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Moonbase Alpha

Moonbase Alpha Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
    • 1.1 How to Win
    • 1.2 Components
      • 1.2.1 Unit Counters
      • 1.2.2 Media Counters
      • 1.2.3 Neutral Units
      • 1.2.4 Labs and Mines
      • 1.2.5 Action Markers
      • 1.2.6 Upgrade Cards
    • 1.3 Important Terms
  • 2.0 Set Up
  • 3.0 How to Play
    • 3.1 Preparation
    • 3.2 Action
    • 3.3 Resolution
  • 4.0 Preparation Phase
    • 4.1 Budget Income
    • 4.2 Budget Expenses
      • 4.2.1 Reinforcements
      • 4.2.2 Increase Stock
      • 4.2.3 Legal Settlement
      • 4.2.4 Media
    • 4.3 Action Markers
      • 4.3.1 Upgrade Actions
  • 5.0 Action Phase
    • 5.0.1 Actions
    • 5.0.2 Media Movement
  • 5.1 Movement
    • 5.1.1 Movement Procedure
    • 5.1.2 Movement Costs
    • 5.1.3 Enemy-Occupied Areas
    • 5.1.4 Stacking
    • 5.1.5 Bounding Fire
  • 5.2 Combat
  • 5.3 Fire Combat
    • 5.3.1 Fire Combat Procedure
    • 5.3.2 Fire Combat Modifiers
  • 5.4 Armor Saves
  • 5.5 Suppression
  • 5.6 Retreats
  • 5.7 Assault Combat
  • 5.8 Destroyed Units
  • 6.0 Upgrades
    • 6.1 Unit Upgrades
    • 6.2 Neutral Units
  • 7.0 Resolution Phase
    • 7.1 Combat Losses
      • 7.1.1 Lost Units
      • 7.1.2 Stock Changes
    • 7.2 Victory
    • 7.3 Settlement Procedure
    • 7.4 Clean-Up
  • 8.0 Stock Market Events
  • Appendix: Upgrade Card Clarifications

1.0 Introduction

1.1 How to Win

The first player to inflict enough casualties on his or her opponent to drive their stock price down, or earn enough profit to maximize their own stock price, wins a major victory. Alternatively, the corporation with the highest stock price at the end of legal negotiations wins a minor victory.

1.2 Components

  • 1 11" x 17" game map
  • This Rules booklet
  • 46 unit counters (PMCs, MCUs, and missile crawlers) in two player colors*
  • 2 media counters in two player colors*
  • 8 action markers in two player colors*
  • 7 neutral unit counters*
  • 5 mine/lab markers*
  • 1 settlement marker*
  • 1 transport marker*
  • 2 stock price markers*
  • 6 stock market event tokens*
  • 25 upgrade cards
  • 2 corporate data sheets
  • 12 Plastic suppression discs
  • 4 six-sided dice (boxed edition only)

*Some slight soot and discoloration can occur during the laser cutting process.

If any of these pieces are missing or damaged, please email [email protected]

1.2.1 Unit Counters

The counters are double-sided. Counters are placed face-up (with the cost showing) until involved in combat, to hide the strength value from both players. Face-up counters have a stripe behind their unit picture.

1.2.2 Media Counters

The media counters represent news robots, video technicians, reporters and media vehicles. By law, the media cannot be harmed and weapons will not target them. All units destroyed in the same or adjacent area as a media counter are placed in a different loss box on the corporate sheet. These media losses are more likely to affect the corporation's stock price.

1.2.3 Neutral Units

Neutral units are dual colored (green on one side, orange on the other). Neutral units do not start associated with either player. They are added to a player's forces through upgrade cards.

1.2.4 Labs and Mines

There are five double-sided gray lab/mine markers that may come into play with upgrade cards. Once placed, they count as neutral mine/lab symbols. They are controlled by the player with the most PMCs in the area.

1.2.5 Action Markers

The round action markers are double-sided and are used to mark which areas will be activated during the turn. The front side of an action marker shows one, two or three stars (the order of activation) or the moon. The moon marker does not activate an area, but is used to bluff your opponent.

1.2.6 Upgrade Cards

There are 25 upgrade cards. A limited number will be used each game. Upgrade cards depict technological improvements, neutral units or new facilities. Successful research may increase a corporation's stock price.

1.3 Important Terms

Controlled Area: An area is controlled by the player with the majority of PMCs. If both players have the same number of PMCs, or no PMCs, the area is uncontrolled. Your main base area is always controlled by you.

Enemy Area: An area occupied solely by enemy units.

Friendly Area: An area occupied solely by your units.

MCU: Mobile Combat Unit. These are robotic drones, controlled from base camp or running in autonomous mode. They are heavily armored and carry a 20mm railgun.

PMC: Private Military Corporation. Licensed mercenaries not under government control. These are armored astronauts, with a variety of small arms and crew-served weapons. PMCs are important because they can man the various stations, providing command and control for mines and research labs.

2.0 Set Up

Players choose sides and take all the colored counters and markers for their corporation. Set the neutral units and suppression discs off to the side for the time being.

Each player should place their units face-down, with the € symbol and colored stripe facing up. Units should be randomized by type (units have varying combat strengths and this information is hidden from both players).

Place the stock price marker for each corporation on the €800 level. Place the stock market events face-down and randomize them, then place one event face-down, on each space with a triangle on the stock market.

The first player is the last player to walk on the moon. In the rare case a tie-breaker is required, each player rolls one die. The low roll gets the first turn and the high roll picks the starting bases. Re-roll ties.

Players place their media counter, two PMCs, and one MCU in their main base area. Each player then places a total of two PMCs and one MCU in areas adjacent to their main base — no more than one counter per area.

Shuffle the technology cards and deal each player five cards, which are kept hidden from their opponent. Return the remaining cards to the game container; they will not be used in this game.

Place the settlement marker on the START space of the lawsuit track on the map.

3.0 How to Play

Each turn is divided into three phases: preparation, action and resolution. Both players complete each phase before moving on to the next phase.

3.1 Preparation

In the preparation phase, players spend their budgetary allotment, and then place their action markers in areas on the map. Three of the tokens determine when the player's units in those areas can be given actions. One of the tokens has no effect, but can be used to bluff one's opponent. One action marker per turn can be placed on a potential technology upgrade.

Normally, both players can spend their budgets at the same time. If necessary, the player with the lowest stock price goes first (roll a die to break ties, low roll first).

See 4.0, Preparation Phase.

3.2 Action

In the action phase, players resolve each action marker, one at a time. The player with the lower stock price goes first (roll a die to break ties, low roll first). Units move and fight using either fire combat at a distance or assault combat at close range. Technology upgrades are checked for successful implementation.

See 5.0, Action Phase.

3.3 Resolution

In the resolution phase, the effects of combat losses are determined and stock prices adjusted. The settlement negotiation marker is advanced. Previously requisitioned units are delivered. Victory is checked for and, if there is no winner, the game continues with the preparation phase of the next turn.

See 7.0, Resolution Phase.

4.0 Preparation Phase

Each turn, players receive a budget of Euros (€) to spend on reinforcements or to raise the stock price. Corporate budgets are "use it or lose it". Leftover Euros are not saved from turn to turn. Players can perform a variety of monetary actions in any combination.

4.1 Budget Income

Each player receives a budget of €4 plus €1 for each mining symbol in an area they control (i.e., have more PMCs than their opponent).

A desperate corporation may lower its stock level by one and increase its budget by 1d6 Euros once per turn.

Players may not spend more than their budget.

4.2 Budget Expenses

Players spend Euros on the following items:

  • Reinforcements (cost of new PMCs, MCUs, crawlers and rebuilt neutral units plus potential fuel penalty for transportation)
  • Raise Stock Price (€6)
  • Adjust Legal Settlement Progress (€2)
  • Move Media counter (€1)

4.2.1 Reinforcements

PMCs cost €1, MCUs cost €2 and crawlers cost €3. When requisitioned, these units are randomly picked from the appropriate pile and placed face-down in the reinforcements box on the corporate sheet. They will be placed on the map during the resolution phase. The counters represent the maximum number of units.

Some technology cards upgrade the abilities of units. These upgraded units usually cost more Euros. Once an upgrade card has been played, a player cannot elect to spend less money to purchase non-upgraded units.

There is a limit to how much the transport rockets can lift. The first three units are free. Each additional unit costs a fuel penalty of €1 to lift.

Example: Adam budgets for three PMCs and two MCUs. The cost for the units is €3 for the PMCs and €4 for the MCUs, plus €2 for the extra weight. Adam subtracts €9 from his budget and places the five counters on his corporate sheet in the reinforcements box.

Note that some technology cards give the player access to neutral units. Neutral units have a rebuild cost listed on the technology card. If they are destroyed, you can rebuild them for the listed cost and place the rebuilt counters in the reinforcements box. Rebuilt units count against the rocket's weight limit.

4.2.2 Increase Stock

A player could use €6 to raise their stock price by one level once per turn.

4.2.3 Legal Settlement

Once per turn, a player may attempt to manipulate the legal system. A player spends €2 and rolls one die. On a 4-6, that player can advance or retreat the settlement marker one space. The marker cannot be moved below the starting space or past the final space on the track.

Example: Adam spends €2 on the legal settlement. He then rolls one die and gets a 5. He adjusts the settlement marker by one space. If he had rolled a 3 or less, there would have been no effect.

4.2.4 Media

A player may spend €1 and move their colored media counter to any area on the map.

4.3 Action Markers

Once the budget has been spent, players alternate placing their action markers in areas with one or more friendly units (starting with the player with the lowest stock price; roll a die to break ties). Action markers are placed face-down, in any order. You can place more than one action marker in an area.

Tip: It's probably A Really Bad Idea to place your one star marker first each turn. Remember that the moon marker is for bluffing your opponent.

4.3.1 Upgrade Actions

One action marker can be placed face-down on an upgrade card in order to perform an upgrade action during the turn. You can place the moon token on a card, but the moon token does not let you make the upgrade roll.

5.0 Action Phase

There are four action markers: one star, two star, three star and moon. The number of stars determines the activation order. The first player will reveal their one-star token and take one action, and then the second player will reveal their one-star token and perform an action. Then the first player will reveal their two-star token and so on. When revealed, a player may take one action with all friendly units in that area. The moon token is revealed last and does not activate an area or perform an upgrade.

5.0.1 Actions

There are three unit actions: Move, Fire, and Assault. Cards can Upgrade.

Units in the area do not have to perform the same action or take an action. You can see the results of one action before performing the next action. A unit cannot perform more than one action with a single action marker, but could take multiple actions in a turn with different action markers.

5.0.2 Media Movement

Before taking an action, once per turn you may move your media counter to an adjacent area. Note that the media counter does not have movement points and ignores the movement cost to move to a new area.

5.1 Movement

The lunar map is divided into areas. If two areas share a common border (not just an intersection), they are adjacent.

5.1.1 Movement Procedure

Units move by areas. Each unit has a number of movement points (MPs). A unit can only move to a new area if it has enough MPs (exception: a unit may always move to an adjacent area if that is the only move it makes that action). A unit can continue to move as long as it has MPs to spend. MPs cannot be saved or transferred to other units. A unit must complete its move before another unit can move.

5.1.2 Movement Costs

The base cost to move into an adjacent area is 1. The base cost is modified by the following:

  • Cratered terrain symbol: +1
  • Adjacent to one or more enemy areas: +1
  • An enemy-occupied area: +2

Modifiers are cumulative.

(Example of movement, showing the required MPs for the green PMC to move to that area: the red 6 exceeds the PMC's movement and is out of range.)

5.1.3 Enemy-Occupied Areas

Units must stop moving if they enter an area occupied by one or more enemy units.

5.1.4 Stacking

At the end of an action, the maximum number of friendly units in an area is six. Excess units are destroyed. Each player has their own stacking limit in an area. There is no stacking limit in the main base area.

5.1.5 Bounding Fire

Bounding fire is firing during movement. Units that moved can make one ranged attack with the bounding fire modifier (5.3.1) after completing a movement action.

5.2 Combat

There are two types of combat: fire combat and assault combat. Fire combat (5.3) takes place at range and can occur in the same or adjacent areas. Assault combat (5.6) only attacks enemies in the same area. Units in the same area cannot make a fire attack and an assault in the same action (exception: crawlers can use fire combat before other units make an assault).

5.3 Fire Combat

Fire combat is made by one or more units is called a firegroup. The acting player decides which of the acting units will form the firegroup. Not all units in the activated area need to take part in the same firegroup, but all units firing into the same area during this action must be part of the same firegroup. An area can only be attacked by one firegroup each activation. Attacks can be made against the same area or long-range (an adjacent area).

Missile crawlers and/or missile turrets that form their own firegroup and do not attack with non-missile units can make attacks at extended long-range (areas adjacent to other areas). The crawler and missile turret attack strengths are underlined as a reminder.

The defending units that were not destroyed, suppressed or forced to retreat may counterfire. Counterfire has a reduced chance of causing effective hits.

Bounding fire and counterfire use the same attack procedure, but must roll 3 dice for the attack roll, dropping the highest result. Counterfire may not itself be counterfired.

5.3.1 Fire Combat Procedure

  1. Reveal any face-down units in the firegroup.
  2. Total the combat strength of all units. This is the total attack strength (TAS).
  3. Roll 2d6 and total the result. (Bounding fire and counterfiring units roll 3d6 and discard the highest die result.)
  4. Apply any modifiers to the attack. See the corporate sheet and appropriate technology cards.
  5. Consult the fire results table on the corporate sheet and cross reference the roll result with the TAS.

The result will be a letter, or a letter and a number. Examples: S or R or D2.

NE is no effect. The attack misses, or it bounces off the target's armor, or it was intercepted. In any case, nothing happens to the target. The attacker is allowed to whine about the dice.

S is a suppression result. The defending units must make an armor save (5.4) or be suppressed. If the save is successful, nothing happens. If the unit fails the save, it is suppressed (5.5) and gets a suppression disc placed on top of it. Suppressed units cannot take actions or counterfire. Units with a suppression disc that are suppressed again are destroyed.

R is a retreat result. The defending units must make an armor save (5.4) or retreat. If the save is successful, the unit is only suppressed. If the save fails, that unit must retreat (5.6) and then receives a suppression disc after retreating.

D is a destroyed result. The defending units must make an armor save (5.4) or be destroyed. If the save is successful, the defending unit may, but does not have to, retreat. Regardless of retreating, the saved unit is also suppressed. If the save is not successful, the unit is destroyed.

D# is an automatic destroyed result. The # of units listed are automatically destroyed, with no save possible (defender chooses which units suffer this result). All other targeted units in the area roll saves as if they suffered a D result.

5.3.2 Fire Combat Modifiers

PMC and MCU units that attack an adjacent area suffer a -2 long-range modifier to the combat die-roll. Crawlers do not suffer this penalty.

Crawlers that attack extended long-range (exactly 2 spaces away) suffer a -2 penalty to the combat die-roll. PMC and MCU units cannot make extended long-range attacks.

If any of the targeted units are suppressed, add a +1 dice roll modifier (drm) to the die-roll.

If all of the targeted units are suppressed, add a +2 drm to the die-roll.

Attacks against units that are in cratered terrain are shifted one column to the left on the combat results table. Attacks that are shifted off the 1-3 column automatically fail.

5.4 Armor Saves

Units are armored and may be able to reduce the effects of the combat result. Units need a die roll equal to or greater than their armor number to successfully save and suffer the reduced effect.

A natural 6 on the armor save ignores all combat results (including the suppression from a successful retreat or destruction save).

Units of the same type roll saves simultaneously, and the defender decides which armor save die-roll applies to each individual unit. The defender should remove weaker units before stronger units.

5.5 Suppression

Units that are suppressed cannot move or fire, including counterfire, for the remainder of the turn. During the resolution phase, remove all suppression discs. Suppressed units that are suppressed again are automatically destroyed.

During assault combat, suppressed units count as half units.

5.6 Retreats

Units that retreat must move to an adjacent area. They cannot move into areas occupied by enemy units. If they cannot move, they are destroyed.

A unit that successfully saves against destruction may retreat, if the owning player chooses to do so. The unit is not destroyed for failure to retreat.

Fire Combat Example: Nathaniel is firing at Adam. He reveals all attacking units and totals their attack strength (11). None of the attacking units move this turn, so there is no bounding fire. Nathaniel rolls 2d6 and the result is 9. There are no drms. On the 8-12 column of the fire results table, a 9 is a D result. Adam rolls saves for each of his units in the target area. A successful save on a D result is a suppression result, plus Adam can choose to retreat any units. Adam has two MCUs and one PMC. The MCUs need 3s or higher to save; the PMC needs a 5 or higher. Adam rolls two dice for the MCUs. The results are 2 and 5. Adam decides to destroy the MCU with the lower attack strength; the other MCU is suppressed. Adam rolls a 6 for the PMC. It suffers absolutely no effects.

5.7 Assault Combat

Assault combat occurs after all fire combat and targets enemy units in the same area.

Both players roll one die and add the number of friendly units in the area (excluding crawlers if they made a separate fire attack this activation). Suppressed units count ½.

The higher total is the winner of the assault, and destroys a number of their units (no save) equal to the lower die roll minus one. The player with the lowest total destroys a number of their units (no save) equal to the higher die roll plus one. In case the totals are tied, both players destroy units equal to the higher die roll. Players choose the units that are destroyed.

Assault Combat Example: Adam decides to assault. He has five units, but one of them is a crawler that attacked an adjacent area. Nathaniel also has five units, but four are suppressed. Adam rolls a 3 and adds +4 for his units for a total of 7. Nathaniel rolls a 2 and adds +2 for the suppressed units and +1 for the unsuppressed unit, for a total of 5. Nathaniel loses and chooses 4 units to destroy. Adam wins and chooses 1 unit to destroy.

5.8 Destroyed Units

Destroyed units are placed on the corporate sheet in the regular loss box, unless there was a media marker in the same or adjacent area. Those destroyed units are placed in the media box.

6.0 Upgrades

The rules on upgrade cards take precedence over these rules.

A player can attempt to implement one technology card per turn by placing a starred action marker on a face-down technology card. When the action marker is revealed, follow the upgrade procedure.

  1. Roll 2d6, total the result and add 1 for each science symbol you control.
  2. Compare the total to the chart on the left-hand side of the card. Results greater than 12 are treated as 12.
  3. If the result is "-", the upgrade failed. The card remains face-down and can be attempted again next turn.
  4. If the result is "+", the upgrade was successful. Reveal the card and place it next to your corporate sheet and follow the upgrade instructions.

Furthermore, if there was an up arrow next to the result, raise your stock price by one. Conversely, if there was a down arrow next to the result, lower your stock price by one.

If you fail an upgrade, you can lower your stock price by one and re-roll once per turn.

6.1 Unit Upgrades

Some upgrade cards affect units. When successfully used, these cards immediately upgrade all units anywhere on the map. All future units are upgraded. Many of these cards will increase the cost of unit types. This cost increase applies to requisitioning all future units, but does not count when determining combat losses.

6.2 Neutral Units

Neutral units added by upgrade cards (e.g., Stealth Suits) are initially placed in the player's main base area when the upgrade is successful. If destroyed, they must be rebuilt to go to the reinforcement box.

7.0 Resolution Phase

During the last phase of each turn, combat losses are resolved, stock prices may change and victory is checked.

7.1 Combat Losses

Each player must total their combat losses and roll for stock loss. Each destroyed unit in the regular losses box counts as one point of loss for its base € cost. Each unit in the media box counts as two loss points for its base € cost. Total the loss points. For each full six points of loss, your stock is lowered by one. If there are between 1-5 remaining points, roll one die. If the result is equal to or less than the remaining loss points, your stock is lowered by one.

Example: Adam has one PMC (€1) and one MCU (€2) in his regular losses box and one crawler (€3) in his media losses box. The crawler is doubled to 6 loss points and added to the 3 from the PMC and MCU losses, for a total of 9 loss points. Even if Adam had previously played an upgrade card that increased the cost of his PMC or MCU units, only the base € cost is used. With 9 loss points, Adam's stock is automatically reduced by one level. With 3 remaining loss points, Adam must roll a die. If the result is 3 or less, Adam will lose another stock level.

7.1.1 Lost Units

After the stock loss is calculated, return lost units face-down to their appropriate reinforcement pile and randomize each pile.

7.1.2 Stock Changes

If your opponent lost stock value and you did not, raise your stock price by one.

7.2 Victory

Check for victory. If you raised your stock to €1.600, you win a major victory. If your opponent's stock is €0, you also win a major victory as they must declare bankruptcy and you'll purchase their corporation for pennies on the dollar after your victory dance. If both players reach €1.600 or fall to €0 in the same turn, the player with the most science symbols is the winner.

Note: In Germany, the comma is used to separate decimal places and a period is used to separate amounts more than one thousand. Germans use periods in place of commas used by Americans. For example, the American 1,600.00 would be written in Germany as 1.600,00.

In the event of a tie, the player with the most mining symbols emerges victorious. If there is still a tie, the player with the most units on the map is the winner. If there is still a tie, sit back and have a drink whilst you enjoy your shared victory.

7.3 Settlement Procedure

If the game is not over, advance the settlement marker one space. If there were any units in either media losses box, advance the settlement marker one additional space. If the settlement marker advances to the "lawsuit settled" box, the game is over. The player with the highest stock price wins a minor victory. If players are tied, follow the tiebreaking rules above.

7.4 Clean-Up

If the game is not over, remove all suppressed discs and action markers, and add the units in your reinforcement box to your main base area and continue the game with the next turn.

8.0 Stock Market Events

There are six event markers placed randomly on the stock market track. The first time a player's stock price marker is moved into a space with a face-down event marker, that player takes and reveals the event.

  • (Mine icon) Counts as a permanent mine (+€1 during the preparation phase).
  • (Lab icon) Counts as a permanent science lab (+1 to upgrade rolls).
  • (Units icon) Add €4 worth of units to your main base area, then discard the marker.
  • (Up icon) Raise your stock price by one, then discard the marker.
  • (Down icon) Lower your stock price by one, then discard the marker.

(The printed rulebook shows these events as icons; the order of the descriptions above follows the printed order.)

Appendix: Upgrade Card Clarifications

Active Camouflage: The results of the re-roll must be kept.

AI Management System: You do not have to use the additional action. You may discard the blank action marker when revealed instead of taking the additional action. The die roll to discard the upgrade card happens after the additional action (and represents the AI burning out or going insane and needing to be shut down).

BOLO Project Superheavy MCU: The BOLO can move two areas per turn, ignoring all additional movement costs. The attack strength roll is made after the attack is announced.

Defensive Satellites: You may hold on to the defsat marker for use on a later turn. Place the marker on any area at the start of the prep phase (before action markers are placed). At the start of that turn's resolution phase, attack that area and/or adjacent areas. You do not have to attack the area the marker is placed in. Roll on the fire results table with an attack strength of 8. Rotate the card 180° as a reminder it needs to be upgraded again before use. The +2 drm applies to future defsat upgrades only. The 82 combat strength on the defsat marker is a reminder that the defsat attacks twice.

Eyries Transport: You can use the transport during the actions phase when you are resolving an order.

Heavy Crawler Missiles: The attacking firegroup can only have friendly missile crawlers. There is no bonus for assaults.

Heavy MCU: The bonus applies to the combat strength of each MCU attacking.

Improved Tyres: All other movement costs apply. Unlike other unit upgrades, this upgrade does not affect the unit cost.

Long-Range Missiles: Your crawler attack range is not extended farther; only the penalty for extended long-range attacks is negated.

Lunar Mine: Once placed, the lunar mine marker acts as a printed mine symbol on the map. One mine can be built in the main base area. The mine marker cannot be removed. It is controlled by the player with the majority of PMC units in the area.

Missile Turrets: When rebuilt, the turrets can be placed in any friendly area. The turrets can be moved by paying the rebuild cost. The turrets ignore retreat results.

MMU Booster Packs: The +2 bonus is added to the unit's movement factor. This upgrade will affect friendly stealth units, if you have that upgrade as well.

Mobile Command Unit: The +1 bonus is added to your fire combat and assault attacks.

Network Data Filters: A successful roll of 1-3 means all units in the media losses box only count as their base cost instead of double their base cost for purposes of stock loss.

Patent Database: The stolen card must be from your opponent's face-down cards.

Powered Infantry: The bonus applies to each PMC attacking. This upgrade will affect friendly stealth units, if you have that upgrade as well.

Reactive Armor: A natural 6 is still required to ignore all combat results.

Research Lab: Once placed, the research lab acts as a printed science symbol on the map. One lab can be built in the main base area. The lab marker cannot be removed. It is controlled by the player with the majority of PMC units in the area.

Science Division Breakthrough: This is a one-time effect.

Stealth Suits: Stealth units operate in all ways as PMCs that can only be attacked in the same area. Stealth units ignore long-range attacks that target other units in the same area. The assault bonus is cumulative.

Targeting Computers: The re-roll affects both fire combat and assault attack rolls.