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Human Interface: Nakamura Tower

Human Interface: Nakamura Tower Rulebook

Table of Contents

Table of Contents

  • General Rule
  • Components
    • Description of Components
    • Tokens
    • Contents List
  • Getting Started
    • Mode of Play
    • Board Layout
    • Team Selection & Development
    • Armour
  • Basic Terms in the Game
    • Length of the Game
    • Actions
    • Reactions
    • Tests
    • Cybershock
    • Tactical Situation (TAC)
    • Line of Sight (LoS)
    • Terminals
    • Doors
    • Character in a Doorway
    • Wounds and Flipping Character Cards
    • Alarm Tokens
      • Alarm Token Generators
  • Team Budget and Preparation of the Team
  • Playing the Game
    • Phase Sequence in a Game Turn
    • 1. Virus/Worm Infection and Cybershock Test Phase
      • Cybershock
    • 2. Check System Resources Phase
    • 3. Initiative Determination Phase
    • 4. Cyberwarfare Phase
      • Cyberwarfare Procedure
    • 5. Real World Phase
      • Actions
      • Action: Move
      • Action: Attack
  • Examples
    • System Resources Check
    • Draw Cyberwarfare Cards
    • Attack Declaration and Terminal CW Cards Draw
    • Sniffing
    • Planning
    • Playing the Cards
    • Cyberwarfare Programme Battle Outcome
    • Drawing CanDo Cards
    • Completing the Attack
    • TACs and Tactical Advantage
    • An Alternative Outcome
  • Attack Examples
    • 1. Move vs. Fast Attack
    • 2. Move vs. Take Cover
    • 3. Ranged Attack vs. Take Cover Example
    • 4. Ranged Attack vs. Dodge Example
    • 5. Ranged Attack vs. Fast Attack Example
    • 6. Close Combat Attack vs. Dodge Example
    • 7. Close Combat Attack vs. Fast Attack
    • 8. Close Combat Attack vs. Take Cover
  • Advanced Rules
    • Multiplayer Modes
    • Advanced Cyberwarfare Rules
    • Increased Difficulty Levels
    • Intervening Models
    • Advanced Hit Location and Damage
      • Hit Location
      • Hit Location Damage
    • Forcing Locked Doors
    • Optional Rule (from FAQ 1.1)
  • Designer's Notes

General Rule

If the rules in this booklet and those on a card are inconsistent then the rules on a card take precedence.

Components

Description of Components

Character Cards. These are double-sided cards. The largely black side is the "healthy" side and the side with a red tinge is the "crippled" side (with reduced skills, fewer Neurochip slots, different special abilities). Character cards start on their "healthy" side for standalone missions and are turned over to the crippled side when the number of wounds received is equal to or greater than the number of wounds marked on the card. No amount of healing (wound removal) will flip a card back to its "healthy side" on this mission (unless specified in a Special Skill). Flipping from the crippled side to the healthy side may happen during the Inter Mission Recovery Phase.

Characters have a number of "Equipment Slots" (normally 4). These are at the base of the large character cards of the core game. Equipment slots can be occupied by weapons, armour, cyborg upgrades and other "gear" at one card per slot. Note that an ammunition card takes up one slot.

Character card layout: Character name; Mental Skill; Starting Cybershock Level; System Resources; Current Cybershock Level; Physical Skill; Wounds; Speed; Character Special Skills; Team Special Skills; Hit Location & Armour Diagram; Equipment slots; Neurochip slots.

Drone Cards. Drone card layout: Name; Physical Skill; Hit Location & Armour Diagram; Speed value; Drone Special Skills; Team Special Skills; Equipment slots. A number of "Equipment Slots" (normally 2) are at the base of the Drone card. These are used to upgrade the Drones and can be occupied by Weapons, armour and other "gear" at one card per slot (these cards will come with some of the expansions to the game). The Equipment is specific to the Drones (Weapons include the Nakamura Chain Gun, the Rekken Maas Shotgun, the Akai Kiku Mini Rocket Launchers and the Saipan SA21 Heavy Shotgun).

Neurochips. Neurochip card layout: Availability Level (COMM. = Commercial, MIL. = Military, BLACK = Black Market); Neurochip Name; Bonus number and skill or action/reaction affected.

CanDo Cards. CanDo cards provide the randomness factor in the game and have a value ranging from 1 to 10. There are 40 CanDo cards but there is an uneven distribution of numbers within the deck. Draw the top card from the CanDo deck and apply all of the effects described on the card. Then place the card onto the CanDo discard pile. Whenever a CanDo card with a value of 1 or 10 is drawn, after resolving the effects of the card, discard the card and then put the discard pile back into the deck and shuffle the whole CanDo deck.

Weapon Cards. Weapon card layout: Name of Weapon; Picture of Weapon; a pair of numbers denoting weapon Damage up to Effective Range (number of squares); a pair of numbers denoting weapon Damage up to Maximum Range (number of squares); Generic Type of Weapon; Special Abilities; Card Number and Availability.

Gear Cards. Gear card layout: Name of Gear; Picture of Gear; Bonus value, Aspect getting the Bonus, Card Number and Availability; Specific Bonus, requirements and penalties; Number of Cybershock symbols denoting the increase in initial Cybershock Level for character equipped.

Cyberwarfare Cards. Cyberwarfare card layout: Name of Programme; Type of Programme; Programme Strength & System Resources required (Installing, running); Programme Special Abilities; Card Number, Availability and Faction Icon.

Tokens

This game uses a number of tokens to track different aspects of the game.

  • Wound tokens track the amount of wounds inflicted on a model to indicate if the model becomes crippled (character card flipped to reverse side) and then unconscious.
  • Activated tokens track whether a model has been activated this turn.
  • Reacted tokens are used to track whether a model has used the Take Cover or Fast Attack reaction this turn.
  • System Resource (SR) tokens are used to denote the number of SRs remaining with a character.
  • Alarm tokens are used to determine which square is the movement priority for all drones (unless they have a visible target).

Additional tokens help to track the effects of certain weapons, wounds or virus / worm effects.

Contents List

  • 40 x CanDo cards
  • 29 x Weapon cards
  • 32 x Gear cards
  • 4 x Terminal cards
  • 2 x Tactical Network cards
  • 32 x Nakamura Defence System Cyberwarfare cards
  • 27 x Nakamura Cyberwarfare cards
  • 27 x Übermensch Cyberwarfare cards
  • 11 x Double-sided character cards
  • 2 x Drone cards
  • 16 x Double-sided board tiles
  • 36 x Alarm tokens
  • 36 x Cyberwarfare tokens
  • 11 x Activated tokens
  • 11 x Reacted tokens
  • 9 x Mine tokens
  • 36 x System Resource tokens
  • 63 x Wound tokens
  • 9 x No Dodge tokens
  • 9 x -2 to Dodge tokens
  • 9 x Objective tokens
  • 9 x -1 to Reaction tokens
  • 9 x Stunned tokens
  • 52 x Cybershock tokens
  • 3 x Terminal tokens
  • 4 x Main Terminal tokens
  • 4 x Exit tokens
  • 4 x Drone entry point tokens

Getting Started

Mode of Play

Before the game starts you should choose the mode of play. You may choose one of the standard missions from the missions booklet that include a detailed description of the participating characters and their equipment, the initial set-up of the figures, including security drones, the objectives for the Players, the victory conditions, the board layout with associated components and length of the game (number of turns or specific conditions). These missions are connected to the storyline. Fourteen of them comprise a campaign. Two missions will be solo/multiplayer missions. This makes a total of 16 missions.

Board Layout

Board layouts are predefined for each mission. Place the board layout in the middle of the table leaving space for the Players, their character cards (with gear), Tactical Network card, Cyberwarfare card decks and tokens.

Team Selection & Development

Each Player chooses one of the available Factions. Players choose in the order determined by each drawing a CanDo card and the Player with the higher number chooses first. Alternatively the least experienced player (with this game or gaming in general) chooses first.

A Faction normally consists of five team members, though some Factions do have more team members. Unless otherwise specified in a mission or agreed between the Players, the Team consists of five members. In addition, the Player may replace one or two Team members with special characters available. More than one of a special character may be used (one for each Team) provided that both the extra model and character card are available for use.

Characters that can act as a Hacker and undertake Cyberwarfare attacks are identified by the having the word "Hacker" on their character card close to their Mental Skill. Only one character in a Team can act as the Hacker in any turn but a different character can be chosen each turn. Mental Skill is the key attribute for a Hacker, with a high value giving additional System Resources and a low value reducing the number of Cyberwarfare cards drawn.

A character's Starting Equipment is given on their character card. The number of Cybershock symbols on the card show the increase in the character's Cybershock level if he/she is equipped with that gear. Ascertain the starting Cybershock Level of each character. The total Cybershock level of a character at the start of the game cannot be higher than nine. Revise the assignments of the additional gear if required to meet this criterion. The Player should choose one of the characters to be the Team Leader.

A character can only have one cyberarm gear (this may represent one or both arms), one cyberleg gear, one helmet/visors/goggles and one cyberbody in its equipment slots. A character is also limited to one Ranged Attack weapon face-up (unless otherwise stated such as the Brugg-Barret M7A2 when two can be face-up or if Lieutenant Justine Clevel), one Close Combat weapon face-up (unless otherwise stated) and one Cyberdeck face-up.

Additional equipment (e.g. weapons, Neurochips, cyber upgrades) can be purchased by the Player if the Team has any "Team Budget" available and these are assigned to members of the Team with spare equipment and Neurochip slots.

Armour

Each of four body areas of a character (head, body, arms and legs) has an Armour value. The Armour value reduces the number of wounds inflicted on the character by a weapon. Characters have set Armour values on their character sheet. These can be increased with the addition of certain gear. There should always be some kind of ballistic protection (Armour) on each vital body part of a character. There is none? Well… You can always replace flesh with a good quality "Hunter Killer" type cyber-arm.

Basic Terms in the Game

Length of the Game

The length of the game depends either on the conditions stated in the mission or on the time remaining to complete the game task. The standard missions have a predefined number of turns, specific victory conditions or game end conditions.

Actions

Each character normally has two Action Points, which can be used to Move, Attack, make a Special Action (unless otherwise specified) or use specific gear. Some items and / or special rules may increase the number of actions available in a turn. Some weapons and some virus/worm infections may reduce the number of Action Points.

Reactions

Reactions are special actions (i.e. Fast Attack, Take Cover or Dodge) that a character can perform during the Active Player's turn. The Fast Attack and Take Cover reactions can only be performed once per turn. Drones cannot perform the Take Cover reaction. The Dodge reaction can be performed multiple times but only when the character is attacked.

FAQ 1.1: The Take Cover and Fast Attack reactions are once per turn per character. After using one, the player puts a Reacted token next to the appropriate miniature. The rulebook contains two statements on drones: "Drones cannot perform take cover reaction" (page 15) and "Drones cannot make take cover and fast attack actions" (page 32). The latter (second) statement is the correct one.

Tests

An opposed test against a character is a comparison of the tested values (a total of characteristics and modifiers) with those of the opponent character.

A standard test compares the result of a modified Physical, Mental Skill or Speed (Physical, Mental Skill or Speed value + Special Skills (Faction and/or individual) + Equipment + the value of the drawn CanDo card) with a basic value needed to pass the test. If the result is higher than the listed basic value then the test is successful. If the result is equal to or less than the basic value then the test has failed.

Cybershock

The Cybershock Level reflects the level of a character's humanity, something that separates man from machine. Certain equipment augmenting a character will increase their starting Cybershock Level. If a Tactical Network becomes infected by a hostile virus or worm then all characters connected to it must take a Cybershock test at the start of the Cyberwarfare Phase, which, if they fail, will increase their Cybershock Level by one. Characters may also have to undertake a Cybershock test after using certain gear special abilities, as specified on the card or due to the effects of certain weapons.

If, at any point in the game, the Cybershock Level reaches 10, then the character has succumbed to Cyberpsychosis and is taken over by the AI. The Player loses control of that character for the rest of the game, who is then activated in the next AI Operations Phase as a drone but with the abilities and equipment of the character.

FAQ 1.1: The "starting Cybershock Level" of a character reflects their starting gear. For the Ubermensch it also reflects their special ability (reducing starting Cybershock by 1).

Tactical Situation (TAC)

Every room on the board has its own tactical situation modifier that negatively affects Ranged Attack tests in the Real World phase. Simply subtract the modifier when making the test for a Ranged Attack. If you control the Terminal controlling the room in which the attack is being resolved then the TAC value is 0. This is due to the accumulation of objects that can serve as cover, as well as the amount of light.

It is assumed that there is a camera security system in every room and hallway. The character that controls the Terminal also controls the associated cameras and thus gains an advantage as he knows exactly where the enemy is located and can communicate this to his Team over their Tactical Network. For the characters of this Player the TAC negative modifier for shooting is 0 in all adjacent rooms and hallways. For all rooms and hallways, for which the controlling Terminal has not been taken over by a Faction Team, the AI has control and all drones use a TAC value of 0.

Line of Sight (LoS)

Characters, drones and avatars have a 360 degrees field of vision. The example below illustrates one Line of Sight case. In order to determine Line of Sight draw a line between the centres of the squares. If the line intersects a closed doorway, a wall (but not the corner of a doorway) or a square with enemy models then the Line of Sight is blocked. Friendly models do not block the Line of Sight, but other models do.

Terminals

There are two types of terminals in the game: security Terminals (with numbers and colours) and basic Terminals (just provide access the Tower's computer network). A security Terminal controls the cameras in all adjacent rooms and hallways, including those adjacent diagonally. In some instances the control zones of two or more Terminals may overlap. This makes it possible for both Players to benefit from bonuses to TAC at the same time. The Terminal also controls all doors (maximum of 6) of its own colour that are normally in adjacent rooms and hallways.

Doors

In the core game box there are 21 doors. Each door is marked with a colour and a number corresponding to the controlling Terminal. If there are doors of a colour with no corresponding Terminal on the board, they are considered closed but not locked. Unless specified in the mission all doors start off closed but not locked.

All doors can be opened by characters and drones until the first Terminal has been taken over, when all doors controlled by all Terminals become locked. Locked doors can only be opened by a character in control of the corresponding Terminal or by a character equipped with the "Door Breaker" Neurochip. (Note an Advanced Rule allows doors to be forcibly opened using cyber-arms or cyber-legs.)

FAQ 1.1: Only a Hacker can be in control of a Terminal, and thus it is the Hacker that controls the opening and closing of the associated doors. If the Hacker is rendered unconscious then he loses control of the Terminal (but any CW cards installed remain).

Closed doors block the Line of Sight. Open doors do not block Line of Sight. Closed doors may be opened by any character, requiring no action points. Doors opened by any character remain open until the end of their turn. All doors close automatically in the Clean-Up Phase. Open doors are placed at right angles to the wall and do not block Line of Sight.

General Rule: Drones possess the master code to all doors (including those controlled by Players). Whilst taking the shortest path to the room or hallway with the highest Alarm level, they automatically open all doors they need to and do not need to control a Terminal. These doors are returned to their original state after the passage of the drone.

Character in a Doorway

If a character model stands in a doorway that is open, it is impossible to move them past diagonally. The character prevents entrance to enemy models until he/she is moved or eliminated. They may still be attacked diagonally as normal. Characters standing in the doorway (in the room) can prevent a door from becoming closed.

Wounds and Flipping Character Cards

Subtract the Armour value of the hit location from the weapon's Damage. The difference is the number of wounds the character sustains. Mark the number of wounds by placing that many wound tokens on the character's card.

Once the number of wounds exceeds the Wound value on the character's card, flip the card to its crippled side. Ignore any excess Wound tokens. The back side of the card contains the crippled profile of the character. As a general rule a crippled character has reduced Physical and Mental Skill values, mobility and fewer Neurochip slots available. Take notice of the character's unique Special Skills, which often differ greatly from the normal, "healthy" profile. If the number of wounds exceeds the Wound value on the crippled side of the character's card then the character is unconscious. The character remains unconscious until the end of the Mission unless it has a Special Skill that recovers wounds.

FAQ 1.1: The card is flipped to its crippled side when the number of wounds is "equal to or greater than" the Wound value (the page 17/18 wording "exceeds" is superseded by this answer). "Stunned" is not explained in the rulebook; per the FAQ, a target successfully hit has to fall and stay unconscious for one game turn.

Alarm Tokens

Alarm tokens are used to determine the movement destination for drones and AI Avatars. To make things easier to follow Players should put down the Alarm tokens immediately after performing the action that generated them. The Alarm tokens are placed in rooms and hallways. Hallway areas are delineated by the board tile edges. Establish the room or hallway that generated the most Alarm tokens.

General Rule: The Alarm tokens are generated just once for each type of action (ignore any subsequent actions of the same type).

Alarm Token Generators

Number of tokensAction performed
+2Direct Terminal takeover
+2Use of hacking gear
+1Use of Ranged Attack Weapons or Flash Bang grenades
+2Use of Heavy Weapons or grenades
+1Close Combat without using Ranged Attack Weapons
+1Forced door opening (Special Skill only)
+1For every character in the room or hallway
+XFor active Programmes / gear generating Alarms
-XFor each Programme / gear generating false interference
+XCertain Cyberwarfare cards infecting Tactical Network

FAQ 1.1: A "+2 for direct terminal takeover" alarm is generated only if the takeover is successful, not for the attempt. Hacking gear includes a cyberdeck, since a cyberdeck is a piece of hacking gear (assumed to be connected during the hacking attempt).

System Resources

System Resources (SRs) are used by a Team to improve their chances of gaining the initiative, to conduct offensive Cyberwarfare and to conduct defensive Cyberwarfare. The amount of SRs available to a Team depends upon the total number of System Resources provided by each member of the Team provided that they are conscious (i.e. can still take wounds) and they are part of the Tactical Network. See the Check System Resources Phase for more details.

FAQ 1.1: Each character generates their System Resources whether on or off the board. However, they cannot provide their System Resources to the Hacker until they are on the board (they are assumed not to be part of the Tactical Network until they enter the board).

Team Budget and Preparation of the Team

The Team Budget for extra equipment is set by the mission rules that also determine their Availability Level (Commercial, Military or Black Market). Characters can always have specific equipment from a higher Availability Level when it is their starting equipment as noted on their character sheet or character specific rules sheet. The cost of extra equipment is as follows (unless changed by Special Skills): Commercial - 1 point; Military - 2 points; Black Market - 4 points.

Preparation of the Team:

  1. Faction Special Skills. Every Faction has some Special Skills that can be used by every member of that Faction. Special characters that were added to a Faction other than their own cannot use Faction Special Skills.
  2. Special Characters. Special characters are characters that can be added to any Faction. Special characters replace a Faction Team member. In a game it is possible for more than one Player to have the same special character, provided that each one has their own model and card.
  3. Determine the starting Cybershock Level of all characters. The Cybershock Level equals the sum of all Cybershock symbols on their gear cards. (Note the Ubermensch have a Special Skill that reduces their starting Cybershock level by one).
  4. Team Budget. You gather +3 points of Team Budget for every member of the Team. You can spend Team Budget points on weapons, gear and/or Neurochips.
  5. Neurochips with Special Skills. Neurochips are treated as extra gear. Their cost and Availability Level are the same as gear cards. Neurochips do not increase the starting Cybershock level. Unless allowed by a gear card all characters are only allowed two Neurochips each.

FAQ 1.1: The Team Budget is used before the start of the Mission and covers all characters involved in the Mission, including Team members that start off the board. Team Budget granted in the Intermission phase can be spent on any Team members, not just those who participated in that Mission.

Playing the Game

Phase Sequence in a Game Turn

  1. Virus/Worm Infection and Cybershock Test Phase
  2. Check System Resources Phase
  3. Initiative Determination Phase
  4. Cyberwarfare Phase
  5. Real World Phase
  6. AI Operations Phase
  7. Clean-Up Phase

1. Virus/Worm Infection and Cybershock Test Phase

A successful virus or worm attack Cyberwarfare against a Tactical Network will infect that Tactical Network with that virus or worm (put that card on the Tactical Network card). It will occupy that slot in the Tactical Network and will use System Resources from that Tactical Network to keep it running. The turn that it infects the Tactical Network and at the start of every subsequent turn that it is present on the Tactical Network any special virus or worm abilities will be implemented and all characters on that Tactical Network will have to undertake a Cybershock test. It is assumed that after a successful Mission number 1 the Nakamura Tower's computer network is infected with the nanovirus, which will require Cybershock tests as specified in the Missions.

A virus or worm Cyberwarfare attack may also be triggered by an unsuccessful hacking attack against a Terminal or Tactical network that has a hostile virus or worm programme running.

Examine the Tactical Network cards for virus or worm cards. If one or more are present then all characters on it will be subject to a Cybershock test for each virus or worm card. In addition some virus and worm cards also have special abilities that will adversely affect some characters on that Tactical Network and these should be applied now (tokens may be used to denote characters affected).

FAQ 1.1: Procedure for this phase: (a) make a Cybershock Test for every hostile Virus/Worm in your Tactical Network for all your team members; (b) if a Virus/Worm on an enemy Tactical Network has Special Rules, select the Team Members affected (this may be the player or the opponent); (c) apply the special rules of the hostile Virus/Worm to the appropriate team members (your opponent may be selecting the team member(s) affected).

Cybershock

The Cybershock Level reflects the level of a character's humanity, something that separates man from machine. The more cyberware a character has the higher their starting Cybershock Level. Different cyberwares increase the Cybershock Level by different amounts denoted by the number of Cybershock symbols on the gear card. The level can also increase due to failed Cybershock tests resulting from hostile virus or worm infections on their Tactical Network and the use of some special abilities of some cyberware. Some weapons can also require the taking of a Cybershock test or even an increase in the Cybershock Level. Certain Special Skills, Neurochips and recovery stages between missions may reduce the Cybershock Level.

Cybershock tests:

  • When a virus or worm gets into a Tactical Network then the Hacker on that Tactical Network has to pass a Cybershock test. Some viruses and worms specify additional effects that are also implemented.
  • Cybershock tests are required by all Team members on a Tactical Network with an enemy's virus or worm present at the start of the turn.
  • Cybershock tests may be required when using specific gear abilities.
  • Cybershock tests may be required when attacked by certain weapons.
  • Some Missions may specify the performing of Cybershock tests.
  • Cooperation missions: each time one of your characters attacks another Player's characters (in either the Cyberwarfare or Real World Phases) that character has to take a Cybershock test. If the test fails the level is increased by one.

Perform a Cybershock test against a character's Mental Skill (after applying relevant modifiers). If the CanDo card shows a higher number than the Mental Skill then the character's Cybershock Level is increased by one.

General Rule: When the Cybershock Level reaches 10 the character turns into a drone controlled by the algorithms in the AI Operations phase. The Player loses control of that character that is then treated as a drone. The character is activated as a drone in the next AI Operations phase.

2. Check System Resources Phase

Each Faction in the game calculates the System Resources (SR) available to it from the SRs of its Team members. A character's SRs are made up of: one SR for every character; SRs due to character's Mental Skill (one SR for each Mental Skill above 5); specific SR related skills, Neurochips and certain cyber gear. A character can only count one Cyberdeck. Each Player then places SR tokens adding up to their SRs on each of their character cards.

FAQ 1.1: Each character generates one (1) System Resource, plus any for a high (above 5) Mental Skill, Special Skills, and appropriate gear. Each character generates its System Resources whether on or off the board; however, they cannot provide their System Resources to the Hacker until they are on the board.

General Rule: You do not spend SRs for your viruses installed in an opponent's Tactical Network or in a Terminal. Instead their SR is taken from the SRs available to your opponent.

Look at each Faction's Tactical Network. If there are hostile viruses or worms on the Tactical Network remove the SRs required to run these programmes in background. Each Player then removes any programmes that the Player does not wish to "run in the background". SRs are then placed on the remaining face up CW cards, taken from any character connected to the Tactical Network, which should be sufficient to run them in background. Face-down CW cards do not have to have any SRs placed on them until they are either used or the end of the CW Phase.

3. Initiative Determination Phase

Each Player secretly chooses the SR tokens (taken from any conscious characters on the Tactical Network) that they wish to assign to gaining the initiative for this turn. Each Player then declares the number of SRs assigned and draws a CanDo card. The Player with the higher total score has the initiative and can choose to be the first or second Player in each of the Cyberwarfare and Real World Phases.

FAQ 1.1: Each player's score is the drawn CanDo card plus the SRs spent. On a tie, each player draws another CanDo card until there is a winner, keeping the same number of SRs as originally chosen. The player with the initiative decides in the Cyberwarfare and Real World Phases who goes first, and chooses the first drone to move in the AI Operations Phase.

4. Cyberwarfare Phase

The players draw their Cyberwarfare cards for the turn. This is normally five cards less the number of programmes running on the Tactical Network plus any extra cards granted by gear. (Note the Nakamura Cyberbody always allows the Player to draw seven cards and discard down to five in the hand regardless of the number of programmes running in their Tactical Network). The Player with the initiative determines whether to be the first Active Player or the second in this phase. The Active Player with a Hacker Team member may attempt Cyberwarfare attacks who are the only Team members that may attempt a Cyberwarfare attack or defence. The attack can be against either a Terminal or a Tactical Network. An attack against a Terminal may either be made either directly (in the same or adjacent square to the Terminal) or remotely (from anywhere on the board). An attack against a Tactical Network is always done remotely. Hacking remotely incurs a penalty of -3 Strength to the attack. There are three basic types of Cyberwarfare cards: offensive programmes (e.g. viruses and worms), defensive programmes (e.g. Ice, Bastion and IDS) and support programmes (e.g. Sniffer, SR Booster and Programme Booster).

FAQ 1.1: The Player with the initiative chooses who goes first in this phase. Sniffer programmes are one use only and should be discarded after use. They are used after deciding on Initiative but before planning the Tactical Network, which allows the Hacker to select the most appropriate CW cards for the hack.

Cyberwarfare Procedure

  • Draw Cyberwarfare (CW) cards from the appropriate Faction Cyberwarfare deck. Players usually draw five cards less the number of CW cards that remain on their Tactical Network card (unless using the Nakamura Cyberbody) and already in their hand into their hand. Some gear or character Special Skills may permit additional cards to be drawn. If there are insufficient CW cards in the Faction's draw deck then reshuffle the CW cards from their CW discard pile and use this as the CW draw deck, drawing as many additional cards as required.
  • Plan and decide on card usage (remove any CW cards on the Tactical Network that the Player wishes to, lay the cards face down on the Tactical Network card in the spare programme slots). The Players may keep a maximum of five cards in their hand and must discard any CW cards in excess of this.

FAQ 1.1: Both players plan and decide on card usage. Remove any CW cards from the Tactical Network that the player wishes to, and put the new CW cards face down on the Tactical Network starting with the lowest numbered space (ignore numbers on TN cards). Then use SR Booster cards, and only then the first player decides what to do.

A Player may decide not to use all of their CW cards drawn or from their hand. This may be purely out of choice, due to insufficient SR to run the CW Cards or insufficient space on their Tactical Network card. Note that duplicate offensive or defensive programmes have no effect in attack or defence. An offensive or defensive programme can only be boosted in strength by one "Booster" procedure or algorithm card. If using multiple offensive programme cards, use just one until it is defeated (and removed from play along with any support card when it is defeated) and then use the next. If using multiple defensive programme cards, each is attacked sequentially with all having to be defeated before the Tactical Network or terminal becomes infected. Every Terminal and Tactical Network has a basic defence capability and thus always draws a CanDo card. Specialised defensive programmes (possibly with booster support) increase the defence and allow additional resources to be applied to the defence. Note if a Player has insufficient SRs to run all of his CW cards he/she must immediately discard CW cards that he/she chooses not to run with the available SRs.

General Rule: When attacking Terminals each Faction attacks through their own access route: draw the appropriate number of Terminal defence Programme cards separately for each Faction. Any Terminal will draw Cyberwarfare Cards equal to its base defence value. Basic Terminals have a defence value of 1.

The Cyberwarfare Phase proceeds as follows. The first Player decides what to do:

  • Use SR Booster cards (spend SR to install and then add SR tokens to the Hacker character card).
  • Use a "Sniffer" card, paying SR for each CW card being looked at.
  • The attacker reveals their first offensive CW card and any supporting Booster programme being played and pays their SR costs.
  • The defender reveals their first defensive CW card played on their Tactical Network and pays their SR costs.
  • Conduct Cyberwarfare battle (draw CanDo cards, add programme strength and use SRs (a maximum of 2) to boost the total programme strengths, use special rules and abilities and also subtract 3 if attacking remotely).
  • The losing programme and its support card, if any, are discarded.
  • When a Terminal or Tactical Network loses but is defended by more than one defensive CW card, repeat the battle procedure against the next defensive CW programme card(s) until the Hacker is successful, has no SRs (automatic loss) or decides to stop attacking (automatic loss). The cost of additional attacks is equal to the "running programme" costs of the programme cards used in the previous attempt. If there are insufficient SRs to "run" all programme cards then remove CW cards from play until the remaining cards can be supported by the available SRs.
  • Resolve the battle in one location (Terminal or Tactical Network) completely before going to the next location. The sequence of battles is determined by the Player with the initiative.

FAQ 1.1: Attacking a Tactical Network: the attacker places new CW cards face-down if needed (for example after losing CW cards in an attack on a Terminal or opponent's TN). The Cyberwarfare battle is: offensive card strength + booster card + up to 2 SR + Can Do card, against defensive card strength (+ booster) + up to 2 SR + Can Do card. The higher score wins; on a draw the defender wins. If there are no defensive cards in the attacked TN, the defender only draws a Can Do card to defend his TN and cannot support with SR. When there is more than one defensive card in the attacked TN the battle is repeated, and the attacker has to pay the running costs for all cards used for every additional attack and the installation cost of any new CW installed. If the attacker loses one attack, or decides to stop the attack, or cannot pay the additional SR costs, the battle is lost. If all defensive cards in the attacked TN are destroyed the attacker wins. A winning attacker can put the offensive card he used to attack into the defender's TN, which is then infected with that card. Players can always change the destination of a supporting program. A losing attacker's TN is attacked by an offensive CW card if present; if the attacker lost, the offensive card infects the TN and a Cybershock Test is made for the Hacker now.

FAQ 1.1: Attacking a Terminal: draw defensive AI CW cards equal to the Terminal Strength, separately for each Player attacking the Terminal. The battle is: offensive card strength + booster card + up to 2 SR tokens + Can Do card, against defensive card strength + Can Do card; the higher score wins, on a draw the defender wins. The losing program and its support card, if any, are discarded. If the attack was successful the attacker can put present CW card, or change to any number of CW cards from his hand (paying appropriate costs) or TN, into the Terminal, equal to the Terminal Strength. If the attack was not successful it infects the attacker's TN, or the defensive card stays face up in the Terminal network.

FAQ 1.1: Purge System: choose a defensive CW card and maybe a supporting program to attack a hostile Virus/Worm card in your TN. The battle is defensive card strength + up to 2 SR + Can Do card, against offensive card strength + booster + Can Do card. Players can repeat Purge System if there is more than one Virus/Worm program, as long as they have SR to run programs.

FAQ 1.1 NOTE: Defensive programs can be used only to secure a Tactical Network or Terminal. Players can use offensive programs to attack Terminals or an opponent's Tactical Network. After an unsuccessful attack on a Terminal, the defensive program's card stays face up.

In the case of a failed Cyberwarfare attack against a Terminal, then if the Terminal drew one or more virus or worm CW cards those aggressive defence systems attempt to infect that Player's Tactical Network. If the Tactical Network did not have any defensive programmes installed then that virus or worm immediately infects that Tactical Network. If the Tactical Network does have defensive programmes (and support programmes) then resolve that CW battle immediately. If the Tactical Network becomes infected by a virus or worm place that CW card on the Tactical Network card and reduce the number of SRs on the Tactical Network equal to that required to install that programme. If the infecting virus or worm has any special effects these will be applied immediately and also in the first phase of the next turn (marked with tokens on the character cards).

If an attack against a Terminal is successful the Player can place any cards from his Tactical Network or the Player's hand on the Terminal up to the Terminal's defence value.

Note that instead of making a Cyberwarfare attack the Hacker can instead try to purge (or "disinfect") their own Tactical Network of hostile Virus and Worm programmes. In this case the Hacker selects defensive programmes (and any booster programmes) and then resolves the battle against the enemy offensive CW card on their Tactical Network.

At the end of the CW Phase all players declare any face-down cards and remove SRs for their initial costs. If there are insufficient SRs any card that did not have sufficient SRs is discarded.

5. Real World Phase

All real world activities by Faction Teams are conducted in this phase. The AI conducts its activities in its own phase (next phase). Teams are activated in the order decided by the Player with the initiative. Each Team completes its activation before another Team is activated. Team members are activated in the order decided by the Player, with each Team member completing all of their actions before activating another Team member.

  • The Player with the initiative determines which Player activates their Team first.
  • All Players can change the status (to open, closed or locked) of all doors whose Terminals they control at any time during their Team's turn.
  • For each of their characters Players may select one ranged weapon (unless otherwise specified) and one CC weapon by having them face-up ready for use.
  • Each model normally has two Action Points (some Special Skills and gear can increase this to three). Action Points can be spent on the following action options: Move, Ranged Attack, Close Combat Attack, Special Action or use of Gear. In general one Action Point is used for each Action, though some Special Actions (e.g. opening a door) and Gear use do not require the expenditure of Action Points. All movement must be completed by a model before any Attack Action is used.
  • When a Team has activated all of its characters Players may again change the status of all doors whose Terminals they control.

Actions

General Rule: Characters cannot use more than three Action Points in one turn for any reason.

General Rule: Using an Attack action (Ranged Attack or Close Combat Attack) ends that model's activation regardless of whether the model has any Action Points or movement left. (However, some equipment and Special Skills may allow an extra Attack or extra Move).

During a turn, each model may take up to 2 actions when activated and may respond to Fast Attacks with the "Dodge" reflex action. The Reactive Player may use either the Take Cover or Fast Attack reaction once in a turn. In addition, he may make any number of Dodge reactions.

FAQ 1.1: The Take Cover and Fast Attack reactions are once per turn per character, not per Player. After such a reaction the player puts a Reacted token next to the appropriate miniature.

The Active Player activates each of his character models sequentially. All actions of one character model must be completed before activating the next one (including special actions such as opening doors, plugging into Terminals etc. that do not require spending Actions Points). Mark the model with an "Activated" token.

Repeat the procedure until all the models of the Player with the initiative have been activated then move on to the next Player.

Repeat the procedure until all the models of the Player with the initiative have been activated then move on to the next Player.

Action: Move

The Speed Skill symbols on the character sheet denote the number of squares the model can move for each Move action. Only one model base is allowed to occupy a square (the paired Oneda Sisters have two models on a single base). Model bases of the same Team (or friendly Teams in cooperative play) may pass through one another provided that they have enough movement (combining more than one Move action if necessary) to get to an unoccupied square. No movement is allowed through a square occupied by an enemy or neutral model base. Movement can be orthogonal or diagonal, except when moving through a doorway or across a corner which must be orthogonal.

A model may move less than their full movement capability. Active moving models can use the Dodge Reflex action in response to a Fast Attack reaction. A Fast Attack will temporarily interrupt the movement until it is resolved. The attacked model may use the Dodge reflex action when resolving the attack.

FAQ 1.1: A character can react with a Fast Attack to the movement of another character and then react with a Dodge to that character's subsequent attack. However, having made a Fast Attack (- modifier), that character can only Dodge for the rest of the turn.

Action: Attack

There are two types of attack in the Real World Phase: Ranged Attack and Close Combat Attack. These can result from the specific action or from the Fast Attack reaction. All attacks are simultaneous.

FAQ 1.1: "All attacks are simultaneous" means that an opposing test is made and the higher result wins. A Ranged Attack versus a Fast Attack is such an opposing test, and "simultaneous" does not mean a tie is resolved in favour of either side unless a Special Skill or gear specifies otherwise. A character can fire a gun or throw a grenade without seeing an enemy, which generates Alarm tokens.

Ranged Attack

  • Identify the weapon for the attack (must be face-up on their character card).
  • Choose the target (check Line of Sight).
  • Check the range (for valid target and for the Damage).
  • Use the attacking character's Physical Skill (PH) value.
  • Add points for Special Skills, Neurochips and weapon card bonuses relevant to Ranged Attack.
  • If the attacker is using Fast Attack apply a -3 modifier (unless otherwise specified).
  • Attacker applies the TAC modifier.
  • If the Target is using a Dodge reflex add 3 plus any Dodge use the Target's Speed skill, specific bonuses (e.g. Desert Warrior). (The printed line reads "add 3 plus any Dodge use the Target's Speed skill. specific bonuses"; it is transcribed here as "add 3, plus the Target's Speed skill, plus any specific Dodge bonuses".)
  • Each character draws a CanDo card and adds that to total.

Compare the totals: the highest score wins, the attacker loses draws. The CanDo card drawn by the attacker also determines the hit location. Check the weapon's Damage points against the Armour value of the hit location hit. Subtract the Armour value of the Target hit location from the weapon's Damage points to determine how many wounds were caused and then add that number of wound tokens to the Target's character card.

FAQ 1.1: A Ranged Attack is resolved against a Fast Attack as an opposing test; the higher result wins. In a Ranged Attack versus a Fast Attack the target gets the benefit of TAC unless Special Skills, Weapons, Gear or control of a Terminal have an effect. The rule that "If the range is one square the TAC characteristic is ignored" applies to Close Combat (see below). Drawing Can Do cards: draw Can Do cards for each attack, and treat each Ranged Attack as a separate attack (e.g. Brugg-Barret M46 A3).

General Rule: Models of your own Team do not block Line of Sight for Ranged Attacks whereas models of non-friendly Teams do block the Line of Sight.

Example. Tomo Kosuda, the Übermensch gang Hacker, is shot at by the mercenary Markus Hoffman. It happens to the best of them! The burst let loose at Tomo is at long range (greater than effective range but less than the maximum range). The drawn CanDo card value is a 5, is enough to strike home, hitting Tomo in the arm. Tomo sports two cyberarms that have a ballistic protection level (Armour) of 4. The burst from Hoffman's Brugg-Barret M46 deals 4 Damage points at maximum range, which is the same as Tomo's Armour, making the result a draw and thus no effect. Bullets ricochet down the hallway. As Hoffman moves to a better firing position, another enemy comes into view...

Grenades

Grenades are a special type of ranged weapon and use an unopposed test. The character throwing the grenade uses their Physical Skill plus any modifiers from Special Skills, Neurochips or gear that affect Ranged Attacks. The target square must be in Line of Sight and within range of the thrower.

The value of a drawn CanDo card is added to the total. In order to hit the target square this total must be greater than a score of 3 plus the distance to the target square plus one for each intervening square occupied by a model.

If the result is equal to or less than the required value draw another CanDo card to determine where the grenade lands instead. Draw an imaginary line from the centre of the thrower's square to the centre of the target square and then identify the square beyond the target square. Starting with that square and going clockwise around the target square the CanDo numbers are in the sequence starting at 1 until 8. For numbers 9 and 10 these are in the square that the count started from. When the square the grenade has landed on is identified again draw a line from the thrower to this square. The grenade will not pass through walls or closed doors, instead the grenade lands in the square in front of the intersection of the line with the wall or door.

Mines

Mines are placed as a special action. The Mine card must be face up. Place Mine tokens on any square that the model passes through. Mines become active in the next Player phase (of same turn) or AI Operations Phase.

Hit Location

If a model is hit compare the Attacker's CanDo with the Hit Location and Armour diagram on the character card (a summary of the Hit Location is in the diagram below). This will have the Armour of that Hit Location (there may also be gear that affects the Armour value).

The hit location diagram lists these CanDo ranges: Head 10; Chest 7-9; Arms 5-6; Legs 1-4.

General Rule: A hit in the head always inflicts a minimum of one wound regardless of the Armour.

Close Combat Attack (CC)

Close Combat is an attack between models on adjacent squares (unless otherwise specified by a weapon or gear when the range can be 2 squares). If the range is one square the TAC characteristic is ignored (they are close enough that cover and other obstacles have no effect). The Reactive Player applies an additional -3 modifier if using the Fast Attack reaction (the character had less time to react to the attack); alternatively he/she can use the Dodge reflex reaction. Everything else works the same as the Ranged Attack. Heavy weapons cannot be used in Close Combat (turn the card face-down) and fight "bare-handed" instead (see below). Other ranged weapons can be used in Close Combat but with a -3 modifier.

Both Players use their models' Physical Skill value in the test, together with any Special Skill CC bonuses, Neurochip CC bonuses and any gear and Close Combat CC weapon bonuses. Subtract any penalties due to the TAC, Fast Attack and using a Ranged Weapon.

Fighting Bare-Handed

Instances may arise in which a character has no Close Combat weapon at his disposal and must fight bare-handed. In an era of cyberbodies and exoskeletons, cyberarms have the potential to be far more lethal than bullets. In such a case, the test is carried out as normal, except the model uses his Physical Skill minus 4 to hit and Physical Skill minus 2 (for minimum of one) in place of a weapon's Damage value. Use the same procedure to determine the wounds inflicted, if any, as in Ranged Attack.

Special Actions

Spend Action Points to undertake special actions or to use certain gear. Some Special Actions are added to standard action.

  • Open a Close Door (0 Action Points)
  • Close an Open Door (0 Action Points)
  • Exchange an item with another friendly adjacent character (1 Action Point)
  • Use medical gear (e.g. First Aid) on an adjacent character (1 Action Point)
  • Use a piece of gear (0 Action Points unless otherwise stated on the card)
  • Use a Special Action on a gear card.
  • Place Mine tokens (0 Action points).
  • Drag a character (0 Actions points, added to a Move Action).

A character is dragged behind the dragging character (dragged character moves to the square just vacated by the dragging character) and the move is limited to 2 squares normally per Move Action or 3 squares if the dragging character has cyberlegs.

If a character has any other Special Actions these will be described on the cards, Mission card or game supplement.

Reactions

Dodge is a special Reflex action that can be performed multiple times per round, only when attacked (by both Active and Reactive models):

  • Dodge: perform a counter test. Use the character's Speed Skill and add 3 to this plus Dodge specific modifiers. If the dodging model has a total equal to or higher than the attacker then the attack misses with no effect.

Reactions are special actions that a character of the Reactive Player can perform during the Active Player's turn. Once a character has made a reaction place a "Reacted" token by the model to signify that it cannot take another reaction except Dodge for the rest of the turn.

Reactions that can be performed only once per turn and only by the Reactive Player's models:

  • Fast Attack: perform a Ranged Attack or Close Combat Attack with a -3 modifier.
  • Take Cover: the model can move one square such that it is either further away from the active model that triggered the reaction or there is no Line of Sight.

General Rule: Drones cannot perform the Take Cover or Fast Attack reactions.

The Reactive Player can declare the use of a Fast Attack reaction (taking a "Reacted" token) at any point during a Move action by the Active player's model, choosing the most favourable moment.

FAQ 1.1: Take Cover and Fast Attack reactions are once per turn per character. Once used, the player puts a Reacted token next to the appropriate miniature.

6. AI Operations Phase

This Phase has the following four activities:

  • Check the Security Protocol for the number of drones on the board, putting additional drones on the board, to meet the number required according to the Mission rules.
  • Update and determine the number of Alarm tokens in each room and hallway if required (including adding one Alarm token for each model in the room or hallway). Alarm Tokens may have been generated by Cyberwarfare and Attack Actions (see the Alarm Token Generators table above).
  • Check the drone's route. Drones move taking the shortest route to the place with the most Alarm tokens in it. They move at their maximum speed.
  • Activate drones in a sequence (determined by the initiative Player) performing two actions each (either Move-Move or Move-Attack).

Security Protocol

The number of security drones present on the board during the game (mission dependent) is maintained. The security protocol sends new drones to replace those destroyed, maintaining the pre-set floor protection algorithm. At the beginning of the AI phase and during the Clean Up phase check the number of drones on the board with the number specified in the chosen mission. If during any Player's Real World phase or the AI operations phase any drones were destroyed or the number of security drones is increased due to mission rules, then new drones are placed at random in places marked as "Drone Entry Point". Use CanDo cards to pick the locations. If there is more than one at a "Drone Entry Point" subsequent ones come onto the board behind the first with the loss of one square of movement.

Drone Actions

Unless otherwise specified Drones use two Action Points and only can perform combinations of either Move-Move or Move-Attack or a single action of Attack. The AI Avatar, if present in the Mission, will operate as per the specific rules given in the Mission.

Drone Movement

Advanced defence algorithms were rejected when the nanovirus was activated; as a result the drones use a simple auxiliary defence algorithm to determine their movement.

Determine the room or hallway with the highest number of Alarm tokens. All drones will move along the shortest route and at maximum speed of the given drone model towards the room or hallway with the highest Alarm level.

General Rule: Drones that are in a room or hallway with one or more characters at the moment of establishing the alarm level do not move towards the room with the highest alarm level but attack the characters in the current room immediately, first moving closer to effective range if required.

The Player with the initiative chooses one drone and moves it according to the guidelines above. The next drone is chosen by the next Player and so on, alternating between Players until all drones have been moved. In a solo game the drones are moved in any order you like. The drones always use a Move-Move or Move-Attack combination of actions or just a Ranged or Close Combat Attack action. Drones move until they reach the effective range of their weapons, then they perform an Attack Action if able.

FAQ 1.1: If two rooms have exactly the same number of Alarm tokens, the drone moves to the room that is nearest. Can Do cards are drawn for both rooms, and the drone moves to the room with the higher score, only if both rooms are also equidistant.

FAQ 1.1: When a drone stands in front of a door but cannot enter the next room because there is an enemy behind the door, the drone will open the door to attack the enemy. Standing behind a door does not prevent it from being opened (doors do not have to be swing doors but could be sliding or shutters). A model cannot prevent a door from being closed after a drone has opened it and moved through; doors always close after the drone has moved through.

Drone Attack

When a drone is in a room or hallway with a character in Line of Sight it immediately attacks moving to effective range if able to and still attack. If there is more than one character in the room or hallway it attacks the closest. If it is impossible to establish which character in a room is closest to the drone then it will attack all characters at the disputed range at the same time with full attack capability. Conduct the standard combat procedure using all of the modifiers and the character may use all of their relevant Special Skills.

General Rule: Drones that are attacked by a character model can only perform the Dodge reflex action. They cannot make Take Cover or Fast Attack actions.

FAQ 1.1: The statement in the rulebook that "Drones cannot make take cover and fast attack actions" (page 32) is the correct one. Drones cannot make Take Cover or Fast Attack reactions.

7. Clean-Up Phase

  • Check the victory conditions: check if the campaign Mission (tournament game) victory conditions have been met.
  • Close all doors that can be closed.
  • Remove all Alarm tokens from the board.
  • Remove any "Activated" tokens and one "Reacted" token from all models or character sheets.
  • Remove own Cyberwarfare cards from Tactical Networks unless the Player decides to keep them as a "running programme". Any cards still face down are turned face-up. If there are not enough SR tokens on a card to support it the card is immediately discarded.
  • Play any Cyberwarfare cards from a Player's hand onto spare slots on the Tactical Network card if desired paying any required SRs to install the programme(s).
  • Discard any number of non-blank CW cards from the Player's hand of CW cards.

FAQ 1.1: The Clean-Up Phase should have a bullet point "Remove all System Resource tokens from characters and Cyberwarfare cards". System Resources cannot be kept for future turns.

Examples

System Resources Check

The System Resources were determined in the System Resources Phase earlier in the turn. Tomo has 8 points of System Resources at his disposal thanks to his Mental Skill value (+2 SRs), his gear (Cyberwar Helmet +3 SRs), Cyberdeck 07 (+2 SRs) and 1 SR for being on a Tactical Network. He also has access to 1 SR from a conscious Harvey Scott in his Tactical Network, giving Tomo 9 SRs to use.

Draw Cyberwarfare Cards

Each Faction draws their Cyberwarfare cards from their deck. Tomo draws 5 cards from the Übermensch Cyberwarfare deck. Cards drawn are:

  • Offensive programme: W32.Navajo virus
  • Defensive programme: HardRock 256 Bastion
  • Sniffing programme: Fly Eye
  • Booster programmes: Red Fever Procedure and Nimda Algorithm

Attack Declaration and Terminal CW Cards Draw

Tomo believes he has enough capability to attack the Terminal. Tomo plugs himself into the Terminal and starts his direct hacking attempt, the first on this mission. Tomo has no "running programmes" on his Tactical Network.

Tomo declares a direct attack on the Terminal. Tomo has chosen the easier option, as hacking the Terminal remotely would mean a more difficult hack. (A remote hack would mean the Hacker reduces his score by 3).

The base defence of the Terminal is 1, which means it is protected by one Cyberwarfare card. Draw the card from the AI Cyberwarfare deck. Note that the Terminal is always protected by basic defence programmes. All Players can assign CW cards to their Tactical Network. Note that the Reactive Player should place any cards he may wish to use for defence against Cyberwarfare attacks from the other Player(s).

Sniffing

Tomo can use his Fly Eye sniffing programme, which allows him to check the Terminal defence programme. He places the Fly Eye card on his Tactical Network (field number 1) and spends one System Resource point to look at the one Terminal defence card. (This method can also be used to look at an opponent's CW cards; even those currently in their hand, paying one SR point for each card looked at). The Terminal card is "Intrusion Detection System (IDS) Delta Class" (strength 6).

Planning

Tomo's plan is to:

  • Boost his SRs with the Nimda Algorithm (-2 SRs to get +3 SRs).
  • Attack the Terminal with the W32.Navajo virus (2 SRs).
  • Boost the virus attack with the Red Fever procedure (1 SR) (+3 to programme strength).

Tomo is not taking any chances and decides to boost his defence while attacking the Terminal:

  • Protect his Tactical Network with HardRock 256 Bastion (2 SRs).

The Nimda Algorithm will boost Tomo's available SRs on the Tactical Network to 10 (9 -2 +3). Tomo has identified use for 7 (1 SR for Fly Eye sniffing, taken from Harvey Scott; 2 SRs for HardRock 256 Bastion; 2 SRs for W32.Navajo virus; and 2 SRs for Red Fever Procedure) out of his 10 SR points. This leaves 3 points to boost either his defensive strength (only one support programme can be used per offensive or defensive programme).

Transcriber's note: the planning bullet gives the Red Fever Procedure a cost of 1 SR, while the later budget of 7 SRs counts it as 2 SRs. Both figures are transcribed as printed.

Playing the Cards

The Player in charge of Tomo plays his cards face-down (so that another Player or the placing of AI Cyberwarfare cards are not influenced by the cards that Tomo plays) in the following order:

  • The Fly Eye sniffing programme (this card occupies a programme slot on the Tactical Network - field 1 in this case).
  • The Nimda Algorithm (this card occupies a programme slot on the Tactical Network - field 2 in this case).
  • Offensive programme W32.Navajo virus (on field 3).
  • The Red Fever procedure next to the programme being boosted (in this case the W32.Navajo virus on field number 4 of the Tactical Network).
  • Defensive programme HardRock 256 on field number 1 of his Tactical Network card (programme cards played on the Tactical Network always go to the first unused field with the lowest number or must replace an existing programme, in this case the Fly Eye CW card is discarded).

After laying the cards down the Players turn them face up at the same time and pay their SR costs with SR tokens.

Cyberwarfare Programme Battle Outcome

Now it is time to determine the outcome of Tomo's intrusion. The Terminal IDS Delta Class has a defence strength of 6. (Remember to complete all the battles on any given server (Tactical Network or Terminal) before moving on to the next one.)

CW Cards Special Rules: Tomo's virus (W32.Navajo) has a strength of just 2 but he also possesses a special skill that gives it +1 versus any Terminal defensive program, now giving it a strength of 3. Thanks to the Red Fever Procedure it is further boosted by 3 to a final value of 6 (2 + 1 + 3). It is now tied with the Terminal card for strength - that, however, does not guarantee success.

Boosting with SR Points: Tomo also decides to use 2 of his remaining 3 SR points to boost the attack strength of his W32.Navajo virus, which is now raised to an 8.

Drawing CanDo Cards

Draw one CanDo card for the Terminal and one card for Tomo. The Terminal gets a 9, which gives a final score of 15 (6 + 9). Despite the initial advantage Tomo's success is not yet assured.

It is time to use another of Tomo's Special Skills, Codebreaker, which allows him to draw two CanDo cards and choose one. He draws a 3 and an 8. Choosing the 8, Tomo wins the Cyberwarfare Programme battle (8 + 8 = 16 against 6 + 9 = 15), his virus destroying the Terminal's defences (remove the Terminal's IDS card from play).

(In this case the Terminal was defended by a single CW card. Were there more Terminal defence cards, after defeating the first one, Tomo would need to continue the attack paying the "running programme" cost on his CW cards. Only after defeating all of the defending cards during one CW Phase would Tomo be able to take control of the Terminal. Failure to do so would mean the destruction of all attacking programmes (including direct support programmes, in this case the Red River Procedure) and the replenishing of the Terminal defences when attacked again. If the Terminal was defended by two programs and Tomo managed to destroy only one, the attack would still be unsuccessful. In the next turn he would face the two programmes again. The one that defeated his attack would stay face up and the other one would be drawn from the AI deck face-down.)

Tomo, knowing that the Terminal is defended by an IDS system, does not have to install any defensive programmes into his Tactical Network. But Tomo is a legend; he did not gain this status by taking unnecessary risks and his Tactical Network could be hacked by another Faction's Team. If the Terminal had been defended by a virus and Tomo had lost against it, the virus would have immediately tried to infect Tomo's Tactical Network. Without the defensive Hardrock 256 Programme Tomo would then have risked a Cybershock test and the possible easier infection of his Tactical Network.

Completing the Attack

Tomo takes over the Terminal. The main goal has been achieved; from now on the virus will start eroding the Nakamura's network defence algorithms. The extent of the nanovirus intrusion has destabilized the AI protecting the building, impairing its security protocols. All the drones controlled by the AI will turn against any human in the building. That will be a nasty surprise for the Nakamura's Team members. It will also begin interfering with the Human Interfaces of all people connected to it.

Tomo has used up all but one of his System Resources and the Nakamura Team has no hackers thus the Cyberwarfare Phase ends.

TACs and Tactical Advantage

Taking over the Terminal means that the Übermensch Gang can use the camera systems in adjacent rooms. From now on they will be able to use the TAC factor to their advantage and can also decide to open, close and lock the doors controlled by that Terminal.

An Alternative Outcome

In the example above Tomo successfully hacked the Terminal. If Tomo was unsuccessful in his hack (the terminal drawing a CanDo card 3 or more than Tomo's highest CanDo card) and the Terminal had been defended by a virus/worm then the Terminal's virus/worm would have made a Cyberwarfare Attack against Tomo and his Tactical Network. If Tomo had not installed the HardRock 256 defensive programme then the Terminal's attack would have been automatically successful resulting in Tomo's Team's Tactical Network becoming infected and in Tomo having to take a Cybershock test and possibly suffering adverse effects from the particular virus or worm (as given on the card).

Attack Examples

The following are examples of some of the Attack tests that can be made. Note that in order to win a test, the Attacking Player must roll higher than his opponent. Draws are always lost by the Attacker model.

Examples of some of the Attack tests

ActionvsReaction
Move (perform a Dodge)vsFast Attack (once per turn, -3 modifier to PH)
MovevsTake Cover (once per turn)
Ranged Attack (test on PH)vsFast Attack (once per turn, -3 modifier to PH)
Ranged Attack (test on PH)vsDodge (+3 modifier to Speed Skill)
Ranged Attack (test on PH)vsTake Cover (once per turn, test on Speed)
Close Combat (test on PH)vsFast Attack (once per turn, -3 modifier to PH)
Close Combat (test on PH)vsDodge (+3 modifier to Speed Skill)
Close Combat (test on PH)

FAQ 1.1: Regarding the first row ("Move (perform a Dodge)"): the Fast Attack reaction is against the Move action, but the target can perform a Dodge reaction, hence the Dodge in brackets.

1. Move vs. Fast Attack

Tetsuo makes a Move action in an attempt to cross an intersecting hallway. His Speed Skill is 4, thus he may move 4 squares in a single Move action. He moves 2 squares, but when he clears the corner, he is spotted by Shoko waiting down the other hallway (Pic 1.1). Shoko's controlling Player chooses to use a Fast Attack reaction for a Ranged Attack the instant Tetsuo emerges from behind the corner and into his Line of Sight. Tetsuo's Move action is thus interrupted and a Ranged Attack test is made.

In this example Tetsuo can only defend himself using the "Dodge" reflex since he is an Active model. The test is carried out as follows: Tetsuo Dodges; he combines his Speed Skill of 4 with the Dodge bonus of +3 and would add any Dodge specific modifiers, which he has none, for a total of 7 (4 + 3). He then adds the value of a drawn CanDo card (assume it is a 5) giving a total of 12 (4 + 3 + 5).

Shoko attacks with his Physical Skill (8), but the Fast Attack reaction carries a negative modifier of -3. He draws a CanDo card of value 6, so his total is 8 - 3 + 6 = 11. This is not greater than Tetsuo's total of 12 and thus is a miss. Bullets whistle past Tetsuo, doing him no harm. Tetsuo resumes his move, moving the two remaining squares and safely disappears around the corner.

Having used "Fast Attack" as his reaction this turn (and thus having a "Reacted" token), Shoko can only use the "Dodge" reflex against enemy attacks for the remainder of the turn.

2. Move vs. Take Cover

In this case, no test is required. The Reactive Player declares the use of the Take Cover reaction the instant the Active Player's model enters his Line of Sight. The Active Player's move is interrupted. Move the Reactive Player's model one square such that it is either not in Line of Sight of the attacking model or is no closer to it. This may enable the model to seek cover behind a door, wall or corner (by means of diagonal movement, for example) or allow the model to avoid a Close Combat Attack by moving out of range; handy when a rampaging cyborg with a nanoblade is bearing down on you.

The model takes a "Reacted" token (Pic 2.1). The model can now only make Dodge reflex actions for the remainder of this turn.

After moving the Reactive Player's model out of Sight, no closer or 1 square away, the Active Player completes his move up to their maximum distance, determined by his Speed Skill unless interrupted by another reaction by a different enemy character. The Active character may elect to move a shorter distance and end his movement.

3. Ranged Attack vs. Take Cover Example

If a Reactive Player's character is the target of a Ranged Attack and has not already used a Take Cover or Fast Attack reaction this turn they may use the Take Cover reaction. Perform an opposed test based on the Speed Skill values plus any "Dodge" bonuses of the Target and if successful the model moves one square such that it is neither in Line of Sight of the attacking model nor closer to it. If the test is failed then the model does not get the Take Cover move.

Shoko uses a Move Action to get Line of Sight on Tetsuo and then decides to make a Ranged Attack. Tetsuo is next to an open door and decides to react by using the Take Cover reaction to move out of Line of Sight. Tetsuo's Speed Skill is 4 and has no bonuses for Dodge, whilst Shoko has a Physical Skill of 8. Tetsuo would need a CanDo card 5 higher than Shoko in order to get his Take Cover reaction in and prevent Shoko from making a Ranged Attack.

4. Ranged Attack vs. Dodge Example

This is the most common opposed test. The Active model uses his Physical Skill and adds any bonuses applicable to Ranged Attacks and a CanDo card. The Reactive model uses his Speed Skill plus 3 and then adds any bonuses applicable to the Dodge reflex reaction.

Ranged Attack Example. Knowing the floor like the back of his hand, Tetsuo Kenji is lying in wait in the darkness for the attackers. He does not have to wait long. He hears them first, the latest corporate gear is working perfectly. Then he sees them, two of them. Their signatures show some heavy body modifications. Time to act. His combat processor kicks in, it acquires the targets and calculates the best position for him. The enemy targets are Tomo Kosuda and Shoko Takayama. According to the combat processor Tomo is Tetsuo's best target. Shoot and scoot. Missed damn it. Displace, displace. Shoot and change position. Something's wrong. One more time. Dodge, displace. Damn it...

That's how it plays in the real world. The game mechanics deal with this as follows. Tetsuo Kenji makes a Ranged Attack on Tomo using a Nakamura Type 76 Raiden submachine gun. He has a starting Physical Skill of five but has a Momuro Custom Cyberarm with a +2 Ranged Attack bonus but no Special Skills or weapon bonuses for Ranged Attacks. A CanDo card with a value of 5 is drawn for a total of 12 (5 + 2 + 5).

Tomo has a Speed Skill of 4. Tomo decides not to react with a Fast Attack or to Take Cover but uses the Dodge reflex action. None of Tomo's cyberware or Neurochips help with the Dodge. So his basic defence is his Speed Skill of 4 plus 3 for the Dodge for a total of 7. Tomo only needs to equal or exceed Tetsuo's total of 12 to avoid being hit. A CanDo of 5 is just sufficient (4 + 3 (Dodge bonus) + 5). The air around him is filled with bullets that smash into the nearby wall.

5. Ranged Attack vs. Fast Attack Example

An alternative situation to the one above could be that Tetsuo decides to shoot at Shoko and Shoko decides to Fast Attack against Tetsuo. If we use the same CanDo cards (5 and 5), Tetsuo would hit Shoko in the arm (Tetsuo's 12 versus Shoko's Physical Skill of 8 - 3 for the Fast Attack negative modifier plus the CanDo card of 5 (total of 10).

Shoko's arm has an Armour value of 5 (4 for the basic Armour but +1 for the Kagoma Full Cyborg Body V1000). The attack is beyond "Effective Range" so the Damage from his Raiden submachine gun is only 4 so no wounds are inflicted. Even with AMM Shredder ammunition no wound would have been inflicted (5 Damage versus 5 Armour).

6. Close Combat Attack vs. Dodge Example

Werner Kube heard a woman's voice coming from the room. The Nakamura staff on this floor had all been evacuated so it must be one of those terrorists. May be he could dispose of this one by a surprised attack. He quickly entered the room. Standing in the middle of the room was Shinsu Oneda, still facing away from him. Werner rushed at her and brought his Needle nanoblade down, however, Shinsu reacted with lightning reflexes; she tumbles in an attempt to dodge the blade, but not quick enough.

In the real world it plays something like this for the game. Werner uses a Move action to enter the room and approach Shinsu until he is in an adjacent square (Pic 6.1). He then uses the Close Combat Attack action to attack Shinsu, who reacts by dodging (her only permitted reaction). Werner's Physical Skill is 6 with +1 for his Nakamura Cyberarm HA9. He will be using an AMM Needle nanoblade in Close Combat with a Damage of 5 in CC and the nanoblade has -2 to Armour. He draws a CanDo of value 8. This gives a total of 15 (6 + 1 + 8).

Shinsu has a Speed Skill of 5 plus 1 for her Cyberlegs, plus 3 for the Dodge and +2 for her Special Skill (Ducking and Diving) for a total of 12. (Transcriber's note: as printed, the listed components 5 + 1 + 3 + 2 add up to 11; the printed total of 12 is the figure used in the rest of the example.) Unfortunately Shinsu draws a CanDo of 2, resulting in a total of 14! Werner's blade strikes her Chest (Armour of 5). Werner's nanoblade ignores 2 of the Armour, but with the blade doing 5 Damage this results in only 2 wounds to Shinsu (2 points below Armour value). Luckily Shinsu had not been wounded before and is not crippled.

7. Close Combat Attack vs. Fast Attack

Although wounded Shinsu counter attacks Werner Kube in her activation, otherwise he will finish the job and kill her. It seems that they are evenly matched. Werner also wants to finish this so Fast Attacks rather than dodging. Their blades flash in a furious dance.

Shinsu (see previous example for character's statistics), when activated, spends an Action Point for a Close Combat Attack. She has a Physical Skill of 7 with a +1 CC bonus for her Matsushita Cyberarm Killer Mod. She draws a CanDo of 6 for a total of 14 (7 + 1 + 6). Werner decides to use a Fast Attack rather than to Dodge. His Physical skill is 6 plus 1 for his cyberarm but takes a -3 for the Fast Attack modifier for a net 4. He draws 7, which is not enough and he is hit in the arm. Shinsu's Isenti Nihinto nanoblade does 8 Damage, which ignores 2 Armour due to the nanoblade (8 - (5-2)) for 5 wounds, so just avoids being crippled.

However, Shinsu is not done. She has the Matsushita Cyberarm Killer Mod that has the Rapid Strike special ability that enables her to hit twice per CC Attack. Thus she gets a second Close Combat Attack against Werner. This time Werner tries to Dodge the attack (his only option having used the Fast Attack reaction and thus having a "Reacted" token). She has a Physical Skill of 7 with a +1 CC bonus for her Matsushita Cyberarm Killer Mod. She draws a CanDo of 4 for a total of 12 (7 + 1 + 4). Werner Dodges with his Speed Skill of 4 and dodge bonus of 3 and thus only needs a 5 or more to avoid being hit. He draws 7, which is enough. The combat continues.

8. Close Combat Attack vs. Take Cover

In this case the Active model declares a Close Combat attack. The Reactive model decides to react by performing the Take Cover reaction. This will be a test based on the Active model's Physical Skill +/- modifiers versus the Reactive model's Speed Skill +/- modifiers. If the Reactive model's result is equal to or higher then he moves his character one square away from the attacker.

Advanced Rules

Multiplayer Modes

It is possible to play with three Players in two ways. The simplest is that one Faction is controlled by two Players, having agreed which characters each Player is to control. Another option is to have a third Faction controlled by the third Player added to the mission. This will require defining the starting position for the third Faction Team.

Advanced Cyberwarfare Rules

Blank CW Cards. In this option each Faction CW deck has two blank CW cards with which to help to bluff their opponent. The Player's hand size is increased to 7 cards but the blank cards are never discarded and thus remain either on the Tactical Network or in the Player's hand.

Increased Difficulty Levels

If Players wish they can agree to increase the difficulty levels of missions by a number of means. These must be agreed by all Players before play begins and can be selected by them or decided on a random basis.

  1. Increase Security Protocol Level (i.e. the number of drones in the mission, normally by 1 or possibly 2).
  2. Increase the Terminal Base Defence by one CW card.
  3. Include Hit Location Gear Damage (see below).
  4. During the Clean-Up Phase, instead of being able to discard any cards of the Player's choice from their hand they have to discard all cards still in their hand.

Intervening Models

In the basic game, friendly models do not block the Line of Sight for Ranged Attacks, whilst other models do. In this rule, any three models block the Line of Sight for Ranged Attacks. If there are only one or two intervening models conduct the Ranged Attack as normal but with a -3 modifier for each. A hit is still a hit but if it is a miss if the first application of -3 has changed it from a hit to a miss then the first intervening model is automatically hit instead (draw another CanDo card to determine the Hit Location) and if it required the second -3 modifier to change from a hit to a miss then the second intervening model is automatically hit instead (again draw another CanDo card to determine Hit Location). Otherwise a miss is a miss on all models.

An intervening non-friendly model can use a Special Action reaction, "Human Shield", with it being automatically hit if it is the second intervening model otherwise it gives a total of -6 modifier for a Ranged Attack, which if it changes the original result from a hit to a miss then the "Human Shield" model is hit instead (draw a CanDo card for Hit Location).

Advanced Hit Location and Damage

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 make-up of some of the models differentiation between left and right arms and legs (Shinsu Oneda has a right cyberarm and Yuko Oneda a left cyberarm) is required. For this use a Hit location of 5 as the left arm and 6 for the right arm, and a 2 or 4 for the right leg and a 1 or 3 for the left leg. This assumes a right-handed character. For a left-handed person just reverse the allocation of left and right.

Hit Location Damage

For wounds to the Head there is a possibility of damage to installed Neurochips. Draw a CanDo card for each wound received above one. If the CanDo card number is equal to a Neurochip slot number then remove any Neurochip occupying that slot from the game.

If the Hit Location is cyberware then if a single hit causes three or more wounds then the cyberware becomes disabled (i.e. removed from play). However, if the hit is on the arm, leg or head then the character only suffers three wounds, additional wounds are ignored.

Forcing Locked Doors

In addition to the use of the "Doorbreaker" Neurochip, characters equipped with a cyberarm or cyberlegs can attempt to force open Locked Doors to prevent them becoming trapped. Each attempt costs the character one Action Point. A single character has a 9-10 chance to open a locked door if equipped with a cyberarm or cyberlegs. The chance increases to 8-10 if their Physical Skill value is 7 or more. A forced open door cannot be closed again.

Optional Rule (from FAQ 1.1)

After a successful TN infection, the Hacker or a chosen member of the Team receives one Physical wound, and the Cybershock level rises by one regardless of special effects shown on the card.

Designer's Notes

Do you remember Cyberpunk 2020, Interface Zero or Johnny Mnemonic? Are you fans of Blade Runner, Matrix, Repoman, Ghost in the Shell? If so we are sure you will love our new game, Hint (abbreviation for Human Interface Nakamura Tower). It is a board game taking place in near future (2040), in a cyberpunk world that is dominated by cyber technologies and the dirty tactics of mighty corporations and powerful governments. A world that is all about the quickness of reaction and the speed of fired bullets.

The game is for 1+ players, featuring excellent models, modular board and detailed rules. Cyber combat in Tactical Networks? We have Gunfire? No problem. Mortal combats. Sure! Operations in Tactical Networks? Present. Cyborgs, drones and assault groups? There are, or will be soon.

The game mechanics are fairly simple as we wanted to achieve a good balance between a fun game and rules that enable many tactical possibilities. The basic rules are easy to learn but the possibilities grow significantly in combination with the characters' skills and the capabilities of equipment. The characters are defined by their basic Physical and Mental Skills and a set of Special Skills, some unique to the character and some to their Faction, that makes it easier to perform some tasks. The rules do not use any dice with the testing mechanics based on cards that we call CanDo. The description on the card, its value and colour, influence the final result of the test. The numerical value of the card also determines the location of a hit and any additional effects connected to it.

Story Element and Player Characters. The game is based on the struggle between two powerful mega corporations that takes place in the title tower. In HINT you lead a team of selected professionals of a given Faction. Each of them has unique skills and abilities; each one can be given weapons, other equipment and can be enhanced cybernetically. All characteristics and modifiers are presented on special character and equipment cards (to avoid flick through the rulebook). Each character card has a limited number of slots that can be filled with equipment and cyberware modifications. The player can purchase additional equipment to replace a current item depending on the "Team's assets". A short bio of each protagonist will allow the player to identify themselves with the characters. You may like them or hate them but they will no longer be just anonymous pawns.

Characters have only two key skills, Physical Skill and Mental Skill, to cover their actions and abilities. However, the Special Skills of characters and their Faction, together with cyberware, Neurochips and weapons gives a wide variation in abilities.

Ammunition. It was decided that the tracking of ammunition for the wide range of weapons was an unnecessary complication except for a few specialist weapons with limited number of uses. It can be assumed that the characters carry a significant amount of ammunition with them and that some missions involve getting to an armoury where ammunition can be readily replenished.

Factions. Two main factions are available in the basic version of the game (Ubermensch Mercenaries and Nakamura Corporation), each with characters possessing unique abilities. Every character has its own card with modifiers and equipment. The characters may be equipped with additional items and cyberware depending on the mission and Team's budget that allows Players to match characters to their own gaming style.

The Third Party. Playing against both players is the Nakamura Tower's defence system. After the first Mission, when the nanovirus was introduced into the defence system's code making it unstable, it will attack any humans that it finds (it is controlled by a game AI system and not the Players). Its drones, hybrids and avatars move and attack all player characters according to a simple algorithm. The game also offers a single-player option. In such case you play against the board and its mechanics, however, the mission details are very different from two and multi-player versions.

Cybernetic Augmentations. Cybernetic augmentations, generally known as cyberware, and Neurochips granting advantages on the battlefield are the essence of the characters. But nothing comes for free! Each piece of cyberware may increase the vulnerability of the character to Cybershock, crossing of the border beyond which our characters are no longer human. Depending on the situation humanity tests can be made every turn. A failed test increases the level of Cyberpsychosis and crossing the limit will turn the character into a mindless drone. The resistance to Cybershock is based upon a character's Mental Skill which is given on each card and varies between characters.

The Game Board. The game is played on a board constructed from the modular square tiles. This creates the interior of the Nakamura corporate tower that is under attack by its rivals. The characters are moved using large squares on the board. This eliminates the need to measure distance when moving and fighting thus quickening the pace of the game and to avoid misunderstandings. Each room presents a specific tactical situation that influences the characters placed on it.

Cards. All important information is placed on cards so that you don't need to check the rulebook all of the time. Character, equipment, cyberware and mission cards have all the descriptions and modifiers you need to play the game. This way all of the important information is always at hand and presented in an attractive form. Also the well-developed Cyberwarfare aspect is also based on cards. The rules do not use dice; instead the testing mechanics are based on cards that we call CanDo which influences the final result of the test. The numerical value also defines the location of a hit or additional effects related to the test.

Cyber-Warfare. What makes HINT so unique is the division of events between those that happen in the real world (on the board) and those that take place in the virtual cyber world. Both influence one another and an advantage in the cyber world grants a significant bonus to actions that take place in reality. Hacking terminals, attacking enemy tactical networks and characters, uploading viruses and many other actions are performed using mechanics similar to card games.

Mechanics. Game mechanics are fairly easy as we wanted to achieve a perfect balance between a fun game and rules that enable a lot of tactical possibilities. The basic rules are easy to learn but the possibilities of their use grow significantly in combination with the characters' skills and capabilities of equipment. The characters do not have predefined characteristics (like attack, defence, intelligence etc.). We assume that such professionals will always hit a stationary target while shooting from a standing position. The characters are defined by their basic Physical and Mental Skills and modifiers, which make it easier or more difficult to perform some tasks. These modifiers result from their skills, special training or cyberware and other equipment.

  • System Resources
  • Ranged Attack
  • Grenades
  • Mines
  • Hit Location
  • Close Combat Attack (CC)
  • Fighting Bare-Handed
  • Special Actions
  • Reactions
  • 6. AI Operations Phase
    • Security Protocol
    • Drone Actions
    • Drone Movement
    • Drone Attack
  • 7. Clean-Up Phase
  • 1 x Turn tracker token
  • 21 x Locked/Unlocked tokens
  • 21 x Security door tokens with plastic bases
  • 36 x Neurochip tokens
  • 2 x Lift tokens
  • Übermensch gang with plastic bases
  • Nakamura squad with plastic bases
  • 5 x Muramasa drones with plastic bases
  • 5 x Masamune drones with plastic stands
  • AI Avatar with plastic base
  • vs
    Take Cover (once per turn, test on Speed)