then refer to the default Equipment table (Page 41).
- Set the dials for Wounds and Cybershock on each HUD to their starting value. Starting Wounds are equal to the Character's Wounds value. The starting Cybershock value is the sum of the Cybershock values on a Character's Cybergear cards modified by any other relevant modifiers, such as Special Skills or Equipment.
- Place the Security Terminal cards on the table as close as possible to their corresponding Tokens on the board. During the game, place the defending Cyberwarfare (CW) cards for each Terminal on these cards.
- Assign the Tactical Network (TN) board and the Faction's Cyberwarfare Deck to the Hacker in the Player team. Shuffle the CW cards and place them next to it. Draw a starting hand up to the maximum hand size of 5, unless otherwise specified.
- Shuffle the CanDo, Adrenaline and Tactical Response card decks and place them together with the remaining Tokens, Weapon and Cybergear cards at the table in reach of all Players.
Setup Summary
The game's summary setup sheet (page 13) lists the same nine steps in short form:
- Choose a game mode: a Campaign or a Skirmish game.
- Choose a Mission from the appropriate Missions booklet to play and place the indicated tiles according to Mission setup.
- Place the specified or chosen Characters and OPFOR ID cards in a HUD dashboard.
- Take the miniatures for the Player Characters and OPFOR.
- Take the default Equipment of Cybergear cards, Weapon cards and Neurochips for each Character.
- Set the dials for Wounds and Cybershock on each HUD to its starting value.
- Place the Security Terminal cards on the table.
- Give the Hacker in the Player Team the Tactical Network (TN) board and the Faction's Cyberwarfare Deck.
- Shuffle the CanDo, Adrenaline and Tactical Response card decks and place them together with the remaining Tokens, Weapons and Cybergear cards within reach of all Players.
Component Guide
- Board tiles: used to set up the game map.
- OPFOR Entry Points Tokens: placed on the board to show where new OPFOR will appear.
- Objective Tokens: used to mark special places described in the Missions book.
- Character miniatures: the Mission states which Character miniatures the Player(s) will use and where they will start the Mission.
- ID cards: all Characters have their own ID cards with all stats and values.
- Weapon and Gear cards: Characters start with Gear and abilities and can buy more with their Team budget.
- Cyberwarfare card deck: this deck of Cyberwarfare belongs to the Team and is used in the Cyberwarfare phase.
- HUD: place the ID card in a Human Universal Dashboard (HUD). These show the current stats and modifiers.
- Tactical Network: you place all your active Programs and infected Program cards on the Tactical Network dashboard.
- Doors: Door Tokens with plastic bases. Doors always have either a locked or unlocked token, as specified in the Mission description.
- Terminal Tokens: placed on the game board to show their location.
- Alarm Tokens: used to show the total Alarm Level generated in a location.
Component Notes
Character ID Cards
Each Character in the game has an ID card with the main attributes and skills that define the model. There are two states:
- Healthy State: identified by the blue side of the card; it shows the state of the Character at the start of the game.
- Crippled State: identified by the red side of the card; it shows the state of the Character after suffering a lot of damage.
The ID card shows the Character's name, class, faction logo, base cost, Physical, Speed, Mental and Wounds Skill values, Character Special Skills, and a Hit Location and Armour diagram (Head, Chest, Arms, Legs).
Human Universal Dashboard (HUD)
The 'Human Interface Universal Dashboard' (HUD) is a special game element that allows for organising the Player's cards. It has spaces for the Character ID card, attribute modifier Tokens, Neurochips, a red dial to track the Wounds of the Character and a yellow dial to track the Cybershock level of the Character.
Equipment Cards
The Characters can have up to 4 Equipment cards that are placed below the HUD. The OPFOR Characters can have up to 2 Equipment cards. If an Equipment card has been deactivated due to a special effect, it should be turned face-down.
Weapon cards show: the name of the Weapon; the type of the Weapon and its Keywords; a picture of the Weapon; a pair of numbers denoting Weapon Damage up to Maximum range (number of squares); special abilities; and the class, availability and cost.
Gear cards show: the name of the Gear; the type of the Gear and its Keywords; a picture of the Gear; the number of Cybershock symbols denoting the increase in initial Cybershock Level when equipped; special abilities; and the class, availability and cost.
Neurochips
Neurochips are placed in the Neurochip slots (found at the bottom of the Character HUD). A Healthy Character can have 2 Neurochips installed, whilst a Crippled Character has only 1 Neurochip slot available. If the Character has two Neurochips when his card is turned over to the Crippled State, the Player must disable one of the Neurochips by turning it face-down.
Neurochip cards show the cost, availability and class, the Neurochip name, and the bonus number and skill or Action/Reaction affected.
Cyberwarfare Cards
Cyberwarfare Cards are shuffled and placed within reach of the main Hacker. They represent a library of Programs and algorithms that the Hacker may use during the Mission.
Each Program card shows: the name of the Program; its type (Offensive, Defensive, Sniffer, or Booster); the Program Strength and the System Resources required (installing, running); its Program Special Abilities; and the faction symbol, card number and availability.
Tactical Network
The Tactical Network board (TN) represents the operating memory in which Hackers install and run their software by placing Cyberwarfare cards on one of the four spaces.
Key Concepts
Attributes, Skills and Classes
Each Character comes with an individual, double-sided ID card displaying both their healthy and Wounded stats.
Attributes:
- Physical: used when performing attack actions and relevant skill checks.
- Speed: equal to the number of squares that a Character can move when performing a Move action. Also used when performing Reaction skill checks.
- Wounds: the amount of Damage the Character can receive.
- Mental: used when making relevant skill checks.
- Armour: used when determining damage to specific body parts on the Character - Head, Torso, Arms and Legs.
Skills:
- Standard: the Actions or abilities that can only be performed by this Character.
- Adrenaline: Actions and abilities that the Character can perform by consuming Adrenaline Points.
Class of the Character
- Team Leader: the one who stays calm in every situation, coordinating the Team to achieve their goals.
- Hacker: the virtual warrior, who must not only defend the Team's Tactical Network, but control the different Terminals on the map to help the rest of the Team achieve their goals.
- Ronin: half warrior, half machine, cyber-augmented fighters capable of adapting to any kind of mission, from an aggressive style to a silent one.
- Skimmer: speed is the synonym for these warriors, exploration their definition. The vanguard of the Team, providing information faster than anyone.
- Uberboy: some people are big, but Chromers who add cyber-augmentations to most of their body? They become living tanks capable of withstanding heavy weapon fire and responding in kind.
- Drone: even with the best Chrome, some jobs are just too risky for humans. Working as support fire platforms, shields or even hacking nodes, drones are a valuable addition to any Team.
- Heavy Assault Drone: when the mission goes critical, this is the drone you want watching your back. Providing a high resistance against attacks combined with a large amount of support fire, this drone offers the perfect distraction for the Team to succeed in their mission!
Teams
A Team is defined by a group of Characters of the same Faction. Below you can find the availability of each Class to create a Team:
- Team Leader: Min 1; Max 1.
- Hacker: Min 1; Max 2.
- Ronin: Min 0; Max 2.
- Skimmer: Min 0; Max 2.
- Uberboy: Min 0; Max 2.
- Drone and Heavy Assault Drone: Min 0; Max 1 if they are from another Faction; Max 2 if they are from the same Faction.
In a Skirmish game you have to follow the restrictions above; however, during a Campaign follow the instructions given in the Mission Booklet.
Mercenaries: You can use Characters from the 'Mercenaries' Faction to add new possibilities in your Team as far as the Player has their Character ID Card and Model. Players can add up to one Mercenary Character per two Faction Models in the Team.
A Character usually belongs to a single Class, but some of them may have two Classes. A Class will determine not only their availability, but their identified role and the kind of Weapons or special abilities they can use. Finally, you can also find the Faction the Character belongs to and the basic cost of the model.
Cyberwarfare and Tactical Network
The game takes place in two separate but interconnected worlds: the Real World, where Characters physically interact with each other and the game board; and the 'Cyber-World', where Hackers run their Programs, try to establish control over the security infrastructure and to coordinate their Team's efforts.
The Cyberwarfare is the phase of the game where Players, by controlling their Hacker Characters, play Program Cards from their respective Cyberwarfare decks with the aim to influence the Real World part of the game.
The Cyberwarfare phase takes place before the Real World phase, to simulate the fact that the Human Interfaces of the Characters, linked to the Cyber Net, upload and download data with the speed of a neural connection. Hackers' Actions are measured in milliseconds.
The Tactical Network represents a secured virtual link between members of the Team operating in the Real World. Hackers may install Offensive Programs, such as Virus or Worms (to attack a Terminal or the Tactical Network of an opponent) as well as Defensive Programs (like Firewalls or Intrusion Countermeasures Electronics (ICE)) to protect it, in the event of a failed attack on a Terminal or a hostile intrusion. Defensive Programs allow the Tactical Network to defend itself from Offensive Programs that can damage not only the Player team's hacker, but cause Cybershock to their Team members.
System Resources
System Resources (SR) represent a combination of available processing power, cache, operating memory and the Hacker's skill in the Team's Tactical Network, and are used to pay the cost of installing and running Programs in it. Each Team has a limited amount of SR available each turn.
Unlike the Hackers, who bring portable units to a Mission, the A.I. Tactical Network is supported by a huge server infrastructure. To represent this, Programs installed into the Security Terminals do not require SR to run (they will draw on their unlimited resources), though each Security Terminal has only limited capacity to have Defensive and Offensive Programs installed.
Tests and CanDo Cards
Most in-game situations call for a test, to check if a Character succeeds or fails in their Actions. Instead of dice, Human Interface uses a deck of unevenly distributed number cards, called CanDo, with values ranging from 1 to 10. Through balancing the range of results in the deck, the most probable outcomes are 4, 5 and 6, with extremes like 1 and 10 happening rarely. This is aimed at balancing the game in comparison to a dice-based mechanic.
There are two categories of test: Standard and Opposed.
- If a Character is required to make a Standard Test, you should check the value of one of the three Skills (Physical, Mental and Speed) that the Character has.
- Then draw a card from the top of the CanDo deck. If the result is lower or equal to the Skill value, the result of the test is a success. If it is higher, the test is failed.
- Opposed Tests are most prominent in combat situations. To determine a winner in a confrontation, each involved Character draws a CanDo card and adds its value to the respective Skill. In general terms, it will be 'Physical' for an Attack, and 'Speed' for a Reaction. Some Character Special Skills, use of Adrenaline cards and some Equipment and the situation (e.g. range) may also affect the result. Both results are compared and the Character with the higher total wins. The defender wins any ties.
- Skill Values during a test might be affected by Special Skills, Equipment and other factors.
Example - Standard Test: Morgan has used a piece of Cyberwear and its rules require him to pass a Cybershock test. This is a Standard Test of his Mental Skill. The Player draws a CanDo card with a value of 5. It is 1 point less than is required (Mental 6), so the test is passed.
Example - Opposed Test: Morgan wants to make an Attack Action against a Tanken N1 Drone. This is an Opposed Test. Morgan is using his Physical Skill value of 6, and the Drone tries to move out of the way, using its Speed value of 4. Morgan draws a CanDo card value of 4, adding it to his Physical Skill, he gets a total of 10. The Drone draws 5 - the total is 9, so it loses the opposed test. Morgan wins and hits the Drone.
If a Player draws a CanDo card with a text effect, he always has the choice to resolve the effect on the card before determining the result of the test. Used CanDo cards are discarded and form a discard pile. Whenever the CanDo deck runs out of cards, it gets reshuffled to form a fresh CanDo deck.
If during any test, a CanDo card with a value of 1 or 10 is drawn, reshuffle the remaining cards with the discard pile to form a fresh CanDo deck.
Additional choices: the CanDo card illustration on page 17 is labelled "Accept the Result" and "Additional choices". The printed card text in that illustration reads: "Discard this card and draw one Adrenaline card. Draw another CanDo card. You must accept the result of the second card."
Actions and Reactions
During the Real World phase, Players Activate their Characters in order to perform Move, Attack or other Actions. Each type of Action costs a certain amount of Action Points. Each Action must be resolved completely before another Action is taken. Every Character's Activation must be completed before another Character is Activated, but not all the Action Points have to be spent. Activated Characters are given an Activated Token.
In Co-operative mode, the order in which Characters Activate is chosen by the Players and may be changed every turn.
In Skirmish mode, Players draw a CanDo card to determine Initiative each turn, and one Player's Activations must be entirely completed before the other Player can start theirs.
Reaction modifiers and types:
| Base Modifier | Type of Reaction |
|---|---|
| +3 | Dodge - Dynamic Reaction, use Speed Skill value |
| +3 | Take Cover - Dynamic Reaction, use Speed Skill value |
| -3 | Fast Attack - Dynamic Reaction, use Physical Skill value |
| 0 | Instinctive Reaction, use Speed Skill value |
Characters can react to other Characters' Actions with a Reaction, even if they are not Active at the moment.
There are two types of Reactions:
- Dynamic Reactions: Dodge, Fast Attack, and Take Cover Reactions can be performed only once per turn (marked by a Reacted Token).
- Instinctive Reaction: the Instinctive Reaction is the second type of Reaction and it can be performed an unlimited number of times per turn.
Wounds and Damage
Each Character HUD has a red dial on which to track the number of Wounds they have suffered over the course of the Mission. At the beginning of the game, set it to the value indicated by their Wounds Skill. Each time the Character receives Wounds, rotate the dial down by the amount of received Wounds. Once it is rotated to the value of 0, flip the Character ID card on the HUD to the Crippled side and set the dial to the new value of the Wounds Skill. Wounds in excess are not carried over.
Once the number of Wounds reaches or exceeds the Wound value on the Character's card, flip the card to its Crippled side. Ignore any excess Wounds.
If the number of Wounds reaches or exceeds the Wound value on the Crippled side of the Character's card, then the Character is unconscious.
If a Character is ever reduced to 0 Wounds, then the Character goes unconscious and no longer takes part in the game. Place the model on its side and leave it there until the end of the Mission or until it is brought back by a Special Skill or piece of Equipment.
Cybershock
The Cybershock Level shows how much humanity is left in a Character. At the beginning of the game, set the Cybershock dial to the starting level of Cybershock, which is determined by the sum of the Cybershock values indicated on the Cybergear cards of the Character. Some Characters and Factions may have Special Skills that affect the Cybershock value of a Character.
Some of the Cybergear's Special Rules may make the Character perform a Cybershock test whenever that piece of Cybergear is used. If a Tactical Network is infected by a hostile Offensive Program, each Character in the Team must perform a Cybershock test at the Startup Sequence step.
Some Offensive Programs and Weapons may also force a Cybershock test after a successful attack or to use the Special Ability. The Cybershock test is performed by drawing a CanDo card. If the result is greater than the Mental Skill value of the Character, their Cybershock level is raised by 1. If it ever reaches 10, the Character loses any remaining humanity and falls under Cyberpsychosis. The Player no longer controls the Character for the rest of the game. Instead, Activate that Character in the OPFOR Operations phase. The Character follows all rules for the OPFOR models, and retains all Equipment and Skills that they had.
Tactical Situation (TAC)
Every tile on the board has its own Tactical Situation (TAC) modifier, which affects Ranged Attack tests in the Real World Phase. Whenever a Character is reacting to a Ranged Attack Action, either with a Dynamic or an Instinctive Reaction, it receives a bonus equal to the TAC value printed on the board tile the target figure is on, or any tile that the LoS goes through (the highest one applies).
If an Attacking Player controls the Terminal controlling the Room in which the Target is located, then the TAC value is 0 for Ranged Attacks by this Player's Characters. TAC modifier never applies in Close Combat.
Line of Sight (LoS)
Certain situations - especially Ranged Attacks performed during the Real World phase - require a Line of Sight (LoS) from the acting model to its target. All models have a 360 field of view. In order to determine Line of Sight, draw an imaginary line from the centre point of the square occupied by the Active Character to the centre point of the square occupied by the target of the Action.
If the Line crosses a closed Door, a wall or a square with either an enemy or a neutral model, then the Line of Sight is blocked. Friendly models do not block the Line of Sight.
Opposing Forces (OPFOR)
Opposing Forces (OPFOR) are the game's basic enemies, controlled by the game's OPFOR AI, whose main aim is to stop a Player from completing his or her Mission objectives. The number and type of OPFOR Characters is determined by the Mission under the section "Security Protocol".
The OPFOR Characters Activate after Player Characters in the last phase of the turn, called OPFOR Operations.
OPFOR Characters use the Wounds Skill in brackets (usually [1]). If it receives 1 or more Wounds, remove the miniature from the game board. For more information, see pages 38-39.
Terminals
There are two types of Terminals in the game:
- Basic Terminals (white).
- Security Terminals (with numbers and colours - 01 green, 02 orange, 03 blue, 04 red).
A controlled Security Terminal sets the TAC modifier to 0 for all Reactions against Ranged Attacks inside its control zone. It controls the Room it is in, all adjacent Rooms and Hallways, including those adjacent diagonally.
It is possible for control zones of two or more Terminals to overlap. This makes it possible for more than one Player to benefit from bonuses to TAC at the same time. A Terminal also controls all Doors of the same colour and number.
A Security Terminal has a Terminal Strength printed on its Terminal Card, as detailed by the Mission. It determines how many Cyberwarfare cards protect the Security Terminal.
Doors
Standing next to a Door does not prevent it from being opened. A Character may, however, prevent a Door from closing at any time if he is standing next to it and chooses to. If not stated otherwise by a Mission, OPFOR units can always open locked Doors, even if a Player controls the corresponding Terminal, because they possess the Master Key.
Each Door is marked with a colour and a number corresponding to the controlling Security Terminal. If there are Doors of a colour with no corresponding Security Terminal on the board, they are considered closed but unlocked. All other Doors start off closed and locked unless otherwise stated for the Mission. Unlocked Doors open to any Character and can be closed by any Character.
Locked Doors only open to a Character if the Team's Hacker is in control of the corresponding Security Terminal, by a Character equipped with a special Neurochip in the Real World phase, or by the use of certain Adrenaline cards.
- Closed Doors block Line of Sight;
- Open Doors do not block Line of Sight;
- Opening Doors is not an Action and does not interrupt other Actions;
- Place Open Doors perpendicular to the wall;
- All Doors close (but remain unlocked) automatically in the Clean-Up Phase.
Example - Characters in a Doorway: If the Character is on a square with an open Door with a width of 2 squares, enemy Characters can move through such Doors, but the Character blocking the passage may perform a free Fast Attack Reaction against the moving Character. After resolving the attack, do not place a Reacted Token next to it; that attack is free.
Alarm Tokens
Alarm Tokens are used to determine the movement and the behaviour of OPFOR units. Characters receive Alarm Tokens and place them in Rooms and Hallways that they occupy on the board, after performing Actions that generate them. Place an Alarm Token in every Room or corridor that the Player Characters are located in at the end of the Real World phase (one Token per Character unless otherwise specified). The Alarm Tokens may also be generated by the Cyberwarfare Cards, Gear special effects or Actions performed by the Player Characters.
| Action performed | Alarm Tokens |
|---|---|
| Terminal Takeover, using a [Heavy Weapon] or [Grenade], Ranged Attack Action | +1 |
| Close Combat without using a Ranged Weapon (e.g. Pistol) | +1 |
| Forcing open a Door | +1 |
| Presence of a Player Character | +1 |
| Active Cyberwarfare cards that have special effects generating Alarm Tokens | +X |
| Active Cyberwarfare cards that have special effects cancelling Alarm Tokens | -X |
Adrenaline
Adrenaline Rush
A Character draws one Adrenaline card whenever they:
- Hit And Wound: each time you Wound an enemy model, draw an Adrenaline card.
- Hit And Eliminate: each time you eliminate an enemy model, draw an Adrenaline card. This does not stack with the previous condition, so only draw a total of 1 Adrenaline card.
- Secure an Objective: for each Mission objective secured, draw an Adrenaline card.
- Win a Cyberwarfare Battle: for each Cyberwarfare Battle won, the active Hacker Character draws one Adrenaline card.
Using Adrenaline
Each Character collects their own Adrenaline cards. Place them next to the Character's HUD.
You can use Adrenaline cards to trigger their own effects or play their value to trigger Character's Special Skills or CanDo card text effects. Adrenaline cards do not return change: unused point values are lost.
Adrenaline Overdose: If at any point the total value of the Character's Adrenaline cards exceeds 8, "trouble's a comin'"! Perform a standard Physical Test. If it fails, discard all of the Adrenaline cards and receive 1 Wound. If it succeeds, nothing happens: keep the cards, but every time that Character adds another Adrenaline card and the total is above 8, repeat the Overdose test.
Example - Kick Down the Door (Adrenaline card): Under stress and tension. If you are adjacent to a locked door, you can discard this Adrenaline card to consider the door open. You bust the door open with a spectacular kick.
Active Player
A Player that performs Actions during a Cyberwarfare and Real World Phase is the Active Player. He remains Active Player until he finishes all of his Actions or decides to pass.
Stunned State
Stunned Characters cannot take any Actions. Characters can only perform the Instinctive Reaction until the end of the turn. Place a "Stunned" Token next to the model. The Character still generates System Resources.
Unconscious State
If a Character is ever reduced to 0 Wounds, then the Character goes Unconscious and no longer takes part in the game. Place the model on its side and leave it there until the end of the Mission or until it is brought back by a Special Skill or piece of Equipment. An Unconscious Character is immune to all attacks. A square containing an Unconscious Character is considered to be empty to other miniatures for the purposes of movement. In other words, any miniatures may move through and end its movement in that space. Also, Unconscious Characters don't block Line of Sight.
Cyberwarfare Phase
The Cyberwarfare Phase is resolved in the following steps, in the given order.
Step 1. Startup Sequence (Virus/Worm Infection, Cybershock Test)
During most Missions, you may skip this step.
- Check for any hostile Virus/Worm Programs installed in your Tactical Network.
- If a Virus/Worm is present, all Characters in that Tactical Network need to perform a Cybershock Test (see p. 18).
- Some Programs have special effects in their description. Let your opponent choose the Character that is the target of the Program's effect, unless otherwise specified, and apply it.
Example: At the beginning of the Cyberwarfare Phase, Len.Ka checks her Tactical Network. There are no viruses installed there, so she proceeds to the next step, Checking System Resources.
Step 2. Check System Resources
- The Hacker discards all remaining System Resource Tokens (SR).
- Then he calculates and collects System Resources generated this turn. Place an appropriate number of SR Tokens on the Hacker Character's HUD.
SR generated this turn:
- +1 SR for every conscious Character in your Team (Stunned Characters still generate SR).
- +1 SR for each point of the Hacker's Mental Skill above 5 (this value is noted in the lower right corner of the Hacker's ID card for convenience).
- +X SR for each Cybergear, Special Skill, Neurochip, or other effect that generates SR to use.
- -X SR for each hostile Program installed in your Tactical Network. X stands for the Running Cost of that Program.
If your Hacker is unconscious (not Stunned), remove all SR resources from his card. A Stunned Character still generates SR. If a Character is disconnected, by whatever means, from his Tactical Network, he no longer generates SR.
Example: Her team consists of 3 members, so she receives 3 SR Tokens, +2 SR Tokens for her Mental Skill value of 7, and +2 SR Tokens for the NETSEC ONE cyberdeck that she is using. There are no hostile Programs in the Tactical Network, so she receives a total of 7 SR Tokens.
Step 3. Initiative (Skirmish / Competitive Mode Only)
Players may bid to win the Initiative by spending some of their System Resources (SR). Each Player may secretly choose to spend up to 2 SR to increase their chance to win the Initiative. After that, both Players draw a CanDo card and show each other how much SR they have chosen to bid. They add both values and the higher total wins. In case of a tie, draw another CanDo card for each Player.
The Player who has won the Initiative chooses if he wants to go first or second in the Cyberwarfare and/or Real World phase, becoming the Active Player. After he finishes all of his Actions, the other Player becomes the Active Player. The Player who acted first also Activates OPFOR first in the OPFOR Operations phase.
Step 4. Cyberwarfare
You may skip this phase if your Team does not have a conscious Hacker or does not wish to undertake Cyberwarfare. The Player with the Initiative chooses who goes first in the Cyberwarfare phase. If there is more than one Hacker in the Team, choose which one will be performing Actions in this Cyberwarfare phase. The chosen Hacker is referred to as the 'Main Hacker' for the purposes of any relevant rules or effects.
Perform the following sub-steps in the given order:
I. Draw new Cyberwarfare Cards. You may discard any unwanted CW cards from your hand and draw new Cyberwarfare cards until you have 5 cards in your hand, including those you already have in your hand, plus any number of cards granted by Special Skills or Equipment.
II. Perform a Cyberwarfare Action. Starting with the Player with Initiative, each Player may perform any of the following Actions:
- Remove a Program already Installed in your Tactical Network, along with any associated Boosters.
- Use a Sniffer card (discard after use). Sniffer Programs have their cost valued as X. When playing a Sniffer card, choose how many SR you want to spend. For each SR spent, look at one of the cards from the top of the opposing deck, a face-down card in the enemy Tactical Network, or a face-down card on the Security Terminal card, then place the card(s) back face-down.
- Play a System Resources Booster card. If a card does not have a Running cost, apply the result and discard the card.
- Install Programs.
- Attack a Terminal.
- Attack the enemy Tactical Network.
- Purge Own Tactical Network.
Players can repeat Cyberwarfare Actions any number of times as long as they have enough Cyberwarfare cards and/or System Resources to install or run the required Programs.
Only Hackers may use System Resources (SR) to Attack a Terminal, an enemy Tactical Network or install Programs to defend his/her own Tactical Network. If you do not have a conscious Hacker in your Team, you may not act in the Cyberwarfare phase.
Remember that a Terminal or an Enemy Tactical Network may only be attacked with an Offensive Program. You may only defend against an Attack with a Defensive Program. All Programs are played face-down (either Offensive, Defensive or Terminal's) and remain face-down until revealed in a Cyberwarfare Battle. SR Tokens may be placed on the card and remain there until the card is revealed or discarded.
When playing in Skirmish mode the Player with Initiative may perform one chosen CW Action and then the opposing Player may choose and perform his chosen Action. After all Players have concluded their Actions, the Player who has the Initiative may perform another one, if he still has SR left. This continues until all have either passed or do not have any SR left.
Running in the Background: if a Program is face-down in the Tactical Network, it is Running in the Background. It is inactive until a Player controlling the Tactical Network decides to Activate it. If a Program is face-up in the Tactical Network it is running in the foreground and only requires its Running Cost to be paid in SR Tokens to be activated this round.
Types of Cyberwarfare Cards
There are 4 types of Cyberwarfare cards:
- Red: Offensive Programs (Virus, Worm).
- Yellow: Defensive Programs (ICE, Bastion, IDS).
- Blue and Violet: Sniffer, SR and Program Strength boosters.
- Blank cards, without any text, are used for bluffing in Skirmish mode.
III. Resolving a Cyberwarfare Battle. A Cyberwarfare Battle takes place when a Program is used to attack a Terminal, an enemy Tactical Network or to purge a Tactical Network. A Cyberwarfare Battle is resolved in the following steps:
- Play a Program Card from your hand or Activate one from your Tactical Network.
- Play or Activate a Booster Program Card.
- Pay the cost of the Programs in SR (Install Cost if the card is played from hand, or the Running Cost if it is Activated from the TN).
- The defender may play a Program Card from their hand or Activate one from their Tactical Network, along with a Booster Program Card. He must pay the cost of these Programs in SR.
- Both the attacker and the defender may add up to 2 SR to played Programs.
- Reveal any face-down Programs that have been paid for.
- Draw one CanDo card each for both the attacking and defending Programs.
- For each Program that takes part in the Battle, sum up its total strength from:
- Strength of the Program as written on the Cyberwarfare Card;
- Strength added by paying additional System Resources (up to 2);
- Strength bonus from an attached Booster Program (if any);
- Strength bonus from any applicable Special Rules on the Program card, the Character ID card, Cybergear card, etc.;
- Value of one CanDo card drawn.
This is the final strength of the Program. The Program with the highest score wins and in the event of a tie, the defending Program wins. If the attacking Program wins, the attack is successful. The loser discards all Cyberwarfare cards that have been used and both Players discard all System Resource Tokens used in this Action.
If the Defender does not have a Defensive Program Card to play, does not have enough System Resources to pay its cost or chooses not to defend with a Cyberwarfare card, the Defender uses only the CanDo card value with any applicable bonuses from Special Rules. This value cannot be boosted with SR. If the attacker wins this way, the attack is successful.
Example - Attack on a Terminal battle: Len.Ka decides to use the Styx Worm - a weak Program with a Strength of 2. She boosts it with the Vector procedure CyberWarfare card from her hand, and 2 additional SR. She pays 5 SR in total (1 for Styx, 2 for Vector and 2 for SR Boost). Her total Strength is now 8 - Styx has a +1 Bonus against Terminal Programs, so a total of 3 (2+1), +3 for Vector and +2 for SR Boost.
Types of Cyberwarfare Battle
Attack a Terminal
Use this Action if you want to take control of a Security Terminal to take advantage of the TAC modifier in nearby rooms and hallways and be able to unlock all corresponding Doors.
An Attack against a Terminal may be performed directly (when a Hacker is standing on the same square or next to the square with the Terminal), or remotely (from any location on the board). Remote Hacking is performed, however, with a -3 negative modifier to the Strength of the Attack.
a. Draw CW cards from the OPFOR deck of cards equal to the Terminal Defence Strength and place them face-down next to the Terminal card. In Skirmish mode, draw cards separately for each attacking Player.
b. Resolve a Cyberwarfare Battle. The Terminal does not need to pay the running cost of the card and does not add SR to boost its Strength.
In a Skirmish mode, each Team attacks a Terminal separately. Draw the appropriate number of cards for each Team equal to the Terminal's Defence Strength (if not stated in the Mission, base Terminal Defence Strength is 1).
In the case of a successful attack on the Terminal:
- The Defensive Program Card is discarded.
- If there is more than one Defensive Program Card, the Player may repeat the Attack.
- If there are still Defensive Program Cards and the Player decides not to repeat the Attack, draw new defensive cards up to the Terminal's Strength and place them face-down.
- If there are no more Defending Program Cards in the Terminal, the Player takes control of the Terminal. The Player may install the attacking cards in the Terminal to defend against further attacks.
- Later in the game, during the CW phase, the Player controlling the Terminal can replace their cards with other cards from their hand (paying the appropriate Install Cost in SR).
In the case of an unsuccessful attack on the Terminal:
- If a Defensive Program has been drawn, it will remain face-up in the Terminal until removed by a successful attack. Attack by another Team will result in drawing a separate card(s).
- If an Offensive Program has been drawn, it will try to attack the Hacker's own Tactical Network immediately after the unsuccessful attack. Conduct the 'Attack a Tactical Network' Action against Hacker's Tactical Network.
- In the case that the attack on the Hacker's Tactical Network fails, the Offensive Program is discarded. Draw another card to protect the Terminal in case of another attack against it.
Example - Attack on a Terminal: Len.Ka tries to hack a Yellow Terminal to unlock the door that her team needs to open to advance to the next room. The Terminal is located behind the closed door, so the CW Battle will be conducted remotely, at -3 to the Strength of the Attack. A defending CW card is drawn and placed face-down near the Terminal. Len.Ka reveals the Terminal Defensive Card - it is Titan Bastion with a Strength of 7. The Terminal draws a CanDo card with a value of only 2. The printed card text on the Adrenaline/CanDo card reads: "Pay 1 Adrenaline Point to draw another CanDo card. You must accept the result of the second card." She draws a CanDo card for her - a lucky 7! This way Len.Ka has a total of 12 (Base 8, plus 7 from CanDo and -3 for Remote Hacking), and the Terminal's score is 9. Terminal is successfully Hacked.
Attack a Tactical Network
Use this Action if you want to install a Program in a hostile Tactical Network.
a. Resolve a Cyberwarfare Battle.
- If the attacker won, and the defender still has Defensive Programs that he declares he will Play or Activate in his Tactical Network, repeat the CW Battle. If the Defender does not have a free space in his Tactical Network, he must discard one of his own CW cards occupying the space with the highest number. Note that more spaces may be infected by hostile CW cards.
- If the defender didn't Play or Activate a CW card in the first CW Battle, he cannot Play or Activate another Program.
- If the defender no longer has any Defensive Programs he can Play or Activate, the attack is successful. Install the Offensive Program in the Tactical Network.
- From this point on, the Tactical Network is treated as infected. If the installed Offensive Program card has special effects, they affect the owner of that Tactical Network. The owner of the Tactical Network must pay the running cost of the hostile Program in each Check System Resources step. The consequences of infecting the Tactical Network are implemented each turn in the Startup Sequence step of the Cyberwarfare Phase, until the Tactical Network is cleaned of the infecting Program.
- Each time the Tactical Network is infected, the Hacker and his Team members receive 1 Wound each and increase their Cybershock by one point (in addition to all other effects).
If the attacking Hacker has lost the fight, decided not to continue the attack or is not able to Activate and pay the Running Cost of his cards with System Resources, he is treated as having lost and must discard all cards used in the attack.
Example - Attack a Tactical Network: Len.Ka attacks the Black Site Team's Tactical Network. She decides to use the Backdoor Virus. Together with it, she plays from her hand the DarkMoon Booster Procedure. She pays the Install Cost of 4 and 1, for a total of 5 SR. The Black Site Hacker decided to use only the Rootkit Hunter ICE, as he doesn't have any boosters in his hand. He pays the install cost of 5 SR. Both sides place their cards face down.
Purge a Tactical Network
Use this Action if you want to destroy a hostile Program in your own Tactical Network.
To Purge your Tactical Network from an installed enemy Program, play a Defensive Program from your hand or Activate and pay the Running Cost of one that is already installed in your Tactical Network. If necessary, discard one of your Programs to create a space to install a Defensive Program from your hand. Resolve a Cyberwarfare Battle.
Install Programs
If the Tactical Network is not infected by Hostile Programs, the Hacker may use this Action to play a Program, optionally together with a Booster Program (or add a Booster to an already installed Program) into his Tactical Network. Place the chosen Cyberwarfare Card(s), face down, on the first available space in your Tactical Network. Pay the install cost.
Example - Install Programs: Len.Ka doesn't have enough System Resources to perform any more Attacks this Turn. She decides to build up her defences and plays a Larry's Wall ICE card from her hand into one of the spaces of her Tactical Network. She pays 4 System Resources and places the card face-down. If the enemy Player attacks her in any subsequent turn, he would have to conduct a CyberWarfare battle against the Larry's Wall ICE before infecting Borg Squad's Tactical Network. The same goes for Offensive Program Cards that would win a CyberWarfare Battle against a Hacking attempt. Its Running Cost is 0, so it doesn't cost Borg Squad any of its available SR to activate this defence when needed.
Defensive Programs may be pre-installed this way to defend against attacks, either from a Terminal or an opposing Player. Offensive Programs may be pre-installed for use in subsequent turns during an attack for a lesser cost.
Optional Rule: You may place up to 2 SR Tokens on Programs Running in the Background. These SR Tokens are not discarded in the Check System Resources Step, so may be carried over to subsequent turns. You may only use them to boost this particular Program's Strength during a Cyberwarfare Battle.
The Cards that are Played face-down remain so, Running in the Background in the Tactical Network. You do not need to pay their Running Cost until you choose to Activate them for a Cyberwarfare Battle.
You may have as many Programs installed in your Tactical Network as permitted by available space. Remember that the Booster cards are attached to a single Program, and occupy together the same space in the Tactical Network.
Example - Cyberwarfare Battle (Backdoor vs Rootkit Hunter): Len.Ka decides to boost the Strength of the attack by 2 points, paying 2 SR Tokens. The defending Hacker does that as well. The cards are revealed. Len.Ka's total strength is 6: the Backdoor has a Strength of 5, DarkMoon adds 2, and a further 2 from the SR boost, but -3 for Remote Hacking. Black Site Hacker has a total Strength of 8: 6 from his Rootkit Hunter plus 2 from SR boost. Both Players draw CanDo cards. Len.Ka draws 8, so her total is 14, and the Black Site Hacker draws 6 - it's a tie! The printed card text on the ICE card reads: "Treat the result as 3 and add 4 System Resources to your pool." In this case, the Black Site Hacker wins, successfully defending his Tactical Network.
Example - Attack a Tactical Network (Babylon and Code Yellow): Len.Ka renews the attack on the Black Site Team's Tactical Network. She plays a Babylon Virus Program Card and Poseidon Booster. Len.Ka pays 5 SR of Install Cost to play both Program Cards from her Hand. Her total Strength is 5 (6 for Babylon + 2 for Poseidon, -3 for Remote Hacking). The Black Site Hacker plays the Code Yellow Worm (S: 4) to defend and boosts it with 2 SR, for a total Strength of 6. The Cards are revealed. Both Players draw CanDo Cards. Len.Ka draws 6, so her total is 11, and the Black Site Hacker draws 3 - with a total of 9, he loses.
The Black Site Team's Tactical Network still has a Rootkit Hunter ICE card installed from the previous CW battle. If Len.Ka wants to infect it, she must conduct another CW Battle to remove the Rootkit Hunter ICE. To do it, she pays the Running Cost of Babylon Virus card (3 SR), Poseidon (1 SR), and boosts her attack with the last 1 SR she has left, for a total Strength of 6. The Black Site Player pays the Running Cost of Rootkit Hunter ICE (3 SR). If he couldn't afford that, he would not be able to defend further and Len.Ka would automatically win. His Strength is also 6. Both Players draw CanDo Cards. Len.Ka has 5, and the Black Site Player has 4. Borg Squad wins! Black Site TN is infected with the Babylon Virus.
Real World Phase
Step 5. Real World Phase
Each Character has two Action Points in every Real World Phase (some special skills and gear may increase that, but never beyond 3). A Character may spend Action Points on the following Actions:
| Action Cost | Action Description |
|---|---|
| 1 | Move |
| 1 | Attack |
| 1 | Special Attack (Grenades and Mines) |
| 2 | Aimed Attack |
| 0 | Opening / closing unlocked Doors |
| 1 | Use of selected Equipment or use of a special Action |
| 0 | Dragging a Stunned, unconscious or dead Character. Movement is limited to two squares for one Movement Action (3 if the Character is equipped with Cyber-legs) |
| 0 | Exchanging an item with a model from the same Team (must be in an adjacent square) |
| 0 | Use of medical Equipment on a Character in an adjacent square |
Example - Actions: Bombshell is currently in a room with two hostile figures. She wants to attack one of them and move out of Line of Sight to an adjacent room. She has 2 Action Points available. If she spent the first one on attacking the hostile figure, her activation would immediately end. She decides to Move first. She opens the door next to her for 0 Action Points. Then, she moves out of the room for one Action Point. Next, she performs an Attack Action for the second Action Point. Finally, she closes the door, which costs 0 Action Points, so she is now out of Line of Sight of the hostile figures.
Before taking any Actions, the Active Player (or players) may change the status of all doors in any room where they control the Terminal. This allows the Player to change each door's status EITHER from open to closed, or unlocked to locked. Once the Door Status has been resolved, the Active Player Activates each of his Characters in turn, marking each one with an Activated Token. The next Player can Activate each of their Characters, or move directly to Phase 3, OPFOR Operations Phase.
In addition to their regular Actions, each Active Character has an Instinctive Reaction which can be used to counter an opponent's Reaction (such as a 'Fast Attack' Reaction). Reactions are not counted as Actions. They allow the INACTIVE Character to activate in response to any direct attack or enemy movement action. A Character may perform a maximum of 3 Actions per game turn, regardless of any skills, abilities or Cybergear that grant additional Actions. Once a model has completed its Actions for this Game Turn, mark it with an Activated Token and repeat the process with another Character from your Team until all Characters in the Team are marked with an Activated Token.
Performing an Attack Action IMMEDIATELY ends a Character's Activation for that Game Turn. It loses any remaining Action Points and is marked with an Activated Token. Some items of Cybergear allow a Character to perform Actions subsequent to an Attack Action. Once all Characters in the Active Player's Team have been marked with an Activated Token, the Active Player or players may once again choose to change the status of any Doors situated in rooms where their Team controls the Terminal.
Movement
The Speed Skill value on a Character ID card shows how far a Character can move (in squares) during one Move Action.
- A model MUST end its movement on an unoccupied square.
- A model can move THROUGH a square occupied by a friendly model so long as it ends its movement on an unoccupied square.
- A model cannot move through squares that are occupied by an enemy or neutral model unless otherwise stated by a special rule or ability.
If a Character activates for a second (or subsequent) Move Action in a turn, he or she will only move up to 2 squares, regardless of their Speed Skill value. This applies to Crippled Characters as well.
Characters can move from square to square in straight lines or diagonally. Movement through Doors is always made orthogonally (meaning that it is not possible to move through a door or into an elevator using diagonal movement).
If Character movement triggers a Fast Attack Reaction from an enemy model while moving, then the Character may utilize their Instinctive Reaction.
Example - Action: Move: Morgan needs to reach an elevator to complete his Mission objective. He has 2 Action Points available, and a Speed Skill value of 4. First he opens an unlocked door in front of him for 0 Action Points and performs a Move Action. For 1 Action Point, he moves 4 squares towards the Elevator. He must cross the door orthogonally, so he moves 1 square to the side and 3 squares towards the elevator. Morgan continues with a second Movement Action for his last remaining Action Point, this time with his Movement limited to only 2 squares. But it is just enough to reach the elevator.
Controlling a Doorway
Player Characters and enemy models can control doorways by preventing movement in much the same way as rules for moving over open ground. There are two sizes of doorway:
- 1 square wide: when a 1 square wide doorway is occupied by a model, then only friendly models may move through (as per the general rules for movement through occupied squares).
- 2 squares wide: when 1 square of a 2 square wide doorway is occupied by a model, then enemies may move through the unoccupied square as per normal movement, except that the playing model may choose to take a FREE Fast Attack Reaction against the moving model WITHOUT placing a Reacted Token. (In solo mode, enemy models holding a 2 square wide doorway will ALWAYS use a Fast Attack Reaction against an enemy model passing through the doorway in this manner.)
Actions: Attack
There are two types of Attack Action in the game: Ranged Attack and Close Combat. All types of Attack Action require an Opposed test.
Ranged Attack (RA) (1 AP): A Character equipped with a Ranged Weapon (one marked with 'Effective' and 'Maximum' range bands) may spend an Action Point in order to perform a Ranged Attack action. Unless otherwise specified, Ranged Weapons cannot be used to target a model in an adjacent square. The target of the attack (the defending Character) can respond to the attack with a Dodge, Take Cover, Fast Attack or Instinctive Reaction.
Close Combat (CC) Attack (1 AP): A Close Combat (CC) Attack occurs when a Character in an adjacent square performs an Attack Action. (Some CC Weapons allow a model to perform a CC Attack from 2 squares away.) The TAC modifier is NOT applied when the Attacking Character is in an adjacent square to the target Character.
- Heavy Weapons cannot be used in Close Combat and a Character using this type of Weapon is treated as if they were fighting bare handed.
- Weapons with a CC keyword can be used in Close Combat without negative modifiers.
- All other Weapons can be used in CC with a -3 negative modifier to Physical Skill.
- Bare handed attacks are performed without a negative modifier to Physical Skill. The Damage dealt with this type of attack is equal to Physical Skill value with the -2 modifier (the minimum Damage dealt is 4).
Example - Action: Close Combat: Morgan spends his first Action Point to Move next to a Black Site Agent. He is on an adjacent square, so he can Attack with his Baseball Bat (CC Weapon) and not worry about the TAC Modifier. For the Attack Action, he uses his Physical Skill value of 6. Both Players draw CanDo cards. Morgan has a CanDo card value of 4 and the Black Site Agent has a 3. The result is a tie - the defender wins any ties, so the Black Site Agent manages to dodge out of harm's way and places a Reacted Token next to his model. He can only choose Instinctive Reactions until the end of the turn.
Example - Action: Ranged Attack: Black Site Agent moves into the room and performs a Ranged Attack Action. He uses his Physical Value of 5. He is equipped with a Stressmayer SG4 Assault Rifle and is now 3 squares away from Bombshell. The weapon Special Rule "Selective Fire" gives him a +1 modifier to Ranged Attacks, so he has now a total of 6. Kruger R7 has a Laser Sight special rule, adding a further +2 to a Ranged Attack Action. Her base value is now 8. Both Players draw CanDo cards. Bombshell gets 6 and Black Site Agent gets just 4. Bombshell's total is 14 versus Black Site Agent's 10.
Aimed Attack (2 AP)
A Character can choose to perform an Aimed Attack Action for 2 Action Points. Perform a standard Ranged Attack Action or Close Combat Action, granting an additional +3 positive modifier to the Physical Skill of the attacker.
Example - Action: Aimed Attack: The Player controlling Morgan has the Initiative. He has 2 Action Points available so he decides to perform an Aimed Attack Action; a standard Attack Action would cause Morgan to lose all his remaining AP anyway. Morgan uses his base Physical Skill value of 6 +3 for the Aimed Attack, for a total of 9. Black Site Agent decides to Take Cover Reaction, but he has only a total of 7 (4 Speed Skill +3 for Take Cover). Morgan's Team now controls the Terminal, so the TAC value for this Attack is 0. Both Players draw CanDo cards. Morgan has a CanDo card value of 6, and the Black Site Agent gets 3. The Attack hits. To hit a target the result must be greater than 6 (3 + 3; the target is 3 squares away).
Special Attack Action: Grenades and Mines (1 AP)
Grenades are a special type of Ranged Weapon and have their own rules. Weapon cards describe how many Grenades a Character can have. When throwing a Grenade, the target must be in the Line of Sight (LoS) and be within range. The target can be a square in LoS rather than a model. The Character throwing a grenade performs a Standard Test based on the sum of the Physical Skill, the drawn CanDo card and any applicable modifiers affecting this type of attack.
A Grenade hits its target if the value obtained is greater than 3, plus 1 for each square of distance from the attacker to the target, plus 1 for each square crossed by the LoS that contains a model.
If the Grenade misses the target, the Player draws a CanDo card: on a result of 1, 9 or 10 the Grenade falls 1 space behind the target. Result 2-8 means that the Grenade landed on one of the neighbouring fields, counted in the clockwise direction. Grenades cannot go through walls and closed Doors but instead land in front of such obstacles.
Mines: A Character can use one mine per Mission. The mine card must be placed in the Player's inventory upside down or as described in the Mission description. Place the mine on the same square as the Character's model. The mine is Active in the next Player phase or in the OPFOR Operations Phase. A Character can use any Reaction based on Speed Skill (Dodge, Take Cover or Instinctive Reaction) to avoid any damage.
Reactions
The response to Actions of the Active Player's Characters are Reactions. If more than 1 enemy model has a Line of Sight to the Active Character, all of these models can React (in any order) to the Actions of the Active Character.
If the Character reacts with a Dodge, Fast Attack or Take Cover Reaction, mark this Character with a Reacted Token (placing it next to the model on the board) to indicate that he/she can no longer perform any of these Reactions during this turn. Each model can perform any amount of Instinctive Reactions per turn. Dodge, Fast Attack and Take Cover Reactions can only be performed once per turn unless otherwise specifically covered in Mission Special Rules, Character Skills or Cybergear abilities.
Fast Attack: A Character or OPFOR can choose this type of Reaction at any moment of a Move Action or Attack Action of an Active opponent. Perform a Ranged Attack or Close Combat test with a -3 modifier to Physical Skill (plus other modifiers if any).
- If the Fast Attack Reaction takes place in response to an opponent's Move Action, the moving Character uses an Instinctive Reaction based on his Speed Skill for the opposed Attack Test, and may continue his movement as normal after resolving it (if he's still alive).
Example - Fast Attack Reaction: Bombshell chooses to make a Fast Attack Reaction with her pistol, Kruger R7. A Fast Attack Reaction confers a -3 Modifier. Bombshell's Team managed to hack the nearby Terminal and controls the tactical situation in the corresponding location. Bombshell adds a +3 TAC modifier to her Reaction. She wins and hits the opponent, and the Black Site Agent misses. The Player controlling Bombshell now has to place a Reacted Token next to his model. From now on, she can only use Instinctive Reactions.
Example - Dodge Reaction: Morgan is in a Room with a Black Site Agent. Both the figure and the nearby Terminal are controlled by the opposing Player, so if he wanted to use a Ranged Attack, the Black Site Agent would add a further +3 TAC modifier to his Reaction. The Black Site Agent makes a Dodge Reaction. He uses his Speed Skill value of 4, with a +3 Modifier (Dodge Reaction), for a total of 7.
Example - Instinctive Reaction: The Black Site Agent makes an Instinctive Reaction. His base Speed value is 4. He adds a +2 TAC modifier to his Reaction, so his base value is 6.
Attack Procedure
- Check for Line of Sight between the attacking and defending models.
- Check the Range, then perform a:
- Close Combat Attack if the target is in an adjacent square;
- Ranged Attack if the target is not in an adjacent square to the attacking model.
- Choose a Weapon, depending on type of Attack Action as defined in step 2.
- Use the Physical Skill value of the attacking Character. Include any modifiers from Cybergear, Weapons, Neurochips, Programs and Special Skills.
- The Target chooses a Reaction:
- If the Target Character reacts with a Dodge or Take Cover Reaction, it uses its Speed Skill value plus a positive +3 modifier and any other applicable modifiers.
- If the Target Character reacts with Fast Attack Reaction, it uses its Physical Skill with a negative -3 modifier and any other applicable modifiers.
- If the Target has a Reacted Token, it can only react with an Instinctive Reaction using its Speed Skill value without any modifiers.
- In a Ranged Attack, apply the TAC modifier to the target's Reaction. If you control the Terminal corresponding to the Room in which the target is located, treat the TAC modifier value as 0.
- The attacking Player and the defending Player both draw a CanDo card and add its value to the appropriate Skill.
- Compare the results, determine the winner and inflict the damage. The Player with the higher value wins. The target of the attack wins the draw.
Hit Location and Dealing Damage
If the attacker wins, draw another CanDo card. Its value indicates the Hit Location. Subtract the Armour value of that location (along with the corresponding modifiers for Equipment, abilities etc.) from the Damage value of the Weapon at the range. The difference shows how many Wounds have been inflicted. Change the Wounds value on the Character's HUD.
To speed things up, you may use the value of the CanDo card that has been drawn in the Attack test to indicate the Hit Location.
Remember that hitting the Head location always means one additional Wound, regardless of the Armour value in this location.
Hit Location values from the Character ID card diagram: Head - 10; Chest - 7-9; Arms - 5-6; Legs - 1-4.
Weapons have Effective and Maximum ranges that affect the Damage they inflict:
- Effective Range is used if the distance to the Target Character is not further away than the given value in squares (e.g. 0-4).
- Maximum Range starts beyond the Effective Range value and ends at the Maximum Range value.
- Effective: CC means that the Weapon can only be used in Close Combat.
Example - Damage: Bombshell has hit her opponent in the previous example (Ranged Attack example). Now she draws another CanDo card to determine the hit location - and gets a 10! This means a headshot. The Player controlling Bombshell checks the Damage of her Kruger R7. She is 3 squares away from her target, thus using the Effective Range bracket of her pistol (0-4 squares away) with a damage value of 5. She subtracts the Hit Location Armour value of 3 (Head), and deals 2 Wounds to the Black Site Agent. However, hits to the Head always deal 1 additional Wound, so in the end, the Black Site Agent receives 3 Wounds.
If Bombshell used her CanDo card value from the opposing test from the previous example to determine Hit Location, it would be 6 - an Arm (range 5-6 means hit to arms), with the Armour value of 3. That would also mean dealing 2 Wounds, but without the additional 1 Wound for the headshot.
Take Cover: A Character may use the Take Cover Reaction at ANY POINT during an opposing model's Move or Attack Action. If the Active Player performs a Move Action and his Character appears in the Line of Sight of an opposing figure, the opposing Player can declare this type of Reaction and move 1 space directly away from the Active Character, or closer if this movement removes them from the Active Character's LoS.
If the reacting Character has been attacked, perform an opposing test based on the Speed Skill with the +3 modifier (plus any other applicable modifiers). If the score is equal to or higher than the attacker's score, the reactive Character may move one space directly away from the opposing Character or into a square that provides cover or blocks LoS between the two models in question. The attack misses.
Dodge: A Dodge Reaction can only be declared when the reacting model is the target of an Attack Action by an Active Player Character. The Dodging Character performs an opposed roll using their current Speed statistic +3. If the Dodging Character wins, the attack fails.
Instinctive Reaction: an Instinctive Reaction is a special type of Reaction that can be performed an unlimited number of times per turn, by both Active and passive Player's Characters. If a Character is attacked, either by an Attack Action or a Fast Attack Reaction, unless using another Reaction, he will always use the Instinctive Reaction in an Opposed Test. A Character using an Instinctive Reaction uses their Speed Skill value without a modifier during the Opposed Test. The Character with the higher total wins. The defender wins any ties. A Player may forego his other Reactions at any time, and use the Instinctive Reaction to not place a Reacted Token next to his Character and save the other Reactions for use later in the same turn.
OPFOR units will always use a Dodge Reaction against the first Attack they receive, adding the +3 modifier, and afterwards only use the Instinctive Reaction for the rest of the turn.
Example - Take Cover Reaction: Morgan is in a Room with a Black Site Agent. He moves next to him and makes a CC Attack Action. His base Physical Skill is just 6, but if he stays in contact, in next turn he will be able to make an Aimed Attack action with a +3 modifier. The opposing Player decided it is too close. The Black Site Agent chooses Take Cover as his Reaction, to gain some distance from Morgan. He uses his Speed Skill value of 4, with a +3 Modifier for a total of 7. Both Players draw CanDo cards. Morgan has a CanDo card value of 4 and the Black Site Agent has a 3. The result is a tie - the defender wins any ties, so the Black Site Agent manages to move out of harm's way and 1 square away from Morgan. He puts a Reacted Token next to the model. He can only choose Instinctive Reactions until the end of the turn.
Example - Dodge Reaction: U-Bolt makes a Ranged Attack Action against a Black Site Agent in the next room. She has a Physical Skill value of 5. The Black Site Agent makes a Dodge Reaction. His base Speed Skill value is 4, +3 for the Dodge Reaction, and +1 for the TAC modifier in his location. This gives him a basic value of 8. Both Players draw CanDo cards. U-Bolt has a CanDo card value of 5 and the Black Site Agent got a 7. The Black Site Agent wins the opposing test with a total of 15 versus 10. The attack misses, but he must place a Reacted Token next to his model.
Example - Instinctive Reaction: U-Bolt makes a second Ranged Attack against the Black Site Agent, thanks to the Rapid Reload special skill of her weapon. She has a Physical Skill value of 5. The Black Site Agent has a Reacted Token already, so he can only use Instinctive Reaction. His base Speed Skill value is 4, +1 for the TAC modifier in his location. This gives him a basic value of 5. Both Players draw CanDo cards. U-Bolt has a CanDo card value of 6 and the Black Site Agent now gets a 4. U-Bolt hits her target with a total of 11 against 9.
OPFOR Operations Phase
Step 6. OPFOR Operations
OPFOR models Activate during this step.
Harassing Fire: After a successful Ranged Attack Action an OPFOR model can perform another Ranged Attack Action this turn (to a maximum of 2 Ranged Actions per turn).
The Mission's special rules may require drawing a card from the Tactical Response card deck. This happens at the start of the OPFOR Operations step. From this moment until a new card is drawn, the rules described on the drawn card apply.
Players may openly discuss and choose freely the order in which they Activate OPFOR. In Skirmish mode, the Player with the Initiative decides.
Unless otherwise specified, OPFOR models have 2 Actions and carry out a combination of either:
- Move-Move;
- Move-Attack;
- or just one Attack Action.
OPFOR models always attack the nearest Player Character. If two Characters are at the same distance, draw a CanDo card to decide. In Skirmish mode, the Player with Initiative chooses.
OPFOR Activation Procedure:
- Pick an OPFOR model to Activate.
- Does this model have a Player Character model in Line of Sight and Effective Range? Perform an Attack Action. This ends the model's Activation.
- Does this model have a Player Character model in Line of Sight and beyond Effective Range? Perform a Move Action with full speed towards the nearest Player Character and perform an Attack Action if it is allowed.
- Does this model have no Line of Sight to any Player Characters? Perform a Move with full speed and using the shortest way possible, towards the Room with most Alarm Tokens on the board. If a Player Character comes into LoS during this Move, the OPFOR will then change direction if necessary, and move towards that Player Character. If after the first Move a Player Character is in LoS, perform an Attack Action. If there is no Player Character in LoS after the first Move Action, perform a second Move Action.
Example - OPFOR Activation: A Tanken N1 Drone has a Line of Sight to Bombshell and is in Effective Range. It activates for an Attack Action, and loses all remaining Action Points this turn. This ends the model's Activation. Black Site Agent No.2 is nearby, but has no Line of Sight to any Player Character. It starts with a Move Action, heading towards the room with most Alarm Tokens, but comes into the Line of Sight of Bombshell. Its next Action will be a Ranged Attack. Black Site Agent No.1 has a Line of Sight but is outside the Effective Range of his Nakamura Hotoke pistol. He moves 4 squares (his full Speed Skill value) towards Bombshell, and then performs an Attack Action with his 1 remaining Action Point.
Example - OPFOR Damage: U-Bolt made a Ranged Attack against a Black Site Agent, landing a successful hit. The range is over 8 squares. At Maximum Range, the Archer AR-15 has a damage value of 6. She has used the "Rapid Reload" special rule of her Archer AR-15, so she gets a further -2 modifier to Damage. The Player draws a CanDo card to determine Hit Location. She draws a 3. The Legs location of the Black Site Agent has an Armour value of 3. From the Damage of 6 she subtracts -2 for Rapid Reload, -3 for Armour, and in the end deals just 1 Wound to her opponent. This is however enough, as OPFOR use the Wounds Skill value in parentheses. The Black Site Agent is reduced to 0 Wounds and is therefore removed from play.
Dealing Damage to OPFOR
OPFOR models, unless using them in the Skirmish mode, use the Wounds value in the parentheses and cannot use the Adrenaline Character Skills or Skill cards. Cybershock does not affect OPFOR models. If using the OPFOR Characters in Skirmish mode as Player Characters, use all of their rules normally.
If, at the end of the OPFOR phase, the number of OPFOR Characters has dropped below the level specified in the Mission's Security Protocol, place the appropriate number of models on the OPFOR Entry Points, so that all indicated models are on the board. If there is more than one OPFOR Entry Point, draw a CanDo card for each OPFOR Entry Point and place the OPFOR model at the point with the highest value drawn. If there are more models in this place, put the OPFOR Character on the adjacent space, remembering that it will have its Speed Skill value reduced by one in the following turn. You may place a -1 Speed modifier Token near this model as a reminder.
Clean Up
Step 7. Clean Up
- Check if the Mission's winning conditions have been met.
- Close (but do not lock) all Doors that can be closed.
- Remove all Alarm Tokens from the board.
- Remove all Activated, Reacted and Stunned Tokens from the board and / or Character cards.
Advanced Rules
Advanced Cyberwarfare Rules
Blank CW cards. With this option, each Faction's CW deck has two blank CW cards added. The Player's hand size is increased to 7 cards, but the blank cards are never discarded and thus remain either in the Tactical Network or in the Player's hand. These cards are used to bluff opponent(s). Only for Skirmish/Competitive mode.
Increased Difficulty Levels
The Players can increase the difficulty level of Missions in a number of ways. All Players must agree before the game begins. You can either select an option or randomly pick one:
- Increase Security Protocol Level (i.e. the number of OPFOR models on the board during a Mission) by 1 or 2.
- Increase the Terminal Base Defence by one CW card for all Security Terminals.
Advanced Hit Location
The base game does not differentiate between left and right arms and Legs. However, to improve immersion in the game and to be consistent with the look of some of the models you can use this rule to differentiate between left and right limbs. When determining Hit locations, a result of '5' hits the left Arm, '6' hits the right Arm, '1'/'2' the left Leg and '3'/'4' the right Leg.
Forcing a Locked Door
In addition to the 'Doorbreaker' Neurochip and "Kick The Door Down" Adrenaline card, Characters equipped with a cyberarm or cyberlegs can attempt to force open locked Doors. Each attempt costs the Character one Action Point. Draw a CanDo card when trying to force a locked door. A locked door has a base defence of 13. The Character draws a CanDo card and adds their Physical Skill to it. If the Character beats the Defence value, the door is smashed. Remove the door from the game. If the Character has a lower total, the door stays intact and the Action fails.
Looting Gear
After eliminating enemy models in combat, Players may wish to pick up their Gear to better adapt to the current situation on the game board: perhaps a Ronin Character wielding nothing but a nano-sword could use an assault rifle to deal with a drone that sits a dozen squares away, or maybe your Character could really use the Cyberdeck from that Hacker they just brutally dealt with.
If you want to include the option of collecting the Gear of fallen Characters, use the Letter Tokens (A-L). When a Player's Character is eliminated, place the chosen Letter Token on the square that he occupied. Place all the Gear and Weapon cards except Cybergear on a pile outside the gaming area and cover it with a corresponding Token with the same letter. Cybergear (except Gear cards) and Neurochips cannot be transplanted outside of a TraumaDoc Clinic and surely not in the middle of a firefight! To pick up the Gear, perform a Special Action (cost 0 Action Points) on the square containing the letter token. You may add any items from the pile to your inventory, or exchange the ones that you already have, as long as this complies with the Equipment rules (see page 53). If a Player would like to collect an item dropped by an OPFOR model, he can state this when an OPFOR model is eliminated. Treat this model the same way as the Player Characters - place a Letter Token etc. In other situations discard the OPFOR Gear, as it is redundant.
Security Breach
Alarm Tokens are not placed for the presence of Player Characters if their Hacker is in control of the Security Terminal corresponding to the location.
Secret Agenda Cards
(These cards are available separately.)
Secret Agenda cards are nothing else but additional secret goals that Players can complete during the Mission. If it is not overruled in the basic rules for a given Mission, then the Players should draw a random Secret Agenda card and place it face-down on the table. During the final scoring after the Mission is finished, or earlier in case the goal can be achieved during the Mission, the card is revealed and its point value is added to the general score.
Collateral Damage Cards
(These cards are available separately.)
The Collateral Damage are special cards, specific to certain Missions. Their effect is activated instantly and lasts for the duration specified on the card or until other factors influence it (change of Mission rules, a new Collateral Damage card, etc.). They are usually activated after an Objective is completed, a Terminal successfully hacked or other important events. After its effects cease, this card is placed on a discard pile.
Unexpected Events Cards
(These cards are available separately.)
These cards are randomly drawn at the beginning of each turn during the Phase 1 (unless it's stated otherwise in the Mission rules), and their effect lasts until the moment described on the card, or until a new card is drawn. Afterwards, they are placed on a discard pile. Unexpected Events are short-term effects that have a positive or negative impact on the turn that they are drawn.
Hidden Objectives Cards
(These cards are available separately.)
Rules for using these cards appear in the Mission rules. If not stated otherwise, these cards are activated when Objectives present on board are uncovered, and their effect and duration varies depending on the card. After use they are discarded.
Default Equipment
If no specific Equipment cards are mentioned in the Mission instructions for a Character, use the default equipment below. Where a cell lists more than one item, the items are separated by " / ".
Characters - Default Equipment
| Name | Weapon | Cybergear |
|---|---|---|
| LEN.KA | Kruger R7 | NetSec One |
| BOMBSHELL | Kruger R7 | AMM Visor V-3500 |
| U-BOLT | Archer AR15 | Matsushita Labs Velociraptor |
| MORGAN | Baseball Bat | Kagoma Cyberarm Type II / Kagoma Torso v3.5 |
| THE CAN | Combat Scythe Blade / Bolt Gun | WW C-Helmet / Momuro Supporter |
| KARO | Stressmayer SG4 Custom / Great Sword | MPS Recce Drone |
| ANDREA | Bayonet | Luigino Roller Blades |
| HYENA | Brugg-Barret Razors V2 | Momuro Artificial Muscles / Biokinetics Kangaroo |
OPFOR - Default Equipment
| Name | Weapon | Cybergear |
|---|---|---|
| VELLO MEKANIK SHAPU V2 | Harstel Lightning | Vello Mekanik Joints |
| TANKEN N1 | Nakamura Chain Gun | - |
| BLACK SITE AGENTS | Nakamura Kahaku or Nakamura Hotoke | Banelli Googles |
| TACTEAM OFFICER | Stressmayer SG3 | AMM Combat Helmet |
| KAMAKIRI K1 HEAVY ASSAULT DRONE | Nakamura Chain Gun | - |
| SUBJECT ZERO | Grip Hook | Takeda Stimpack |
| KAMIKAZE ORPHANS | Isetani Jokoto | Momuro Faceless |
| HUMAN HYBRID: THE MASTER FORM | Nakamura Gaku |
Quick Reference
1. Cyberwarfare Phase
Step 1.0 Startup Sequence: Check Tactical Networks for infections by hostile Offensive Programs.
Step 2.0 Check System Resources: Hacker Characters gather System Resources (SR).
Step 3.0 Initiative (Skirmish / Competitive Mode only): Players may bid for Initiative in the Competitive mode. In Co-operative mode, the Players always go first.
Step 4.0 Cyberwarfare: Players may discard Cyberwarfare Cards, draw new Cyberwarfare Cards, install new Programs and use them by spending System Resources.
Resolving a Cyberwarfare Battle: A Cyberwarfare Battle is resolved in the following steps:
- Play a Program Card from your hand or Activate one from your Tactical Network.
- Play or Activate a Booster Program Card.
- Pay the cost of the Programs in SR (Install Cost if the card is played from hand or the Running Cost if it is Activated from the TN).
- The defender may play a Program Card from their hand or Activate one from their Tactical Network, along with a Booster Program Card. He must pay the cost of these Programs in SR.
- Both the attacker and the defender may add up to 2 SR to played Programs.
- Reveal any face-down Programs that has been paid for.
- Draw a CanDo card for the attacking Program and the defending Program.
- For each Program that takes part in the Battle, sum up its total strength from:
- Strength of the Program as written on the Cyberwarfare Card;
- Strength added by paying additional System Resources (up to 2);
- Strength bonus from an attached Booster Program (if any);
- Strength bonus from any applicable Special Rules on the Program card, the Character ID card, Cybergear card, etc.;
- Value of one CanDo card drawn.
2. Real World Phase
Step 5.0 Real World Phase: Players choose and perform Physical Actions for their Characters.
| Action Cost | Action Description |
|---|---|
| 1 | Move |
| 1 | Attack |
| 1 | Special Attack (Grenades and Mines) |
| 2 | Aimed Attack |
| 0 | Opening / closing unlocked Doors |
| 1 | Use of selected Equipment or use of a special Action |
| 0 | Dragging a Stunned, unconscious or dead Character. Movement is limited to two squares for one Movement Action (3 if the Character is equipped with Cyber-legs) |
| 0 | Exchanging an item with a model from the same Team (must be in an adjacent square) |
| 0 | Use of medical Equipment on a Character in an adjacent square |
Real World Attack Procedure:
- Check for a Line of Sight.
- Check the Range, then perform a:
- Close Combat Attack if the target is on an adjacent square;
- Ranged Attack if the target is more than 1 square away.
- Choose a Weapon, depending on the type of Attack Action.
- Use the Physical Skill value of the attacking Character. Include any modifiers from Cybergear, Weapons, Neurochips, Programs and Special Skills.
- The Target chooses a Reaction:
- If the Target Character reacts with a Dodge or Take Cover Reaction, it uses its Speed Skill value plus a positive +3 modifier and any other applicable modifiers.
- If the Target Character reacts with Fast Attack Reaction, it uses its Physical Skill with a negative -3 modifier and any other applicable modifiers.
- If the Target has a Reacted Token, it can only react with an Instinctive Reaction using its Speed Skill value without any modifiers.
- In a Ranged Attack, apply the TAC modifier to the target's Reaction. If the Attacker controls the Terminal corresponding to the location of the target, treat the TAC modifier value as 0.
- The attacking Player and the defending Player both draw a CanDo card and add its value to the appropriate Skill.
- Compare the results, determine the winner and inflict the damage. The Player with the higher value wins. The target of the attack wins the draw.
| Base Modifier | Type of Reaction |
|---|---|
| +3 | Dodge - Dynamic Reaction, use Speed Skill value |
| +3 | Take Cover - Dynamic Reaction, use Speed Skill value |
| -3 | Fast Attack - Dynamic Reaction, use Physical Skill value |
| 0 | Instinctive Reaction, use Speed Skill value |
3. OPFOR Phase
Step 6.0 OPFOR Operations: The OPFOR models perform actions against the Player Characters.
Step 7.0 Clean Up: Players remove all temporary effect Tokens and close all Doors.